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Author Topic: DF 2012v0.34 question and answer thread  (Read 891002 times)

Fantersam

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Re: DF 2012v0.34 question and answer thread
« Reply #4335 on: April 15, 2013, 02:43:34 pm »

http://dwarffortresswiki.org/index.php/DF2012:Green_zircon

the wiki says I can use it for encrusting?
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smakemupagus

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Re: DF 2012v0.34 question and answer thread
« Reply #4336 on: April 15, 2013, 02:49:37 pm »

http://dwarffortresswiki.org/index.php/Large_gem

Sometimes, rough gems will be cut into crafts or large gems. Note that these will replace a cut gem and cannot be used to encrust goods. The value of such crafts can easily reach hundreds, even thousands depending on the gem. A dwarf with a strange mood can take a single gem and cut it into a legendary artifact known as a perfect gem. They function much like large gems.

Fantersam

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Re: DF 2012v0.34 question and answer thread
« Reply #4337 on: April 15, 2013, 02:54:54 pm »

Okay Thank you. So I'll just sell it.
It's worth 46 000.
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Trif

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Re: DF 2012v0.34 question and answer thread
« Reply #4338 on: April 15, 2013, 03:13:08 pm »

You can't sell artifacts.
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Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #4339 on: April 15, 2013, 05:59:44 pm »

It's too late if you didn't add it before genning your world, but this is a decent use for the display case mod.  That would let you construct a display case somewhere and put the gem inside, where at least it could be admired.

Unfortunately, all it's going to do for you is attract invaders.
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Catsup

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Re: DF 2012v0.34 question and answer thread
« Reply #4340 on: April 15, 2013, 07:49:58 pm »

my current map has a evil weather that turns anything caught in it (even normal undead) into a "vile mist zombie" are zombies any different than thralls and husks, are they weaker? or are they about the same?

i2amroy

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Re: DF 2012v0.34 question and answer thread
« Reply #4341 on: April 16, 2013, 12:42:25 am »

my current map has a evil weather that turns anything caught in it (even normal undead) into a "vile mist zombie" are zombies any different than thralls and husks, are they weaker? or are they about the same?
They are exactly the same. "zombies", "thralls" and "husks" are just different randomly generated names for the same thing (though generally "zombie" is used on the forums and wiki to refer to the normal undead).
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Fantersam

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Re: DF 2012v0.34 question and answer thread
« Reply #4342 on: April 16, 2013, 01:27:49 pm »

So I wanted to make a pit because I caged my first hostile creature. I channeled an area 5 z levels down. made an exit for the dwarf who dug it, build a wall to seperate the pit area from the exit. Next I designated the tortured being to be pitted (Set Pit/Pond information)
Nobody tries to pit the caged guy. Why not? what did I do wrong?
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i2amroy

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Re: DF 2012v0.34 question and answer thread
« Reply #4343 on: April 16, 2013, 01:31:47 pm »

Are most of your dwarves busy? You might just need to wait a while.
Do any of your dwarves have the animal hauling labor? Without that they won't haul the cages.
Did you designate the pit/pond zone at the top of the pit?
Is the top of the pit accessible? Is the caged guy accessible? Can a dwarf that can reach the top of the pit also reach the cage?

Also note that 5-zlevels might hurt those who fall down, but it probably won't kill them.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Fantersam

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Re: DF 2012v0.34 question and answer thread
« Reply #4344 on: April 16, 2013, 01:41:38 pm »

Oh I did not designate the top to a pit zone. Just the bottom
Thanks for the help.
But is it normal that the creature appears to be outside during the escort?
The tortured being started a fight with the dwarf who transported it to the pit.
In this proccess the dwarf continuely punched the tortured beings head until it was unconcious. Now I just see some body parts in the pit. I have no idea what happend.

Also: Is there a more effective way to dig the pit? I think channeling straight down can be dangerous. There must be a better solution.

Edit: Also, when a dwarf from my squad dies. What happens to his items? I want the next squads to use their weapons. I don't want to craft weapons and armor for every new dwarf.
« Last Edit: April 16, 2013, 01:44:44 pm by Fantersam »
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i2amroy

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Re: DF 2012v0.34 question and answer thread
« Reply #4345 on: April 16, 2013, 01:49:48 pm »

It is normal for creatures to be outside of cages during the escort. The transported creatures won't cause any problems unless they are a snatcher/thief, in which case each additional square they are escorted greatly increases the chance that they will escape and wreak havoc.

The best way that I know of to dig a pit is to dig it out with stairs with a side staircase to access the bottom of the pit. Then you remove the stairs from the pit and either build a wall to cut off the access stairway or build a bridge there and then raise it to cut off access (thus allowing you to access the bottom of the pit later if you need to).
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Fantersam

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Re: DF 2012v0.34 question and answer thread
« Reply #4346 on: April 16, 2013, 04:34:23 pm »

Okay thank you.

I have skeletons in my cages. I can't assign them to the pit. What can I do to empty them?
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zzedar

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Re: DF 2012v0.34 question and answer thread
« Reply #4347 on: April 16, 2013, 10:06:27 pm »

Okay thank you.

I have skeletons in my cages. I can't assign them to the pit. What can I do to empty them?
Build the cages, link up a lever, and pull the lever. Or you can claim and dump them in the stocks menu, if you can find them there.
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i2amroy

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Re: DF 2012v0.34 question and answer thread
« Reply #4348 on: April 16, 2013, 10:09:46 pm »

You could also just use the mass dump option on the cage (d-b-d, I think) and then manually remove the dump off of the cage itself (k-d). That should just order the corpse inside to be dumped.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

zooeyglass

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Re: DF 2012v0.34 question and answer thread
« Reply #4349 on: April 17, 2013, 04:04:39 am »

Edit: Also, when a dwarf from my squad dies. What happens to his items? I want the next squads to use their weapons. I don't want to craft weapons and armor for every new dwarf.

Are items for your dwarves forbidden on death? Check where a dwarf died, because it may be that their armour is lying on the ground, quite useable, but forbidden. If you assign a new dwarf to the same squad position as the dwarf that has died, and the dead dwarf's armour is not forbidden or being hauled to a stockpile, the new squaddie *should* equip that gear....
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