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Author Topic: DF2014 Question and Answer Thread  (Read 459474 times)

Putnam

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Re: DF2014 Question and Answer Thread
« Reply #2010 on: August 31, 2015, 10:29:37 pm »

upper arms and lower arms are still cubes i think

i'm not sure if any points are automatically non-cube cuboids?

the shape as a whole will usually be a non-cube cuboid

dwarven hair is not even cubes, it's just a pair of numbers (length/color) with an associated number somewhere else (style), more like line segments than cubes

Borge

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Re: DF2014 Question and Answer Thread
« Reply #2011 on: September 01, 2015, 12:08:18 am »

I have made dozens of fortresses and not once have i ever came across bituminous coal or lignite. Does the stuff still exist?
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2012 on: September 01, 2015, 06:41:34 am »

def.

lignite seems harder for me to find native, personally, but Ive seen both in 40.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2013 on: September 01, 2015, 07:00:40 am »

upper arms and lower arms are still cubes i think

i'm not sure if any points are automatically non-cube cuboids?

the shape as a whole will usually be a non-cube cuboid

dwarven hair is not even cubes, it's just a pair of numbers (length/color) with an associated number somewhere else (style), more like line segments than cubes
XD

just got done saying shapes dont exist and Im giving shapes to limbs.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Nikita

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Re: DF2014 Question and Answer Thread
« Reply #2014 on: September 01, 2015, 07:47:55 am »

Here's a weird question: Do the undead breed/lay eggs? I'm having a little trouble capturing some animals without killing them. If I use a necromancer to raise an alligator, will it still lay eggs?

And another weird question: Can you tame/train an undead animal?
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Arx

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Re: DF2014 Question and Answer Thread
« Reply #2015 on: September 01, 2015, 08:00:35 am »

1. I don't believe so.

2. [OPPOSED_TO_LIFE] will cause them to kill your trainer.
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Nikita

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Re: DF2014 Question and Answer Thread
« Reply #2016 on: September 04, 2015, 12:57:24 pm »

(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
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Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2017 on: September 04, 2015, 01:06:29 pm »

Maybe a wagon saw a dead body and then self-destructed, making the merchants angry?
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Baffler

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Re: DF2014 Question and Answer Thread
« Reply #2018 on: September 04, 2015, 06:53:30 pm »

Will a population cap of 7 be respected? I'm trying to see how I do with just the starting dwarves.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2019 on: September 04, 2015, 07:18:31 pm »

It should.  A soft cap of 7 will prevent migrants until your S7 die, and a hard cap will stop the baby-train
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2020 on: September 04, 2015, 09:38:26 pm »

I thought you couldn't stop the first two migrant waves, which should bring your pop to around 20.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2021 on: September 04, 2015, 10:01:09 pm »

are they still?

If you embark in fall you need to wait 2 seasons to get migrants and a year for caravans
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Bumber

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Re: DF2014 Question and Answer Thread
« Reply #2022 on: September 05, 2015, 06:19:38 am »

(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be another cause.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2023 on: September 05, 2015, 06:38:46 am »

no, chained critters can be 1v 1ed without outside interference.  Ive seen countless outpost liasons (in all versions) lethally fight chained bears and even a random fort member or two having a good ole 'brawl' level fight with chained trolls.

my offhand impression is reclaiming foolery in that world.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Nikita

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Re: DF2014 Question and Answer Thread
« Reply #2024 on: September 05, 2015, 07:44:16 am »

(accidentally asked this in the silly thread instead)

So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.

Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be

No, the only thing I have chained in the general viscinity is a tame dog. I do have a large number of caged prisoners and caged hostile creatures, but I don't think you can start a fight with those. The only lead I have is that this happened at roughly the same time as I released a goblin and a Giant Cave Spider into my silk farm, and the spider started shooting webs, but there is no way those could be seen by the merchants as they were several levels down and behind a wall. Unless one of them had [EXTRAVISION] i suppose. But even then, the merchant guard can't path to those.

Is it possible that either my dwarf or the merchant guard were the enemies of my civ, despite never harming another dorf since the fortress was founded?

Edit: now the elven marchants came. My civilians got scared of them and military immediately attacked them. It looks like all of my dwarves have somehow become evil!
« Last Edit: September 06, 2015, 12:26:46 pm by Nikita »
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