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Author Topic: DF2014 Question and Answer Thread  (Read 462530 times)

Urist McManiac

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Re: DF2014 Question and Answer Thread
« Reply #3525 on: October 21, 2018, 11:17:37 am »

After looking around the wiki and the forum for a bit, I couldn't find a conclusive answer to the question: Can helmets and caps be worn together in Fortress mode?
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Sver

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Re: DF2014 Question and Answer Thread
« Reply #3526 on: October 21, 2018, 11:30:08 am »

No, they can't. They are both SHAPED - and only one item with this tag can be worn on each bodypart at the same time.
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FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #3527 on: October 22, 2018, 07:24:29 am »

No, they can't. They are both SHAPED - and only one item with this tag can be worn on each bodypart at the same time.

Dwarves will wear caps naturally as part of their attire of the leather, cloth & silk variety, however to kind of elaborate on Sver's point, if you equipped metal helmet they'd have to take it off instead of mittens & gloves overlapping or socks & shoes. In some circumstances if you're not too bothered about what a dwarf gets up to waste expensive gear and want them protected, you could try assigning dwarves to squads, commanding them to wear uniform off duty then slip them into light armor & metal caps.

All this while never actually drawing them into service, and only taking the time to train them on rare occasions to help relieve some stress from needs & general enjoyment & exercise from training (raising hauler strength etc)
« Last Edit: October 22, 2018, 07:26:03 am by FantasticDorf »
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Urist McManiac

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Re: DF2014 Question and Answer Thread
« Reply #3528 on: October 23, 2018, 04:45:40 am »

Thanks for the replies! I do have another question about uniforms, however: how can I get my militia wearing leather cloaks without them being snatched away by civilians? Whenever I produce leather cloaks, they immediately get claimed by useless Gelders instead of the soldiers.
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FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #3529 on: October 23, 2018, 07:24:28 am »

Overproduce cloaks, its the same problem as leather caps because dwarves desire them. Elsewise you could try forbidding the cloak as soon as its made, moving it to a sealed off room with dumping then assigning it directly to the militia dwarf before someone can claim it.
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Saiko Kila

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Re: DF2014 Question and Answer Thread
« Reply #3530 on: October 23, 2018, 01:54:14 pm »

Additionally you can produce more expensive cloaks (i.e. plant fiber or silk). Military dwarves will pick only leather, while civilian will take anything, but with more preference for expensive ones.
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BelligerentlyLiterate

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Re: DF2014 Question and Answer Thread
« Reply #3531 on: October 24, 2018, 10:47:35 pm »

Anyone know how to turn off Aquifers ?
If you have a Lazy Newb Pack, there should be a button that sets Aquifers to OFF. If you're playing vanilla, go into the game folder, then the "raw" folder, then the "objects" folder. Using your computer's text editor, open the "inorganic_stone_layer.txt," "inorganic_stone_mineral.txt," and "inorganic_stone_soil.txt" files. Everywhere you see [AQUIFER], change it to (AQUIFER) and save. There's a guide on the wiki here: http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Text_editor_.28All_operating_systems.29

(This page also has some good instructions on Aquifer management if you meant how to turn them off in-game.)
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Tarqeq

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Re: DF2014 Question and Answer Thread
« Reply #3532 on: October 30, 2018, 10:00:24 pm »

How does procreation work between dwarves? Do they still use spores and make children at distance? Do they have to share a bed?

Is it possible to for two dwarves socialise without path to each other? Say, over a moat or glass window?

Tangentially related question - one of my dwarves was bitten by a wereape. Their description now says: "He has the appearance of somebody that is two-hundred sixty-five years old and is one of the first of his kind."

This strikes me as somewhat odd description seeing as their lover is just ~80. Is that a known bug or something else?
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #3533 on: October 30, 2018, 10:06:50 pm »

I'm almost certain that reproduction doesn't work via spores anymore, although I'm not sure what the mechanics are.  I think two eligible creatures (married dwarves in this case) must actually be adjacent at some point, but maybe for only one frame.

Pretty sure they can only socialize if standing adjacent to or on top of each other too.
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3534 on: October 31, 2018, 07:33:58 pm »

For dwarves, it is two married oppposite-sex dwarves being adjacent, and more than single frame typically (I've seen a single frame not take, but period long enough to have a talk work). No Job is recommended, though I'd want to perform more thorough testing to be sure. I don't know about being awake, either.

Note that this will likely change with next version allowing bastard children, at least in worldgen.

Iirc they should still be able to fulfil other tavern needs through 'zoo barrier', though Telgin is correct on talking to friends/family front.

And known bug with age.

JazzMano

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Re: DF2014 Question and Answer Thread
« Reply #3535 on: November 03, 2018, 03:29:56 pm »

Hello i have some question, I didn't play df for years (sorry for my english) :

1. With the lazynewbpack (actually I'm using the meph launcher) there is new presets in the Advanced World Gen menu and i don't find any information on them. Where can I find the detailed description of each presets (in a simple form so not in DF) ? For example i have no clue on what do the presets named MEDIUM REGION (optimized cavern) what does it mean (i have never experimented cavern) ?

2. Why the majority of the news preset have an end year of 1050 ? Do i just need to modify this parameter to 250y to experience with no problem the default history setting ? Or do i need to modify something else ?

3. Is death FPS still a thing with the new version of DF ? I would like to start a 5x5 or minimum 4x4 embark with default population on a medium region with a 250y history (12Gb and a cuffing I7-4790K 4GHz), should i change something ?

4. I'm trying to find a map/embark to download with all the civ+tower in range with all metals/sand/clay/layers ect but i only find very old map set on precedent version of DF, can they work with the last version of DF ? Do you know if one the new preset in advance world gen generate these type of map/embark ?

Thank you very much !
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3536 on: November 03, 2018, 05:11:08 pm »

3. Yes, but I'd say about three times less so than it was in, say, when I started in 42.06. As your desires are far greater than three times typical (assuming you refer to 220 pop cap) it's a concern. I wouldn't expect you to have even 50 FPS with 420 living it up on a 5x5, barring perhaps zero-vegetation biome.

4. Did some tests in .44.02 when it came out and seems geography (outside of good and evil) generally matches previous DF2014 gens, but history changes. You can still DL previous DF version (as long as it is done past .40.03), gen there, and then import to modern DF version. You'll miss things like display cases (unless you hack them in), and worldgen strange moods.

Also, if the world uses pre-set values (PS_ parameters at bottom, typically looking unlike what DF generates), it is more likely you can get something very similar in modern version by just placing the parameters in and spinning it a few times, because many of those gens having somewhat predetermined civ starting positions.

JazzMano

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Re: DF2014 Question and Answer Thread
« Reply #3537 on: November 03, 2018, 08:24:58 pm »

Thank you that's some usefull informations. Will try old map so.
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Ulfarr

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Re: DF2014 Question and Answer Thread
« Reply #3538 on: November 06, 2018, 12:18:10 pm »

1. You can find the specific values for each of the world gen options (both the default and the modded ones) in Dwarf Fortress/data/init/world_gen.txt. There is a detailed wiki article about the advanced world generation that can help you understand what each value does.

2. 1050 years is the default value in the advanced world gen (AWG). You can safely change it, within AWG menu, before you generate a new world.
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

JazzMano

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Re: DF2014 Question and Answer Thread
« Reply #3539 on: November 06, 2018, 01:20:20 pm »

Thank you a lot !

Another question, i caged a Draltha (creature, size of an elephant) what is the best thing to do with it ? I'm thinking about selling it but maybe there is something better to do (like make it guard my entrance like a big big dog  :D)
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