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Author Topic: DF 2012v0.34 question and answer thread  (Read 880149 times)

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #4080 on: February 24, 2013, 06:13:24 pm »

Two questions:
1) How deep are deep metals? My shallow metals were weak but I haven't found the deep one(s) yet.

2) Caravans aren't leaving my depot. The only work-around I've found is to destroy the depot, at which point they leave. I can no longer trade with them and other caravans can't get in. My depot IS still accessible.

2: they take time to pack everything they have. If you traded a lot of loose crafts, it can take ages to get them packed. While they are packing, other caravans can still arrive and go to the same depot, and unpack, and you can trade with them. The only problem that occurs is when the packing one and arriving one both have wagons and the one that was packing leaves in a way to cause a wagon pile-up in your entrance

The LNP has a button to cycle through possibilities.

Question time! (again)
I embarked on a frozen ocean and dug through the ice to the white sand below. Since i'll need trees, I decided to dig a tree farm. Nothing special.
I broke into the caverns via a shaft disconnected from the actual fortress. But no moss or trees have started growing in the tree farm! Do "spores" die if they have to travel through cold (freezing even in summer) weather?
Is the inside too cold? How do I get trees?  :-*

Are there actually plants in the cavern? this is not always the case.

How, exactly, did a wild boar manage to survive a 10+ z-level drop into 7/7 water, then swim along and climb out and into my fortress.
And how do I stop it happening again, bearing in mind that the river freezes in winter and deconstructs anything build on top.
And I have no military. How do I deal with this thing?

Water cushions a fall I think, but in any case, falling has been changed so that a fall from 10 levels is not a death/terribly maimed sentence anymore. Many creature actually have swimming, much better than the average dwarf, so a boar swimming isn't a big surprise. After all, boars in the wild usually learn to swim a bit. I'm not sure what you want to accomplish to stop it, make something on top, close off the entrance to your fort... there are plenty of ways to make something that doesn't deconstruct when the river freezes, or to get a part of the river not to freeze at that point. Do floors deconstruct when built on top of ice, as long as they are still supported? Or did the ice actually still melt, I forgot. Can't you build the floor when it's not frozen?
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gestahl

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Re: DF 2012v0.34 question and answer thread
« Reply #4081 on: February 24, 2013, 07:08:07 pm »

Found it:
[SET_LABOR_LISTS:NO]

As for the drop, your lucky to get a broken leg out of a 10 z drop and water will make it cause much less damage.
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #4082 on: February 24, 2013, 07:56:36 pm »

And how do I stop it happening again, bearing in mind that the river freezes in winter and deconstructs anything build on top.
Deconstruction shouldn't be a problem for anything but wells and machinery, and the first can be avoided by not putting the well on the level above the water. The second is a little trickier, and you might want to try getting the water beneath ground so that it remains frozen.

What buildings have been deconstructing on you?
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Fluoman

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Re: DF 2012v0.34 question and answer thread
« Reply #4083 on: February 25, 2013, 03:42:39 am »


Are there actually plants in the cavern? this is not always the case.
Yes. Moss and trees. There's also water.

Are the white sand tiles Inside / Dark / Subterranean? You need subterranean tiles to grow cavern fauna.
Yes, they are. I didn't see any other tag but I'm just looking at them with "k".

EDIT: I breached the caverns from the inside of the fortress. Still no spores. Maybe the biome is too cold even for subterranean tree farming?
« Last Edit: February 25, 2013, 04:23:24 am by Fluoman »
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Cthulufaic

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Re: DF 2012v0.34 question and answer thread
« Reply #4084 on: February 25, 2013, 04:15:23 pm »

Hey how would I shear my sheep?  I have built a loom, clothiers workshop, and a butchery none of them have the job to 'Shear Animal' or something.  Also it's a Ram but I don't think that matters, does it?
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Soulbourne

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Re: DF 2012v0.34 question and answer thread
« Reply #4085 on: February 25, 2013, 04:22:39 pm »

Farmers workshop has the shearing job.
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Skorpion

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Re: DF 2012v0.34 question and answer thread
« Reply #4086 on: February 25, 2013, 04:27:57 pm »

And how do I stop it happening again, bearing in mind that the river freezes in winter and deconstructs anything build on top.
Deconstruction shouldn't be a problem for anything but wells and machinery, and the first can be avoided by not putting the well on the level above the water. The second is a little trickier, and you might want to try getting the water beneath ground so that it remains frozen.

What buildings have been deconstructing on you?

Grates, floor hatches, and the well. [C]onstructed floors don't deconstruct, but they also don't allow passage of a bucket.

I'm thinking an excavation down there to build fortifications to stop this happening again.
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Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #4087 on: February 25, 2013, 04:33:49 pm »

build the well one level higher than you did before and it might be ok
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Skorpion

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Re: DF 2012v0.34 question and answer thread
« Reply #4088 on: February 25, 2013, 05:10:17 pm »

I already did that. It doesn't deconstruct NOW, but the hole the bucket needs to go through got violated by the wild boar.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #4089 on: February 25, 2013, 05:12:44 pm »

well, I'd suggest a roof
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #4090 on: February 26, 2013, 01:10:31 am »

Am I the only one who finds the representation of time to be a little puzzling? If my grasp of DF time is accurate, dwarves sleep for 3 to 4 weeks at a stretch; carrying a stone from one z level to another can take a dwarf a full week; and many savage battles can stretch on for six months. Has this been explained? Are there plans to address or amend this? In a game which prizes such painstaking loyalty to detail, this seems like a strange and glaring inaccuracy.
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Niccolo

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Re: DF 2012v0.34 question and answer thread
« Reply #4091 on: February 26, 2013, 01:42:04 am »

Am I the only one who finds the representation of time to be a little puzzling? If my grasp of DF time is accurate, dwarves sleep for 3 to 4 weeks at a stretch; carrying a stone from one z level to another can take a dwarf a full week; and many savage battles can stretch on for six months. Has this been explained? Are there plans to address or amend this? In a game which prizes such painstaking loyalty to detail, this seems like a strange and glaring inaccuracy.

Yeah, this is one of those 'suspension of disbelief' things. To get things moving at a good clip and to make sure arrival of caravans is timely, time flows quickly.

Basically, what we actually witness on the screen is a little abstract. We see the dwarves eat once a season, but we're actually seeing all of their eating at once. So one unit of food is actually a hundred or so meals over three months, but to streamline things and to avoid having ten thousand strawberries, things are simplified a little.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
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LordBaal

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Re: DF 2012v0.34 question and answer thread
« Reply #4092 on: February 26, 2013, 07:29:04 am »

It's like that in most games, where for example, in age of empires building up a castle would take mere seconds and people with only swords could take it down by hitting it's base.

Imagine a dwarf fortress where everything was in a "real" time scale, you will need a whole real life year of running the game nonstop to see your first caravan for example.
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Coalwalker

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Re: DF 2012v0.34 question and answer thread
« Reply #4093 on: February 26, 2013, 10:01:09 am »

Am I the only one who finds the representation of time to be a little puzzling? If my grasp of DF time is accurate, dwarves sleep for 3 to 4 weeks at a stretch; carrying a stone from one z level to another can take a dwarf a full week; and many savage battles can stretch on for six months. Has this been explained? Are there plans to address or amend this? In a game which prizes such painstaking loyalty to detail, this seems like a strange and glaring inaccuracy.

Yeah, this is one of those 'suspension of disbelief' things. To get things moving at a good clip and to make sure arrival of caravans is timely, time flows quickly.

Basically, what we actually witness on the screen is a little abstract. We see the dwarves eat once a season, but we're actually seeing all of their eating at once. So one unit of food is actually a hundred or so meals over three months, but to streamline things and to avoid having ten thousand strawberries, things are simplified a little.
I'm glad I'm not the only one who thinks this. DF presents the player with a nice manageable abstraction of the events of the fortress. I'm more worried about DF's portrayal of space than time.
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So to recap, one minute everything was going just great, and the next we have caverns collapsing, firebreathing cave beasts, underground brush fires, a screaming swarm of poltergheists back for revenge, zombies in the corridors, drunken brawls in the dining halls, magma pouring into the caverns, rotting miasma everywhere, insanity, madness, and a flying crocodile heading right towards us!

Skorpion

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Re: DF 2012v0.34 question and answer thread
« Reply #4094 on: February 26, 2013, 04:09:26 pm »

well, I'd suggest a roof

What, over the entire ravine and the river above it?
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.
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