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Author Topic: DF 2012v0.34 question and answer thread  (Read 888952 times)

Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2055 on: June 06, 2012, 09:19:48 am »

I can never figure out what to do with the vermin once they've caught them...
    'Nuff said.

DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #2056 on: June 06, 2012, 11:50:08 am »

Would I still be safe from vermin if all of my cats were in a cage?

Unless you have a legendary trapper: no. 2-3 cats should keep the fortress fairly clean if you limit the area they can go to to the ones that matter.

Still, if you have lots of idle useless migrants anyway, assigning them a job that trains Agility AND keeps the fortress verminless may be an idea worth considering.

I can never figure out what to do with the vermin once they've caught them...

Tame them and put them in your noble's quarters. Preferably the ones he detests.


My question still needs answering  :(
Quote
When exactly does a dwarf start falling down a stairs? Does he have to be unconscious or stunned? Can he accidentally dodge down stairs when he happens to stand or end up on one?

If the first two are true, I'm thinking about building downstairs everywhere behind my fortifications so that a dwarf who has gone unconsciouss due to heavy damage/extreme pain will automatically fall down a z-level out of enemy fire where he can be safely recovered and shipped off to the hospital.
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Argelle

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Re: DF 2012v0.34 question and answer thread
« Reply #2057 on: June 06, 2012, 12:22:40 pm »

After my very first success* in goblin siege resistance, there are tons of material lying around, scaterd all other the place. Since I design my fortress 90% open air with walls, it's quite long to go with "k" and reclaim.
Any risk to go "d" "b" "c" (reclaim) on a hudge rectangle encompassing 1/3rd of my map, including various stockpiles and zones? Will it strip naked all my dwarves? Release prisonners? Bring bad luck?

EDIT (unstead of pilling up another message) : Thanks for the quick and usefull reply DTF !!


*two weeks old newb here :)
« Last Edit: June 06, 2012, 12:36:15 pm by Argelle »
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Killing dwarves is so much fun. Heck, even the dwarves agree, else they wouldn't kill themselves so often.

DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #2058 on: June 06, 2012, 12:28:10 pm »

After my very first success* in goblin siege resistance, there are tons of material lying around, scaterd all other the place. Since I design my fortress 90% open air with walls, it's quite long to go with "k" and reclaim.
Any risk to go "d" "b" "c" (reclaim) on a hudge rectangle encompassing 1/3rd of my map? Will it strip naked all my dwarves? Release prisonners? Bring bad luck?
*two weeks old newb here :)

It will create a metric fckton of hauling jobs for all the troll fur socks beckoning the dwarves to pick them up. If you do not want every piece of garbage the gobs had with them you can go through your stocks screen (z) and unforbid the weapons and armor etc you want to keep (use TAB to watch each item individually with 'z'). Other than that, unless there is an ambush out there hiding and baiting your dwarves: no, nothing really bad will come of it.
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2059 on: June 06, 2012, 12:34:29 pm »

When exactly does a dwarf start falling down a stairs? Does he have to be unconscious or stunned? Can he accidentally dodge down stairs when he happens to stand or end up on one?

If the first two are true, I'm thinking about building downstairs everywhere behind my fortifications so that a dwarf who has gone unconsciouss due to heavy damage/extreme pain will automatically fall down a z-level out of enemy fire where he can be safely recovered and shipped off to the hospital.
When friendlies fall down (which includes stunning, passing out, sleeping etc.) they can get trapped by your traps. But as far as I know, to fall down through stairs, the dwarf has to be actually falling down. In which case he'll just drop to the last stairless level, often resulting in death.

Test it in the arena (should be easy) and see if they fall down when stunned/unconscious. And then report back. Imma go to dinner nao, I'll test it myself when I return.
-Peace out.

Xen0n

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Re: DF 2012v0.34 question and answer thread
« Reply #2060 on: June 06, 2012, 12:53:30 pm »

My question still needs answering  :(
Quote
When exactly does a dwarf start falling down a stairs? Does he have to be unconscious or stunned? Can he accidentally dodge down stairs when he happens to stand or end up on one?

If the first two are true, I'm thinking about building downstairs everywhere behind my fortifications so that a dwarf who has gone unconsciouss due to heavy damage/extreme pain will automatically fall down a z-level out of enemy fire where he can be safely recovered and shipped off to the hospital.

That's actually a really interesting concept, if it works.  Unfortunately all the help I can provide is that a dwarf won't fall through a set of stairs that is covered by a hatch (if the hatch is closed).  MY gut tells me dodging won't cause a fall, since it's still a 'standable tile,' but I just don't know :P


EDIT:
After my very first success* in goblin siege resistance, there are tons of material lying around, scaterd all other the place. Since I design my fortress 90% open air with walls, it's quite long to go with "k" and reclaim.
Any risk to go "d" "b" "c" (reclaim) on a hudge rectangle encompassing 1/3rd of my map? Will it strip naked all my dwarves? Release prisonners? Bring bad luck?
*two weeks old newb here :)

It will create a metric fckton of hauling jobs for all the troll fur socks beckoning the dwarves to pick them up. If you do not want every piece of garbage the gobs had with them you can go through your stocks screen (z) and unforbid the weapons and armor etc you want to keep (use TAB to watch each item individually with 'z'). Other than that, unless there is an ambush out there hiding and baiting your dwarves: no, nothing really bad will come of it.

Right on.  Just to make clear a possible point of confusion it looks like you may have, Argelle, the only thing mass - reclaiming does is take 'forbid' off of anything in the designated area; it doesn't tag the items to be dumped, or taken, or anything, it just unforbids them.  You can also adjust what items get auto-forbidden in the first place with the (o)rders menu, (F)orbid menu, I believe.  And as a parting shot, you can even unforbid the whole map in one ggo, since you can designated over multiple z-levels now.
« Last Edit: June 06, 2012, 02:31:55 pm by Xen0n »
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Werdna

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Re: DF 2012v0.34 question and answer thread
« Reply #2061 on: June 06, 2012, 01:54:27 pm »

When exactly does a dwarf start falling down a stairs? Does he have to be unconscious or stunned? Can he accidentally dodge down stairs when he happens to stand or end up on one?

I am near certain they will fall down stairs if they ever get stunned/unconscious, but this memory may be based on occurrences in past versions of the game.  I am not sure if they will do so dodging.  It's a clever idea.
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EvilTwin

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Re: DF 2012v0.34 question and answer thread
« Reply #2062 on: June 06, 2012, 02:03:35 pm »

When exactly does a dwarf start falling down a stairs? Does he have to be unconscious or stunned? Can he accidentally dodge down stairs when he happens to stand or end up on one?

I am near certain they will fall down stairs if they ever get stunned/unconscious, but this memory may be based on occurrences in past versions of the game.  I am not sure if they will do so dodging.  It's a clever idea.

Yeah, there were problems with babies being unconcious when born, so that they would die by falling down the stairwell if you got (un)lucky. Though that seems to be fixed now, had a baby not dying from that in my last fort if I remember correctly.
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2063 on: June 06, 2012, 02:14:48 pm »

I have concluded my testing.

They do NOT fall down stairs when unconscious.

Argelle

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Re: DF 2012v0.34 question and answer thread
« Reply #2064 on: June 06, 2012, 02:26:47 pm »

And as a parting shot, you can even unforbid the whole map in one g, since you can designated over multiple z-levels now.

That is also interesting. I kinda guessed that when selecting an area for shopping trees for exemple, with start and end on different Z, the top most layers would be deforestated, but you make it sound like it works underground?

Let sat to dump stones, and I start selecting in a :
Level Z:
a###
#    #
#    #
####
and end my selection in b:
Level Z-4:
####
#    #
#    #
###b

I will get a cube?!?
« Last Edit: June 06, 2012, 02:30:41 pm by Argelle »
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Killing dwarves is so much fun. Heck, even the dwarves agree, else they wouldn't kill themselves so often.

Xen0n

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Re: DF 2012v0.34 question and answer thread
« Reply #2065 on: June 06, 2012, 02:36:49 pm »

And as a parting shot, you can even unforbid the whole map in one g, since you can designated over multiple z-levels now.

That is also interesting. I kinda guessed that when selecting an area for shopping trees for exemple, with start and end on different Z, the top most layers would be deforestated, but you make it sound like it works underground?

Let sat to dump stones, and I start selecting in a :
Level Z:
a###
#    #
#    #
####
and end my selection in b:
Level Z-4:
####
#    #
#    #
###b

I will get a cube?!?

You got it!  It's a fairly recent update; this year, I believe.  When I want a lot of wood, I'll start my square at the bottom of my fort in the SouthWest corner, then move to the NorthEast corner all the way up on the surface, on the tallest mountain, and click it.  Then every single tree on the surface, plus all the stray mushroom trees inside my fort, get designated to be cut down.

This feature applies to any designation; mining, dumping, UNdumping, forbidding, reclaiming, burrows, etc.  It's very handy for making a burrow that, say, covers your whole fort, or everywhere except the surface.  Also is handy for making long vertical staircases.  Macros are also good for specialised mining shapes (and a lot of other stuff, too).
« Last Edit: June 06, 2012, 02:38:51 pm by Xen0n »
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DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #2066 on: June 06, 2012, 03:03:04 pm »

I have concluded my testing.

They do NOT fall down stairs when unconscious.

 :-X
That would have been so sexy. Also kind of cheesy - but I love cheese.
Back to the shutter strategy then.

@argelle, that works for almost every kind of designation (digging, creating burrows, traffic zones). Best update since... well ever!
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LordBaal

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Re: DF 2012v0.34 question and answer thread
« Reply #2067 on: June 06, 2012, 04:51:41 pm »

Which is the best fashion to set up the main fortress stairs? I like to make a single one long that traverse it from the surface to the bottom like a spine. But I wonder which is the best way? Use ramps, stairs, up/down stairs, how to do it, how to prevent my little guys from failing trough more than a single floor if they pass out on them...??
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petebull

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Re: DF 2012v0.34 question and answer thread
« Reply #2068 on: June 06, 2012, 05:57:33 pm »

I alternate between downstairs, up-/downstairs and upstairs in a 3x3 arrangement, easy to designate with the help of macros. Ramps are better for FPS is said, tho.

stairs.mak:
Code: [Select]
stairs downward 3x3 alternating
D_DESIGNATE
End of group
DESIGNATE_STAIR_UPDOWN
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_DOWN
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_UP
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
DESIGNATE_STAIR_UPDOWN
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
DESIGNATE_STAIR_DOWN
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
DESIGNATE_STAIR_UP
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_UPDOWN
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
CUSTOM_CTRL_R
End of group
End of macro
« Last Edit: June 06, 2012, 05:59:16 pm by petebull »
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greycat

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Re: DF 2012v0.34 question and answer thread
« Reply #2069 on: June 06, 2012, 06:00:56 pm »

I seriously doubt a fancy ramp design gives any significant performance increase over a simple up/down stair shaft.  I don't think any science has been done on this in 0.34.x at all.
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