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Author Topic: Anyone else feel this way?  (Read 5960 times)

Frogwarrior

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Re: Anyone else feel this way?
« Reply #15 on: March 29, 2012, 08:21:51 pm »

As soon as I work up the nerve to actually embark, I am going to embark on THE HECK out of an embark that is 50% savage wilds, 50% terrifying with husk clouds. There is an aquifer under half of it. The non-evil half.

BRING IT ON.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

simonthedwarf

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Re: Anyone else feel this way?
« Reply #16 on: March 29, 2012, 08:26:03 pm »

FFS I have had like 3 different embarks on badlands and now one on desert, and NO giant desert scorpions. I am so desperate to catch these. just goddamn thrips
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KodKod

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Re: Anyone else feel this way?
« Reply #17 on: March 29, 2012, 08:28:54 pm »

FFS I have had like 3 different embarks on badlands and now one on desert, and NO giant desert scorpions. I am so desperate to catch these. just goddamn thrips

Have you tried increasing their FREQUENCY tag?
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Simokon

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Re: Anyone else feel this way?
« Reply #18 on: March 30, 2012, 09:12:26 pm »

Thanks for the answers frog!

Some more random questions.

I was trying to keep my created wealth down so I hopefully stop getting huge migrant waves of 30+ people and I was wondering if trading away things I make lowers the numbers in my wealth or not.

Also How the heck does a sand desert end up in a freezing zone???
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Teneb

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Re: Anyone else feel this way?
« Reply #19 on: March 30, 2012, 09:44:23 pm »

Thanks for the answers frog!

Some more random questions.

I was trying to keep my created wealth down so I hopefully stop getting huge migrant waves of 30+ people and I was wondering if trading away things I make lowers the numbers in my wealth or not.

Also How the heck does a sand desert end up in a freezing zone???

A desert doesn't need to be hot. Only dry.
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Frogwarrior

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Re: Anyone else feel this way?
« Reply #20 on: March 30, 2012, 09:51:59 pm »

Trading things away will decrease your fort value, but the game ALSO tracks traded wealth separately and, I think, it contributes to migrants. Only way to really decrease fort value is to atomsmash valuable things.
However, you can set a population cap in one of the init values. It's a "soft" cap; once you've exceeded the cap the migrants will stop coming. However, I am not sure if migrant waves that were already "planned" will still come. (E.g., I think maybe it determines that migrants for the next year at the moment the caravan leaves in Autumn? Not sure though.) Also, you have to turn off births separately if you want to.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Simokon

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Re: Anyone else feel this way?
« Reply #21 on: March 30, 2012, 09:54:15 pm »

Well it is really not the numbers that bother me it is how fast they seem to come even if I am not trying!
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Frogwarrior

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Re: Anyone else feel this way?
« Reply #22 on: March 30, 2012, 09:57:33 pm »

Yeah, I don't know what if anything affects migrant wave size. I just always try to make sure I have waaaaay more beds than I need at any given point in time.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Simokon

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Re: Anyone else feel this way?
« Reply #23 on: April 04, 2012, 01:13:40 am »

Another day another question!

Are Kobolds still broken? I never seem to see them on the civ list.

Also with encrusting will it only choose items in stockpiles or will it also do things that are already built as well?

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Trif

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Re: Anyone else feel this way?
« Reply #24 on: April 04, 2012, 06:47:54 am »

The skulking filth doesn't appear on the civ list on embark because Kobolds aren't a real civilization. They live in caves and survive by stealing from other species, they can't trade and can't communicate with the rest of the world.
Kobolds were fixed in 0.34.01, but they might be dead if you generated a world with a long history. The easiest way to check is Legends mode.

Decorating will only choose items in the closest stockpile.
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miauw62

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Re: Anyone else feel this way?
« Reply #25 on: April 04, 2012, 06:59:38 am »

CPUs are going the ways of multiple cores. Unless some massive breakthrough in computing comes out, CPU speeds are going to stagnate for the foreseeable future in favor of just having more of them. So, if dwarf fortress is going to be less prone to FPS death, change will have to happen on DF's side.
Some people are doing fancy magic, they dump windows on 3 cores and df on the remaining one. (implying quad core pc)
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Simokon

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Re: Anyone else feel this way?
« Reply #26 on: April 06, 2012, 09:40:55 pm »

Question of the day.

One of my dwarves went into a mood and made a bone warhammer one a scale of suck to awesome how good is bone for blunt weapons?
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Trif

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Re: Anyone else feel this way?
« Reply #27 on: April 07, 2012, 05:58:00 am »

Bone is a sucky material, but artifact weapons are three times more accurate and and can pierce armor three times better than normal weapons. In other words, it's difficult to compare to other weapons, but an exceptional silver war hammer should be better at squishing goblins.
Still, it's a nice weapon for your hammerer.
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Quote from: Toady One
I wonder if the game has become odd.

Garath

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Re: Anyone else feel this way?
« Reply #28 on: April 07, 2012, 06:01:29 am »

bonus points if it's goblin bone.
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Simokon

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Re: Anyone else feel this way?
« Reply #29 on: April 07, 2012, 06:10:23 pm »

I think it was Yak bone... but it sure beat another amulet!
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