Moridin920 posted:I've noticed that even with the fix DFhack provides for .34, trying to do this ends up with dwarves putting their weapons on the weapon rack and never picking them up again so you legendary swords- and axedwarfs end up running out to fight with just their bare hands. Isn't that a problem otherwise, though? Setting a kill-kill-kill order out of uniform producing a company of half-dressed warriors without their weapons? I never had issues with people using the racks with all the binary patches and proper procedure (assign-rack GUI element as the primary).
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# ? Sep 29, 2014 20:13 |
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# ? May 26, 2024 01:41 |
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Hmm maybe. It's possible I haven't been using assign-rack correctly. All I know is unless I use one armor stand and nothing else to designate a barracks my dwarves toss their weapons on the ground and they conveniently get marked {} so they are never touched again until I happen to notice them and unforbid them.
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# ? Sep 29, 2014 22:13 |
Speaking of, is there a good way to get my dwarfs to remove their stupid hats and socks and gloves and put on my helms and high boots and gauntlets?
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# ? Sep 29, 2014 23:51 |
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Kenning posted:Speaking of, is there a good way to get my dwarfs to remove their stupid hats and socks and gloves and put on my helms and high boots and gauntlets? if they're in squads, go under military, (e)quipment and make them (r)eplace their clothes with the armor instead of adding it over.
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# ? Sep 29, 2014 23:54 |
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In the old DF I remember the sieges getting progressively harder, with trolls and beakdogs coming along for later raids. But now I've played for 8-10 years and the same two squads of goblins, about a dozen or less, keep coming. No trolls or other monsters. I can dispatch them super easily so the challenge has been lost. And yet the undead armies are bugged so I don't want to enable lots of necromancers in my world. Are there good vanilla-DF options for getting a good difficulty scale back once I've got a 20+ strong army? Forgotten beasts are pretty fun but if you get one that breathes fireballs that gets unfair fast.
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# ? Sep 30, 2014 01:49 |
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reading posted:In the old DF I remember the sieges getting progressively harder, with trolls and beakdogs coming along for later raids. But now I've played for 8-10 years and the same two squads of goblins, about a dozen or less, keep coming. No trolls or other monsters. I can dispatch them super easily so the challenge has been lost. And yet the undead armies are bugged so I don't want to enable lots of necromancers in my world. Are there good vanilla-DF options for getting a good difficulty scale back once I've got a 20+ strong army? What is the total population of your fort? I don't see any mention of it on the wiki for "siege", but I'm thinking you need a population of 80 or more to trigger sieges instead of ambushes.
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# ? Sep 30, 2014 01:59 |
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Population is definitely a factor in titans, if not goblins. Also, make and trade a lot of super-expensive, useless poo poo. Build elaborate, golden roads. Give away platinum statues of purring maggots. Encrust every goddamned thing with cut gems.
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# ? Sep 30, 2014 02:01 |
Yeah AFAIK the main factor for siege strength is your fortress wealth.
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# ? Sep 30, 2014 02:03 |
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Excelzior posted:if they're in squads, go under military, (e)quipment and make them (r)eplace their clothes with the armor instead of adding it over. Be careful with this. If you don't have enough armor for everyone, they'll strip naked before realizing that there's no armor for them to put on, and then they'll be very sad. I've had military dwarves tantrum because of this before.
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# ? Sep 30, 2014 03:44 |
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Spoggerific posted:Be careful with this. If you don't have enough armor for everyone, they'll strip naked before realizing that there's no armor for them to put on, and then they'll be very sad. I've had military dwarves tantrum because of this before. oh, you know, just switch them back afterwards - they wont ditch the armor, but instead re-fit any loose slots with their clothes
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# ? Sep 30, 2014 03:45 |
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On devwork, I really think that Toady is putting too much work into the emotional system. Having everyone default to dread at all times should be accurate enough.
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# ? Sep 30, 2014 13:06 |
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Zomborgon posted:On devwork, I really think that Toady is putting too much work into the emotional system. Having everyone default to dread at all times should be accurate enough. Re: Sieges. I've had crappy little 10-goblin sieges at my current fort every year for six years running. My population has been as high as 122, and I've got a fair amount of created wealth (mostly green glass, but there's a ton of it. But the goblin king hasn't sent his trolls or his cavalry yet.
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# ? Sep 30, 2014 16:05 |
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Ghostwoods posted:My current megaproject goal is to build a multi-city fortress, with active and (if possible) self-sufficient societies at the magma sea, cavern 2, the first rock strata, and the surface. Apart from the miner-elite, everyone else is to be burrowed to their own broad territories. I did something similar in my last fortress to test out how well burrows work, though I wasn't so particular about the locations. I basically made multiple mini-forts, each designed to support roughly 50 dwarves, and included everything they'd need to never leave their burrow - each burrow had sufficient storage, farming facilities, water, and even its own hospital and jail cells. In the relative center I had surplus and trade good storage, along with noble housing and other one-offs like the trade depot and the main meeting hall where new arrivals would congregate before they were assigned to a burrow. Only about 10% of the fortress had permission to roam the entire fort, everyone else was confined to their burrow for their whole life. The burrows even had their own standing military squads. It actually worked quite well. It was not as space-efficient as it otherwise could be since there were a lot of redundant workshops and spaces - for example, in a 200 person fort you will still rarely need more than one good carpenter, since carpenter products tend to last basically forever. I, however, had 4 of them because it was a multi-step process to requisition crap from one burrow to another, so it made a lot more sense to just have a carpenter's workshop and a carpenter in each burrow. Also, all this made it relatively slow to get magma going, since I spent so much time digging out and staffing facilities. However, it was all worth it when you consider that I was playing in an evil environment with husk-making smoke outside. I lost one burrow completely when an experiment with a surface statue garden to fight cave adaptation went horribly wrong and husks butchered an entire burrow, which obviously later mostly rose as zombie dwarves. Since everything was separated out, though, I basically just locked the doors until I had a hammer squad properly equipped to handle the problem. Cleanup was a BITCH, I don't mind telling you.
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# ? Sep 30, 2014 16:27 |
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Coolguye posted:I lost one burrow completely when an experiment with a surface statue garden to fight cave adaptation went horribly wrong Wrong? ... or RIGHT? </Zim> Sounds awesome, anyway. I should probably do something similar to iron out some of the bugs before getting back to CakeLayers...
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# ? Sep 30, 2014 16:46 |
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So I'm having a weird issue with the 40.13 Starter Pack r3 where I install the Phoebus graphics pack from the application, start DF, it starts in Phoebus, and then immediately switches to stock ASCII. I assume it's something to do with the reshape graphics command in DFHack, which runs when the game starts, but I'm not sure what I need to do to fix it. Any ideas?
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# ? Sep 30, 2014 22:01 |
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Solid Poopsnake posted:So I'm having a weird issue with the 40.13 Starter Pack r3 where I install the Phoebus graphics pack from the application, start DF, it starts in Phoebus, and then immediately switches to stock ASCII. I assume it's something to do with the reshape graphics command in DFHack, which runs when the game starts, but I'm not sure what I need to do to fix it. Any ideas? I dunno but I'm having something similar: whenever I start up the Starter Pack anew, my install of Phoebus is gone and I have to reinstall it. Works fine in-game though, minus the fact that none of the graphic packs seem to be working on the embark map.
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# ? Sep 30, 2014 22:03 |
That's what TWBT does. Try the Arena mode, do the graphics show up there?
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# ? Sep 30, 2014 22:07 |
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I'll be damned. Apparently it works just fine after embark. I was throwing a tantrum and closing at the embark selection screen. Thanks!
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# ? Sep 30, 2014 22:35 |
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Solid Poopsnake posted:I was throwing a tantrum and closing at the embark selection screen. Is that a new speed record for losing a fort to a tantrum spiral?
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# ? Sep 30, 2014 22:46 |
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Dwarves don't seem to want to take remains from my butcher's shop to stockpiles. A craftsdwarf will go grab bones and whatnot just fine but nobody actually moves them around otherwise. Anyone know what the deal is there? I'm bumbling my way through learning this game for the first time so it's probably some buried menu option I missed
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# ? Oct 1, 2014 05:42 |
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Do you mean the 'refuse' remains like hair and hooves? If your butcher shop is outside, dwarfs might not grab that stuff because by default, in Orders, they ignore outdoor refuse.
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# ? Oct 1, 2014 06:26 |
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Ixjuvin posted:Dwarves don't seem to want to take remains from my butcher's shop to stockpiles. A craftsdwarf will go grab bones and whatnot just fine but nobody actually moves them around otherwise. Anyone know what the deal is there? I'm bumbling my way through learning this game for the first time so it's probably some buried menu option I missed Bonus tip: Try making a custom stockpile only for the bits that craftsdwarves will use to make stuff(instead of having all the refuse outside, or having stockpiles of miasma-generating refuse inside). In the stockpile menu, hit t for custom stockpile settings. Go through and disable everything, then enable refuse. Then go to the refuse submenu and forbid everything except skulls, bones, shells, horn/hooves, and hair/wool. It should look like this when you're done. None of those things will rot, so you can safely put the custom stockpile close to the workshops without making miasma. When you exit the menu, make sure you hit c for custom stockpile, then make it as normal.
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# ? Oct 1, 2014 06:27 |
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No, the butcher is inside and the stockpile is set up just like that. It's even told to take from the butchery. Also holy crap what's with all these children and babies
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# ? Oct 1, 2014 06:36 |
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Ixjuvin posted:No, the butcher is inside and the stockpile is set up just like that. It's even told to take from the butchery. Yeah I notice bones and other scrap don't get cleared out of my butcher shop sometimes. I don't really know what to say other than it's not just you. Dfhack autodump that stuff. And yeah set the hard cap on kids/babies to 10 or something in the .ini because it'll get nutty.
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# ? Oct 2, 2014 00:39 |
gently caress everything, it's ~OCTOBER~quote:Mission Status quote:Fun with Numbers
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# ? Oct 2, 2014 08:03 |
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Is there a way to prevent modded creatures from dropping gibs? It's weird to have Solid_lightman 43's solid_lightman upper arm lying around in the arena.
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# ? Oct 2, 2014 18:10 |
So Math posted:Is there a way to prevent modded creatures from dropping gibs? It's weird to have Solid_lightman 43's solid_lightman upper arm lying around in the arena. You might be able to do it by setting the creature's [HOMEOTHERM] very low and giving their body materials a boiling point just above that.
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# ? Oct 2, 2014 18:14 |
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PublicOpinion posted:You might be able to do it by setting the creature's [HOMEOTHERM] very low and giving their body materials a boiling point just above that. Dwarf Fortress: When it's easier just to make creatures boil away on death than figure out how to stop them from leaving chunks.
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# ? Oct 2, 2014 18:45 |
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Prism posted:Dwarf Fortress: When it's easier just to make creatures boil away on death than figure out how to stop them from leaving chunks. That's pretty . I like that better than my original plan.
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# ? Oct 2, 2014 21:48 |
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:grumpy: I'm still irritated I couldn't make custom chunks appear upon butchering. I think Toady hardcoded butcherable stuff, so it is possible to give an animal a [HORN] if it didn't have it before, but you can't give it something new that will be produced at a butcher's shop. Does Masterwork have original items that appear upon butchering? They rely on directly hacking the binary if I understand it so if they accomplish it, it presumably isn't through editing the raws.
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# ? Oct 3, 2014 04:58 |
It's totally possible you big lug. Give me your creature raws and tell me what you want to happen, I'll prove it.
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# ? Oct 3, 2014 10:03 |
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off the top of my head i know that a lot of poo poo in masterwork involves souls that can be gotten from butchering corpses. that's from not even thinking about it more than a second or two.
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# ? Oct 3, 2014 10:18 |
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http://www.bay12forums.com/smf/index.php?topic=129773.0 Babeality
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# ? Oct 3, 2014 11:23 |
My face is mooshed into the \raw\objectsToady One posted:Playing around with the numbers attached to various stressors today so it can calculate stability changes over time. Compared to the way it used to work with the sum of happiness/unhappiness numbers, there's an extra layer of smoothing out that should work against sudden spiral behavior from one catastrophe, though the overall strain on the fort from a catastrophe might last longer if the dwarves don't have nice things in their lives. He's meddling with tantrum spiral dynamics.
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# ? Oct 3, 2014 12:33 |
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PublicOpinion posted:You might be able to do it by setting the creature's [HOMEOTHERM] very low and giving their body materials a boiling point just above that. Wonder how boogeymen work, they're supposed to dissolve into smoke in the sunlight. Might be able to steal some tags from them (you can see their raws in the world.dat file in a save).
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# ? Oct 3, 2014 12:56 |
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scamtank posted:He's meddling with tantrum spiral dynamics. Oooh, nice. That's a very, very good and important change.
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# ? Oct 3, 2014 13:00 |
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my dad posted:Oooh, nice. That's a very, very good and important change. It's a very, very FUN and important change. But seriously, it would be GREAT if losing four dwarves to a forgotten beast didn't trigger a spiral that killed more than 100 (formerly) ecstatic citizens. So here's hoping.
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# ? Oct 3, 2014 15:20 |
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TheAwfulWaffle posted:It's a very, very FUN and important change. on the other hand, if the smoothing works both ways, it could be significantly harder to cheer up a dwarf recently hit hard by a great tragedy where before he could pop into the legendary dining hall, eat a ☼Quarry Bush Leaf Roast☼, and be back at ecstatic.
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# ? Oct 3, 2014 22:22 |
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Excelzior posted:on the other hand, if the smoothing works both ways, it could be significantly harder to cheer up a dwarf recently hit hard by a great tragedy where before he could pop into the legendary dining hall, eat a ☼Quarry Bush Leaf Roast☼, and be back at ecstatic. It may severely complicate the "hardening" of dwarves by dropping animals into the meeting hall from 15 z-levels up.
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# ? Oct 4, 2014 05:36 |
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# ? May 26, 2024 01:41 |
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So I decided to play within adventure mode after a very, very long time. Selected an Elf (because it was closest to a destroyed fort of mine) with a mission to go check it out. After talking to a bunch of elves I attempted to go down the tree, so went to the side, started climbing. "This is easy" I thought as I let go of my grip to go down, fell to the ground and died as it appeared I was too high. Loved it. Best Adventure ever.
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# ? Oct 4, 2014 07:34 |