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Author Topic: Trivial findings  (Read 203780 times)

Badger Storm

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Re: Trivial findings
« Reply #30 on: November 16, 2014, 02:37:29 pm »

On the subject of exotic war beasts, I don't plan to do any unicorn embarks unless I can get trainable unicorns.  Since they are good-aligned creatures, do I need to add any extra tags to them?
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smeeprocket

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Re: Trivial findings
« Reply #31 on: November 16, 2014, 02:51:09 pm »

Yea if you got a breeding pair you could have unicorn steaks for the foreseeable future. that and sunshine are the only good reasons to do a good embark.
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Steam Name: Ratpocalypse
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Splint

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Re: Trivial findings
« Reply #32 on: November 16, 2014, 03:14:38 pm »

On the subject of exotic war beasts, I don't plan to do any unicorn embarks unless I can get trainable unicorns.  Since they are good-aligned creatures, do I need to add any extra tags to them?

[PET] or [PET_EXOTIC] depending on the ease of training you want (might even end up with some on embark if a mountainhall happens to be in the vicinity of a good aligned region.)

Badger Storm

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Re: Trivial findings
« Reply #33 on: November 16, 2014, 04:41:15 pm »

Does the pet tag have to go above or underneath any specific other tags in the raws, or can you slap it in anywhere?

In unrelated news, you can apparently have migrants with no liaison. 
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Thisfox

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Re: Trivial findings
« Reply #34 on: November 16, 2014, 04:45:06 pm »

....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.
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Magnumcannon

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Re: Trivial findings
« Reply #35 on: November 16, 2014, 04:49:25 pm »

PTW
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Splint

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Re: Trivial findings
« Reply #36 on: November 16, 2014, 04:53:49 pm »

Does the pet tag have to go above or underneath any specific other tags in the raws, or can you slap it in anywhere?

I usually just stick them anywhere below the creature's description where they aren't in the way of anything important.

....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.
Just means they haven't heard back, so for all they know it still wants, needs, or is accepting regardless, new residents as far as I can tell. Caravans have probably been less than cooperative too I imagine, as far as bringing crap you needed.

In unrelated news, you can apparently have migrants with no liaison. 
Civs with no owned sites or only some scattered smaller settlements are still considered "active" in the sense migrants will come or be generated as needed, presumably due to the survivors having moved to unharmed hillocks, human towns, or what have you. Also measn you either lack a king or you dun goofed and need a new one to arrive.

In the former case, one of your dwarves will probably take the job if none of the previous monarch's kids are old enough or presumably available to take the throne, in which case regardless someone from the last caravan will probably get the job of liaison (which is what usually happens to me with crippled/dying civs.)

smeeprocket

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Re: Trivial findings
« Reply #37 on: November 16, 2014, 04:57:05 pm »

yea in one of my first forts coming back I got a message like "After a civil discourse with his rivals, urist mcroyal has taken the position of king." And suddenly I had a needy noble wanting far better accommodations than I could manage. Fort fell to a titan before I could get things up to his wants, iirc I was putting solid gold items in his rooms too.

I still got liaisons and caravans though because my fortress wasn't technically the capital.
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Badger Storm

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Re: Trivial findings
« Reply #38 on: November 16, 2014, 05:07:34 pm »

I think what was happening was that I was busy trying to pierce baby's first aquifer, so all my effort was going into that instead of actual stuff.
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SharpKris

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Re: Trivial findings
« Reply #39 on: November 16, 2014, 10:13:07 pm »

I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
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axus

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Re: Trivial findings
« Reply #40 on: November 16, 2014, 11:55:16 pm »

I created a new marksdwarf squad in 0.40.16.  The ammunition page had assigned bolts, thin bolts, long bolts, and short bolts.  Seems like a new, unimplemented feature.
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Max™

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Re: Trivial findings
« Reply #41 on: November 17, 2014, 04:15:05 am »

I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?
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Cptn Kaladin Anrizlokum

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Re: Trivial findings
« Reply #42 on: November 17, 2014, 04:45:18 am »

I created a new marksdwarf squad in 0.40.16.  The ammunition page had assigned bolts, thin bolts, long bolts, and short bolts.  Seems like a new, unimplemented feature.
Nope, it's been there since the 0.40.01 update IIRC... Just fancy names for bolts. They have one for every weapon type, and shields too.
Just a different name. Randomly generated.

I have a wavy sword and a sleek crossbow in one of my fortresses...
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SharpKris

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Re: Trivial findings
« Reply #43 on: November 17, 2014, 05:22:15 am »

I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?

could you post a snapshot?
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Max™

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Re: Trivial findings
« Reply #44 on: November 17, 2014, 10:05:43 am »

I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?

could you post a snapshot?
Top floor:
Spoiler (click to show/hide)
There are three constructed ramps side by side inside of a smoothed wall I dug out of the stone there with a pump pointing south that can draw from there. Channel or up-ramp the output tile and remove that ramp. The other side of the 3x1 ramp is the only entrance in or out, you could widen it if you want just as long as nobody can path around it to get in without going through the water, when it gets gunky you just order a pump job and then shut it off after a second or two, and as I said before, if dorfs get stuck in the bottom part somehow, you can pump them through the fortifications.

Bottom part:
Spoiler (click to show/hide)
The bottom is all smoothed out and then I built two fortifications under the pump.
Designate it as a pond zone and have dorfs fill it to 3/7 unless you want to dfhack it (liquids -> w > 3 -> range 3 4 1 will do it with this design if the cursor is on the left ramp) and at that point it is just a matter of ordering a pump-cleaning when you notice the water is funky. It does cause the walls to get splattered with goop at times but if they're indoors they will end up cleaned sooner or later.

Alternate layout for the standard 3x3 staircase design:
Spoiler (click to show/hide)

Note that the above design has vertical bars next to the ramps because I kept getting dorfs sucked through the fortifications due to the different pump layout, it isn't a problem with the single pump version, but there is no easy way to flush them back to the proper side of the fortifications with the 4x pump version, so I just stuck bars up to keep that from happening.
« Last Edit: November 17, 2014, 10:15:35 am by Max™ »
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!
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