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Dareon
Apr 6, 2009


Darval posted:

With every dev update, I'm still in shock. I still can't believe he's actually working on minecarts. I don't even know how to comment on the dev updates, I just want to watch them play out.

Only appropriate response I could find:

I would include

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Dareon
Apr 6, 2009


scamtank posted:

It also helps that cats aren't genderless COMBINE CATTES -> MORE CATTES fuzzy Xerox machines any more.

They never really were, you would just have an equal number of each sex automatically. Which led to me bringing 4 cats and a cage on embark, caging the females, and selling it to the first caravan.

On the subject of pets, I'm mildly saddened that I apparently can't train this troll I trapped. I want a troll fur clothing industry like the goblins have! On the other hand, I also trapped a breeding pair of cave crocodiles and a Giant Cave Spider, so I really can't complain too badly.

Dareon
Apr 6, 2009


zalmoxes posted:

I finally have satisfying uniforms in my fort.



Related to this, is there a decent dwarf visualizer tool? I don't want a full-on 3D fort visualizer like Stonesense (And can't run the thing anyway), but just something that shows me a dwarf with its skin/eye color, hair color/style, whatever it's wearing, and colors of that stuff.

I want my elite fighting force to all have red beards and cloaks without a lot of effort.

Not a lot of effort? Why, that's distinctly undwarven!

Dareon
Apr 6, 2009


bobthedinosaur posted:

I love building weapons traps lining every entrance of my forts and even put them in the main hallways within my forts.

I love using weapons from failed goblin ambushes in the traps even more.

They're not as effective as purpose-built steel or glass discs, but sometimes you don't want effective. Sometime you just want a single dagger or whip in each trap, so any invader triggers them all as he moves, getting more and more injured as they go, until they realize "Oh god, I'm gonna die, get me outta here!" and his only exit is back through aaaalll the traps he just tripped.

Dareon
Apr 6, 2009


Demiurge4 posted:

I edit pretty much every value when I gen worlds. I want huge and open caverns, lots of minerals, lots of civs and lots of volcanoes. Generally I gen a 1050 large world with 40 civs in 10-15 minutes.

I've been using perfect world a few times as well but I can never figure out how volcanism works in it so I gave it up.

This may not be entirely a solution to your problem, but this (With appropriate number of volcanoes in the worldgen) will give you a lot of one-tile volcanoes with a good chance of sedimentary rock right nearby, perfect for a steel industry.



Just adjust the Higer/Lower Elevation Cusp sliders until the red dots are on land, and unless you want to try making like a chain of volcanic islands or something, it should serve admirably.

Dareon
Apr 6, 2009


PublicOpinion posted:

Whenever my dwarves kill a megabeast, I engrave a memorial slab for it. A Hammerlord just killed a minotaur, and this is the beast's obituary: "In memory of Belepi Fifemaeni Milafeyudo / Born 152 / Struck down by the dwarf 'Perseus' Pagepack the Cult of Sneers with an iron war hammer in The Rampage of the minotaur Belepi Raunchwrings the Robust Avalanche in Spatteredcloister in the year 255 / Slayer of the Dwarf Doren Fangclasped / Loving father."

That last bit makes me kind of sad. Not as bad as the minotaur that was only six years old, though.

I should engrave more slabs. I engraved one for a dwarf that went missing (I happened to watch him dodge away from a giant toad into a pool of water and either drown or get his head bitten in, but no one found the body and it was nigh-unrecoverable anyway) And it gave those kinds of details, "Loving husband" and "Friend to horseshoe crabs."

Dareon
Apr 6, 2009


scamtank posted:

Unless you're planning on hitting the ground fighting, you don't need to waste your points on a metal axe. Ditto for woodcutters. Smithing skills aren't strictly necessary either. Most of your immigrants will also be craftsmen or some sort of landworking peasants, so don't bother with other farming skills than a high level of Growing and maybe some points in Brewing and Cooking.

Architects and diagnosticians seldom arrive, they're a bitch to train and you'll want at least a little skill in your fort. Miners and herbalists not so much, but they're incredibly wasteful when inept. If you're butchering the migrant livestock, you can't go amiss with a competent bone carver. The workshop cluttering limits were raised sky-high, so they're speedy and useful again.

Do you think you can hold on to all your picks and keep away from combat until the first caravan? You don't really need an anvil. No trees where you're going? Take a forest's worth of logs with you, pros go for fungiwood for the +fine grain+. Planning on exploiting mineral fuel? Take that first lump of coke you need to kickstart the process.

That last bit is the only thing that's less than optimal. For the price of a piece of coke, you could take three logs and a seed (Or a bag of sand). As long as you have stone (and if you're mining coal, you'll have stone), you can make a wood furnace, set some schlub to wood burning, and make charcoal from one of those logs.

Of course, I'm not really one to talk, since my embark profiles are all kinds of frivolous. Three colored stone blocks to build the trade depot, 9 bags of sand to make a greenhouse (Channel out a surface farm plot, then floor above it with glass blocks. Yes, they're technically opaque, but it feels better using glass blocks than stone), and so forth.

Dareon
Apr 6, 2009


ROALERY COASTERY WOOOOOO

e: ROALERY COASTERY WOOOOOO

Dareon fucked around with this message at Apr 21, 2012 around 08:30

Dareon
Apr 6, 2009


IM_DA_DECIDER posted:

If I dig down from a z-level above the magma, all it does is reveal parts of the lake, can't build a forge anywhere. I'm guessing in order to get the sweet adamantine I'll have to dig down as well.



That's generally what your magma forge area should look like, only underground and with way more stone clutter, and probably some up stairs. One of my furnaces has been removed so you can see how things should be. Magma workshops draw their power from an open square of magma located beneath one of the eight edge squares of the workshop. To prevent critters from swimming out of the holes and frightening your workers, it's helpful to place the solid tile of the workshop over the hole. That's the '8' tile (Top middle, look at your numpad) on kilns, smelters, and glass furnaces, and the '4' and '6' tiles on forges.

If you're actually trying to build forges inside the magma, I feel like I should mock you.

Dareon
Apr 6, 2009


Usually it's more machine-gunning the weaponsmiths, I've seen no fire imps or magma men this version, it's all been magma crabs flinging hot globs of basalt. Which the dwarves then put in the food stockpile.

Dareon
Apr 6, 2009


My legendary woodcarver just hunted down my mayor and cried on his shoulder because the hunters were taking her beautiful bolts and shooting them into wild boars. Well if you're going to mood woodcrafter, get used to it, bitch!

Dareon
Apr 6, 2009


Bad Munki posted:

Yes...in order to reach the island fortress, you must ride this coaster down the side of Splash Mountain and skip across the surface of the lake. The system is very finely calibrated, though, so if you weigh too much, you might not make it!

I'm picturing succession forts making it a challenge to see how many skips they can get an invader (or a dwarf, in slow years) to do across the magma sea.

Dareon
Apr 6, 2009


scamtank posted:

Mine are getting leathery eggs. The elves brought me a tame alligator snapping turtle.

I caught a breeding pair of cave crocodiles, and after locking the female in the room with the nest box, wound up with the pitter patter of three dozen baby crocodiles. Enough to shoot my fort's training ability for them all the way to Domesticated.

I also have a war jabberer and a stockpile full of crundles.

Dareon
Apr 6, 2009


Internet Kraken posted:

Speaking of animal training, as much as I like the new system is there anyway to speed things up? As far as I can tell there is no way to retrain an animal until they turn feral. It is taking forever to domesticate some pan ants I caught despite having tried to train them for about a year now. Waiting for them to turn feral is annoying.

Let them out of their cages. Any wandering animal that's tamed lower than Domesticated will occasionally spawn a training job as it drifts back towards feral.

Dareon
Apr 6, 2009


The king just showed up!

There are badger men in my construction area!

I found the third cave level!

A cave crocodile hatchling died! WHY IS IT ON FIRE?

This has been an eventful season.

Dareon
Apr 6, 2009


Ignimbrite posted:

e: also, my last attempt at a panic room resulted in dwarf baby blood everywhere

I think you've confused the concepts of the panic room (A burrow with food stockpiles deep in the fort where all the civilians get assigned in times of siege) and the danger room (A room full of upright wooden training spears linked to a lever where your military gets assigned while someone repeatedly pulls the lever).

Which is definitely dwarven.

Dareon
Apr 6, 2009


Everything in the caves caught on fire, my dwarves and their pets were getting caught in cage traps, and I couldn't see through the smoke to assign kill orders for the military and the king's guards, so THEY caught on fire, too. In all of this, no one actually cancelled a job until they bled to death, so I to this very moment have no idea what was attacking them.

A badger man punched my legendary mason off the construction zone, which might not have been so bad had it not been a skyway from the top of the volcano across three valleys and mountaintops to my fort's entrance. He literally exploded.

The king arrived with hunting enabled, and proceeded to bring in three giant eagles, six crundles and almost a giant cave spider. It bled to death shortly after the king suffocated.

The original cave crocodile mama, mother of the three dozen newly-domesticated babies and sitting on another 40 eggs, reverted to wild while locked in the nest box. I did not notice this in the spam of dwarves running around on fire. Once her babies hatched, I unlocked the door and she promptly tore a swath through the food stockpile and the dining room just above it.

Screw it, new world, new fort. Hilarity began almost immediately as one of the donkeys from the initial dwarven caravan decided that the waterfall was an appropriate means of exiting the map. While it and the dwarf leading it left the map safely, it led to me fishing some silk, an alpaca cage, and about half the things I'd traded to them in the first place out of the grates I'd put up to prevent waterfall dives from being deadly.

And now my latest migrant wave disturbed some alligators. One of the hunters just blithely popped one in the leg with a bolt, knocking it out from the pain, after which a little bunny one of the migrants brought as a pet walked over and started gnawing on the alligator's head.

Meanwhile, in this world I'm using scamtank's beekeeping fix, and goddamn if this mod isn't everything I never knew I always wanted.

Dareon
Apr 6, 2009


Umph posted:

I had this great embark with all 3 dangerous biomes a river and a volcano. A megabeast attacked when I was dealing with a siege and I lost everyone. Is there a way to revert the zone back to day one? Like... reclaim without the pre existing fortress being there? Can I find out what the seed was somehow and remake the world? I don't have early saves somehow and I just want to start fresh but I have no recollection of the custom generation settings I used precisely. It was the best embark ever

Google is no help.

Seasonal autosaves, autobackup, and initial saves turned on in the init is how I deal with that. If, say, a miner gets squashed by a tree while carving ramps in the spring, I can just abandon, pull up the save folder, delete the base region folder, copy the spring backup, and rename the copy.

But those only help when you turn them on, of course. Be prepared!

Dareon
Apr 6, 2009


You might be able to do something with a custom-painted map, just have a lot of little dots of maximum altitude laying around. This would probably be easiest to do with a custom image imported into PerfectWorld.

E: That would still give you a whole region tile of mountain, though.

Dareon
Apr 6, 2009


The spinning -feather tree minecart- strikes the stray cat in the fourth toe, left foot, but the attack glances away!
The stray cat headbumps the -feather tree minecart-.

Dareon
Apr 6, 2009


Rurik posted:

[old aquifer question]

No sedimentary rock. Which means no flux stone. At least that's the upshot if you generate a world without [AQUIFER] tags.

Although you can generate a world with aquifer tags, then remove the tags from the save's raws before you start play, and you'll be high and dry.

Some consider this cheating.

Dareon
Apr 6, 2009


Maybe it was just luck, but I'm hesitant to accept that because I found literally no flux at all (from the site finder) when I generated a world with no aquifers.

Either way, the kinda-cheaty way is still valid: Generate a world as normal, then go into data\save\region#\raw\objects\ and remove the [AQUIFER] tags from inorganic_stone_*.txt. An easy way is to just do a find/replace changing [AQUIFER] to (AQUIFER), that way it can be put back if you want to.

Dareon
Apr 6, 2009


Okay, this is getting ridiculous. This is the third suicidal naked kid I've gotten in this fort. I even watched this one go and collect a robe, cap, cloak, gloves, and shoes, but he still threw a tantrum and went insane immediately after. At least the first one was amusing and hurled things at other dwarves (Breaking one dwarf's leg with a log and training Shield Use on another by pelting him with a coat).

Is this hardcoded, or has someone found a way to make dwarves that are okay with not being clothed in accordance with sharia law?

Dareon
Apr 6, 2009


Internet Kraken posted:

So why won't my archer carry more than what feels like 10 bolts with him? He's always going back to base to pick up more in the middle of battle. In the military screen I have him authorized to carry around up to 250 bolts so I'm not sure what his problem is.

That setting is how many bolts are set aside for that function. Your hunters will claim (but not use all at once except in certain circumstances) around a hundred bolts, which your archers will not fire off in training exercises. Likewise, your army claims 250, which will mostly sit around until a dwarf decides this funny-looking hammer might make pointy things fly better.

E:

scamtank posted:

Hey, all you adventure mode maniacs: can you achieve "simple" striking accuracy and a "direct" striking plane without the target being unconscious?

Only with opportunity strikes, as far as I know. Maybe with Legendary+5 Fighter and weapon skill, but that's a big maybe.

Dareon fucked around with this message at May 4, 2012 around 12:18

Dareon
Apr 6, 2009


This could be the end for my adventurer, but by Vor the Purple Greenness, Utast Murderboot the Riddled Crux of Lenses is not going down without a fight!

My party got ambushed at very close range in the middle of the night by at least a dozen goblins (I can count eleven red quotation marks). I'm pretty sure all my companions are dead, and I'm just glad I already lost use of my left hand in my first fight, because the archers keep hitting bone on my left arm (Lower arm, upper arm, and shoulder are all broken). I killed three of them already, though. One got decapitated by a lucky thrown halberd (I thought it was a spear when I bought it), and one got a rib shoved through its heart by a shaft strike, he's not long for the world.

Time ot show the rest of these goblins what it means to be... Bootmurdered.

Edit: Almost had them. I was Black Knighting it up for the last part of the fight. No right arm, broken left arm, chipped bone in one leg leaving me on the ground, I was only able to kick and bite, but by god did I kick and bite the gently caress out of those goblins. Being a vampire is awesome. I was not a legendary ambusher or a necromancer, though.

I'm not really sure what I would've done if I won, anyway. I was currently on a quest to kill a hill titan. In theory I could bite it to death, but that would be really unlikely.

Dareon fucked around with this message at May 4, 2012 around 19:37

Dareon
Apr 6, 2009


President Ark posted:

So, fun fact: If a vampire is elected mayor, their job changes to "Vampire mayor" even if you haven't identified them as such yet.


This happened in my current fort when my previous mayor wandered into the caves after my doors blocking the entrance was broken by a troll and was subsequently beaten to death by said troll.

I noticed this, too, but it only happened after he fed on someone. I'd spotted a pale dwarf running around, and used DFhack to nickname the vampire, only to find that he's the mayor that was ordering 500 shields in 1-3 unit lots. When I let him out of his hole to meet with the liaison, he started "attending a meeting". In the dormitory. I can only imagine the liaison was rather nonplussed as the mayor tried to mumble a trade agreement around someone's neck.

Dareon
Apr 6, 2009


I accidentally found a new use for vampires. I threw my vampire mayor in a hole (With an unfortunate accident machine, bridge over pit, lever assigned to the vamp), but it wasn't deep enough and I didn't have spikes at the bottom. He broke both arms and both legs, so now he's training my surgeons and not feeding on anyone. Every so often I'll use DFhack to pit him back into the hole and generate some new injuries.

e: Odd. This last time I'd gotten spikes into the pit, and one tore his ear off. One of my military just walked over, picked up the ear, and put it back down.

Dareon fucked around with this message at May 7, 2012 around 02:12

Dareon
Apr 6, 2009


Whenever a piece of artwork involves a dwarf raising an item in relation to its creation, I always picture the item acquisition pose from various Zelda games.

For context, one of my dwarves just made a logical artifact. A goat leather buckler with hanging rings of alpaca leather, spikes of tin, and an image in chalk. Said image is of a dwarf raising a swan leather shoe. Not an artifact swan leather shoe, just a really good one.

The buckler's name is "The Defense of Impaling", so even that makes sense. I think my game is bugged.

Dareon
Apr 6, 2009


Once all are infected, your entire fortress will take periodic, hairy breaks.

e: I mean hairier.

Dareon
Apr 6, 2009


New automatic dwarven showers!

Magma forges literally anywhere!

Safer dining hall waterfalls!

I have the weirdest boner right now.

Dareon
Apr 6, 2009


e2: ^^^ And not even all of them, my hunter keeps clogging my corpse stockpile with chinchillas, weasels, and barn owls.

My problem with the military is that when I tell them to go off-duty and return to civilian tasks, all they do is hang out in the barracks and do Individual Combat Drill. I wind up having to designate the barracks when I want training and free it when I don't.

e: Where did this new page come from?

Dareon fucked around with this message at May 9, 2012 around 02:29

Dareon
Apr 6, 2009


Yeah, human cities are in with sewers, keeps, dungeons, and markets. Dwarven mountain halls, goblin towers, and elven... whatevers are just empty spots on the map right now, though.

There's vampires and necromancers, the latter of which builds towers out of clown-car sarcophagi. I went in one and got jumped by at least six necromancers.

Dareon
Apr 6, 2009


sheepdemon posted:

Ok, loving werelizard just broke down the door to the room I had him locked in and murdered half the sleeping dorfs before changing back into a Woodworker and going to make some beds. Also turning into a werecreature appears to cure all hunger and thirst. gently caress. gently caress gently caress.

Magma. Magma solves everything. Alternately, wall him into a vertical workspace. Just him and a chute from above for raw materials, and another chute to drop finished goods down.

Or, as I mentioned previously, let him infect the entire fort, then watch as productivity skyrockets. I figure the savings on eating and drinking time will counter the regular monthly lizard breaks.

Dareon
Apr 6, 2009


Goddamn loving birds!

A kea just stole one of my minecarts. How is that even possible?

Dareon
Apr 6, 2009


I'm gonna need a minecart tutorial.

I've got some tracks carved, and I want them to haul ore from the veins out to my main hallway. I build a track stop at each end, connect them with a route, assign a minecart, and my dwarves keep picking the minecart up and carrying it from one end to the other.

e: Well, I fixed that problem, and it's not showing any yellow exclamation points, but now nothing's happening.

e2: Maybe it needs a stockpile at the end? Nope, they're filling that one with a wheelbarrow!

Dareon fucked around with this message at May 15, 2012 around 05:02

Dareon
Apr 6, 2009


Reptoid Democracy posted:

Make sure you enable stone in the route, and set a stockpile to take from.

Nope, that didn't do anything. They just filled the stockpile using wheelbarrows and left the cart sitting there empty.

e: I'm dumb, I forgot to reassign a minecart to the track after I finished tweaking it.

e2: roalery coastery woooooo

Dareon fucked around with this message at May 15, 2012 around 05:18

Dareon
Apr 6, 2009


Time from first setting up a working minecart track to first minecart-related injury: five minutes.

Dareon
Apr 6, 2009


Well, I never knew that could happen. I abandoned the fort that had my first minecart injury, and started a new one in the same world as the same civ. I got one of the dwarves from the first fort as a migrant. I never would have noticed except she spawned in unhappy at having lost a pet, presumably in the old fortress, an event I must have missed because I was too busy trying to get my roalery coaster to work.

She's just in time. I'm about to start my second minecart attempt.

Dareon
Apr 6, 2009


scamtank posted:

That said, where are our mining helmets.

Well, I was already having a civilian militia set up with only a crossbow and a helmet (Because I noticed my off-duty crossbowmen would take potshots at wild animals interrupting them in a previous fort), I suppose I could make a miner uniform with only helmets... and maybe leather armor or cloaks, because I got several bruised lungs and hearts from a fiasco involving a garbage chute.

Selklubber posted:

How are you supposed to get minecarts up from the mines? I made a railroad starting underground with ramps, but the carts just crashes in the first ramp and then it's carried back to the start.

edit: I figured it out, I have to manually build a ramps, because the dwarves carve them the wrong way

That's... exactly backwards from how I figured out it had to be done. My route wasn't connecting across a constructed ramp, so I had to remove them and carve them out of the wall. Were you designating the track all the way across the ramp, or just up to it and stopping? If done right, the ramp will be the same reversed color as the track.

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Dareon
Apr 6, 2009


You are blatantly wrong because roalery coastery wooooo.

In all seriousness, I think this overhaul is overall faster. Dwarves would already slow down when carrying rocks before this, but they're nearly at full speed with a wheelbarrow. You can also get away with much smaller stockpiles. My current setup has my mines down 5 to 7 levels from the main halls. On that level is a 15-tile stockpile for metal ore. Right next to it is a minecart set to go back up when it's full of metal ore. At the other end of the spiraling track is a stop set to dump the cart's contents into a one-tile metal ore stockpile. Right next to THAT is my smelter.

Whenever my miners uncover some more ore (And I should probably move the stockpile and track terminus once the bucket/channeling bugfix is released), three dorfs break off their thrilling conversations about mudcrabs and haul the ore into the bottom pile with wheelbarrows, then lug it by hand a few tiles into the minecart, then one pushes the minecart up and the ore lands next to the smelter.

I do have some job cancellations whenever my dwarves grab an entire barrel full of seeds and go clean up the still, but it only delays the crops slightly. A workaround may be if the seed stockpile is larger and has no barrels.

And of course there's the inevitable delay when a dwarf decides to start his newest rock project with a piece from next to him instead of the stockpile by the workshop.

It works, it's relatively easy to understand (compared to the military), and it adds verisimilitude, which is the whole point of the project. Most people can't carry a rock the size of their head at full speed, and these boulders are bigger in the abstract.

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