|
Michaellaneous posted:Masterwork Weapons are just ridiculous. My legendary weaponsmith just shits out masterwork iron battleaxes, and as soon as the caravan comes it's basically "80000 value? Yeah take two of my weapons bins, I take everything, now piss off." I personally use ammunition for the same purpose. I think it's more efficient and the best way to train weaponsmithing.
|
# ? Aug 18, 2014 18:26 |
|
|
# ? May 14, 2024 04:54 |
|
The other advantage of masterwork iron ammo over weapons is that weapons can't be encrusted with gems, but ammo can!
|
# ? Aug 18, 2014 18:33 |
reading posted:What exactly is the process for upgrading an install of DF to a new version, while keeping saved games and edited raws? Do I just manually copy over the old save game file and the old raws into the new install directory and overwrite? Yeah, that's it really. The only hook and snag (assuming that Toady didn't say compatibility is hosed) is if the raws went and changed between the versions. Check file_changes.txt to see if there's any changes you need to make to your old raws.
|
|
# ? Aug 18, 2014 18:54 |
|
Copying files like that has never worked for me. The new version simply doesn't recognize the save file and pretends it isn't there.
|
# ? Aug 18, 2014 19:45 |
|
Tunicate posted:Oddly enough, if they like you they're more likely to just bring tons of cloth. Yeah, they'll try to cram as much value onto their camels as they can, which means lots of light and valuable cloth, and animals after that. The best solution is to mod elves to bring wagons, though I forget how you do that.
|
# ? Aug 18, 2014 19:57 |
|
darthbob88 posted:Yeah, they'll try to cram as much value onto their camels as they can, which means lots of light and valuable cloth, and animals after that. The best solution is to mod elves to bring wagons, though I forget how you do that. Or just buy all the cloth a few times and keep it stored. I think that they won't bring stuff you have a lot of.
|
# ? Aug 18, 2014 20:11 |
|
Yeah I wish they'd just bring cages, that way I can get my orangutan breeding program under way. The end goal being a fortress where apes are served by dwarves.
|
# ? Aug 18, 2014 20:54 |
|
Bitter Mushroom posted:Yeah I wish they'd just bring cages, that way I can get my orangutan breeding program under way. The end goal being a fortress where apes are served by dwarves. You, uh, know you can make your own cages, right?
|
# ? Aug 18, 2014 20:55 |
|
Glory of Arioch posted:You, uh, know you can make your own cages, right? He means cages with exotic animals in them. I, too, long for the elves to bring me lions and leopards and alligators and stuff. edit: in fact, if anyone knows how to mod elven trade preferences I am eager to hear it
|
# ? Aug 18, 2014 20:58 |
|
Turpitude posted:He means cages with exotic animals in them. I, too, long for the elves to bring me lions and leopards and alligators and stuff. Oh, I get it. I always have a tough time with trading with elven traders. My fortresses always end up using prepared meals as the backbone of their bartering, and there aren't convenient ways to free prepared meals from their (ostensibly wooden) barrels without making a stockpile of rotting individual meals. I usually just end up trading them raw gems.
|
# ? Aug 18, 2014 21:19 |
|
Glory of Arioch posted:Oh, I get it. You can bring the goods to the depot in a wooden barrel and then simply trade the non-liquid contents of the barrel instead of the barrel. It's a bit tedious to select them individually, but works.
|
# ? Aug 18, 2014 21:36 |
|
my dad posted:You can bring the goods to the depot in a wooden barrel and then simply trade the non-liquid contents of the barrel instead of the barrel. It's a bit tedious to select them individually, but works. How? The barrel just shows up as "prepared food barrel" and has no contents listed. It's not like a bin, which allows you to select the contents individually.
|
# ? Aug 18, 2014 21:39 |
|
if you store your food in green glass pots, you can trade it to elves! Also you can make an infinite supply of pots if you have a source of sand, and glass pots are lighter than rock pots. Glassmaker supremacy, yo. Excelzior fucked around with this message at 22:14 on Aug 18, 2014 |
# ? Aug 18, 2014 21:44 |
|
Turpitude posted:He means cages with exotic animals in them. I, too, long for the elves to bring me lions and leopards and alligators and stuff. Can't you just enable the elf diplomat and then tell him you want them to bring animals and such? Easiest way imo. I *think* the latest version even has it enabled by default now but now sure. Either way it's a quick edit in the raws.
|
# ? Aug 18, 2014 21:44 |
|
Glory of Arioch posted:How? The barrel just shows up as "prepared food barrel" and has no contents listed. It's not like a bin, which allows you to select the contents individually. poo poo, I mixed up the adventurer trade screen and the fortress trade screen. Sorry. I don't think you need barrels at all, though. Food doesn't rot in stockpiles and trade depos, regardless of how it's stored in them. Just make a prepared food stockpile and don't allow the use of barrels in it.
|
# ? Aug 18, 2014 21:46 |
Moridin920 posted:Can't you just enable the elf diplomat and then tell him you want them to bring animals and such? The diplomat doesn't handle trade agreements. I believe you'd have to add [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] to the diplomat and regen the world.
|
|
# ? Aug 18, 2014 21:51 |
|
Is it just wood that elves hate to be offered? I can't ever figure out why they reject my trades.
|
# ? Aug 18, 2014 22:05 |
Non-grown wood is the only thing they throw a fit over, yeah. If your broker is a goony lump with no social presence, the merchants may demand a sizeable profit margin before complying.
|
|
# ? Aug 18, 2014 22:08 |
|
Crimson Harvest posted:Is it just wood that elves hate to be offered? I can't ever figure out why they reject my trades. They also hate clear and crystal glass items because you have to burn wood to make those. Other than that just make sure you aren't accidentally giving them a wooden bin or something.
|
# ? Aug 18, 2014 22:09 |
According to the wiki it's items with wood, clear/crystal glass, or soap. They used to hate animal products too but got over that at roughly the time they started eating people.
|
|
# ? Aug 18, 2014 22:10 |
|
Also you can't sell back to them the wood objects they previously sold to you. They're tainted or something.
|
# ? Aug 18, 2014 22:18 |
Leperflesh posted:Also you can't sell back to them the wood objects they previously sold to you. They're tainted or something. Does that still apply now that the elves have "grown" wood items? I never tested it but assumed they might accept grown objects.
|
|
# ? Aug 18, 2014 22:22 |
That's what the all-new kosher wood system is supposed to fight. You should be able to sell organic wood products to elves just fine. However, I've noticed that some things like chests in elven inventory are suspiciously lacking that "grown" prefix...
|
|
# ? Aug 18, 2014 22:23 |
|
"But it is grown wood. It grew outside and then we chopped it down and made a giant corkscrew out of it."
|
# ? Aug 19, 2014 00:57 |
Dungeon Ecology posted:"But it is grown wood. It grew outside and then we chopped it down and made a
|
|
# ? Aug 19, 2014 01:34 |
|
Stormyish posted:Something sticky is afoot
|
# ? Aug 19, 2014 01:35 |
|
Prop Wash posted:The other advantage of masterwork iron ammo over weapons is that weapons can't be encrusted with gems, but ammo can! Wha...? I didn't know that. So you can't put a gemstone in the pommel of your masterwork longsword, but you can bake that poo poo into arrows that will inevitably be wasted plinking at some Kestrel Man? I can just see it now. "A thief! Protect the horde from skulking filth! Shoot diamonds and rubies at him until he goes away!"
|
# ? Aug 19, 2014 04:18 |
|
Stop attacking me in the first year gobbos.
|
# ? Aug 19, 2014 04:42 |
|
Are the civilisations you can see in the Civs screen in Fortress mode literally the only civilisations in the entire world/that can reach you? Year 4 and I only had a single gobbo siege show up first year (they left after one lost his head on a weapon trap outside). No gobbo thieves either. There are only the dwarves, one human and one elf civ showing on my screen. I'm just worried about building a big elaborate goblin disposal chamber that will go unused forever. On the other hand the goblins have wormed their way all into the mountainhomes, my outpost liaison among other dignitaries in my civ are goblins...
|
# ? Aug 19, 2014 05:12 |
Vengarr posted:Wha...? I didn't know that. I think the idea is you then hand them to the next caravan in exchange for all their stuff.
|
|
# ? Aug 19, 2014 05:13 |
Dashticle posted:Are the civilisations you can see in the Civs screen in Fortress mode literally the only civilisations in the entire world/that can reach you? Year 4 and I only had a single gobbo siege show up first year (they left after one lost his head on a weapon trap outside). No gobbo thieves either. There are only the dwarves, one human and one elf civ showing on my screen. I'm just worried about building a big elaborate goblin disposal chamber that will go unused forever. Yeah I'm just starting my third year and I haven't seen a single thief or baby snatcher. I did get a 10 goblin siege, a cyclops, and a weretortoise(lol) during my second year though. The weretortoise showed up and was incredibly fast. Immediately after he appeared I set civilians to hide in the fortress and he had begun to tear a fisherdwarf limb from limb before they he could even get out of the water. Then he turned back into a human, had his femur broken by a bolt, and lost his head to the first attack from the first swordsdwarf that got to him. my kinda ape fucked around with this message at 05:43 on Aug 19, 2014 |
|
# ? Aug 19, 2014 05:33 |
Dashticle posted:Are the civilisations you can see in the Civs screen in Fortress mode literally the only civilisations in the entire world/that can reach you? Year 4 and I only had a single gobbo siege show up first year (they left after one lost his head on a weapon trap outside). No gobbo thieves either. There are only the dwarves, one human and one elf civ showing on my screen. I'm just worried about building a big elaborate goblin disposal chamber that will go unused forever. Things only show up on the Civ screen after you've encountered them. If goblins came and there's no goblin civ in the list, I think they were bandits.
|
|
# ? Aug 19, 2014 05:40 |
|
ghetto wormhole posted:The weretortoise showed up and was incredibly fast. Immediately after he appeared I set civilians to hide in the fortress and he had begun to tear a fisherdwarf limb from limb before they he could even get out of the water. Then he turned back into a human, had his femur broken by a bolt, and lost his head to the first attack from the first swordsdwarf that got to him. Pretty standard werebeast encounter here. While in beast mode they're fearless and regenerate and all sorts of nasty things, but once you time them out they're no more dangerous than any other unarmed creature. It helps that they usually break and run the moment that goes down.
|
# ? Aug 19, 2014 06:08 |
|
PublicOpinion posted:Things only show up on the Civ screen after you've encountered them. If goblins came and there's no goblin civ in the list, I think they were bandits. Awesome, good to know. According to the Goblin liaison there was an evil civ steamrolling settlements all over the world for the first two years, so hopefully they show up soon. Otherwise I'll just have to offer the elves some elf blood (Ah wonderful! Thank you for trading..) in a wooden barrel (Once a beautiful tree, and now? *siege*). By the way, is there any way to find out about a particular civ without retiring a fort and reopening the world in Legends?
|
# ? Aug 19, 2014 07:15 |
I have a bit of a strange problem here, and I don't really know what to do. My Cook was possessed and took over a Craftsdwarf Workshop. He started grabbing items and... hasn't stopped yet. This was a least 2 years ago, and he's still grabbing stuff. There 95+ items in that workshop marked [TSK]. This has got to be a bug, right? I remember something similar being possible in 0.34, or 0.31, where you could create insanely expensive artifacts, but I'm fuzzy on the details. Any advice would be great, in the mean time I'm just gonna wall off that workshop and hope he doesn't deplete all my iron, gold, silver, gem, etc.
|
|
# ? Aug 19, 2014 07:27 |
|
It has to do with restricted areas, make sure the workshop is within the burrow the dwarf is assigned to.
|
# ? Aug 19, 2014 07:32 |
Refuse pile scared off an entire human caravan, didn't even give me the chance to trade with them. Dropped 2/3 of their items. Guess I better move it
|
|
# ? Aug 19, 2014 09:19 |
huff huff huff huff huff wheeze huff huffToady One posted:Spent some time not getting anywhere on a few crashes today, though I've narrowed one down to surgery. A few things were successfully closed: So does this mean I don't have to look at giant crows making themselves permanently at home in the stratosphere anymore? All for it.
|
|
# ? Aug 19, 2014 09:49 |
|
What's the best way to train a new doctor/nurse? I have a doctor who I gave skills to on embark, including the teaching skill, as was recommended in this thread, but if I enable all the healthcare abilities on a newbie nurse then what prevents the nurse from attempting and loving up stuff? Or does the game automatically have the skilled Dr teacher do things and somehow the nurse learns? I'd like to have a medical staff of more than just one chief Dr.
|
# ? Aug 19, 2014 10:19 |
|
|
# ? May 14, 2024 04:54 |
|
reading posted:What's the best way to train a new doctor/nurse? I have a doctor who I gave skills to on embark, including the teaching skill, as was recommended in this thread, but if I enable all the healthcare abilities on a newbie nurse then what prevents the nurse from attempting and loving up stuff? Or does the game automatically have the skilled Dr teacher do things and somehow the nurse learns? Throw dwarves down a few z levels.
|
# ? Aug 19, 2014 10:48 |