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Author Topic: DF2014 Question and Answer Thread  (Read 461781 times)

Ulfarr

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Re: DF2014 Question and Answer Thread
« Reply #3945 on: January 31, 2020, 02:58:24 am »

It seems to depend on too many factors, including farmer's skill, crop type, using fertilizer and fortress layout, to just give a specific answer. There has been some !!science!! done some time ago that you can use as a reference but ultimately you'll have to adjust the numbers to your own fort specifically, as you play.
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

Iliithid

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Re: DF2014 Question and Answer Thread
« Reply #3946 on: January 31, 2020, 10:08:21 am »

Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
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"Here's a weapon of ridiculous destructive capability I invented, it is capable of wrecking tons of shit in horrific fashion... now I just need to figure out how to aim it."

That's absurdly dwarven of you, I'm so proud to be here to see it.

TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3947 on: January 31, 2020, 04:49:32 pm »

Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
« Last Edit: January 31, 2020, 04:51:17 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Iliithid

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Re: DF2014 Question and Answer Thread
« Reply #3948 on: January 31, 2020, 05:15:56 pm »

Hm. Seems very strange you're able to build it in fort mode, then, unlike all those other tools you otherwise need to trade for.
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"Here's a weapon of ridiculous destructive capability I invented, it is capable of wrecking tons of shit in horrific fashion... now I just need to figure out how to aim it."

That's absurdly dwarven of you, I'm so proud to be here to see it.

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #3949 on: February 01, 2020, 06:09:28 am »

Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.
There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
Hm. Seems very strange you're able to build it in fort mode, then, unlike all those other tools you otherwise need to trade for.

Toady confirmed it was a bug

Quote from: clinodev
Are altars and dice meant to be adventure only, or for both modes? In fortress mode they can be bought at embark, made in the craftdwarf's workshop, and found in reclaimed worldgen forts, but altars at least cannot be built in fortress mode.
[snip]
They are adventure mode things mainly, the active parts, but I wanted the furniture available for placement in fort mode to get that side of things started (even if dice rolling would be way too disruptive there for now.)  Looks like the placement bit is not done then, and that's a bug.
[snip]
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thvaz

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Re: DF2014 Question and Answer Thread
« Reply #3950 on: February 03, 2020, 10:17:12 pm »

If an artifact is stolen, and your captain of the guard uncovers the plot, you can convict the thief and send him to prison. But the artifact remains with the thief. There is a way to get the artifact again without killing the thief?
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Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #3951 on: February 03, 2020, 10:44:33 pm »

Hmmm. I know the general method of stripping goblin prisoners if you want to use them for easy combat practice is to do a mass reclaim on the items, then a mass dump over them (d-b-d in an area). Any chance that would work for someone in your civ?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3952 on: February 04, 2020, 08:00:39 am »

I would also try putting the thief in the militia, with a specific uniform, see it that makes them un-grab or un-wear the artifact.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

thvaz

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Re: DF2014 Question and Answer Thread
« Reply #3953 on: February 04, 2020, 12:07:13 pm »

Ocasionally there is an evil mist in my fortress (part of the region is on a sinister area) but they appear to have no effect upon people and animal caught by it. It is a bug or there is !!FUN!! waiting to happen?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3954 on: February 04, 2020, 04:23:53 pm »

Ocasionally there is an evil mist in my fortress (part of the region is on a sinister area) but they appear to have no effect upon people and animal caught by it. It is a bug or there is !!FUN!! waiting to happen?

evil rain and evil fog/cloud, pretty random syndromes, more details on the wiki, subsection weather:
https://dwarffortresswiki.org/index.php/DF2014:Weather#Evil_clouds
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #3955 on: February 05, 2020, 07:18:23 pm »

Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
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Bumber

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Re: DF2014 Question and Answer Thread
« Reply #3956 on: February 06, 2020, 03:24:10 am »

Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
It's used as a requirement for promoting your fort to barony, etc.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3957 on: February 06, 2020, 04:53:04 am »

Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?
One can assign a messenger (like one assigns a temple dancer, locations menu) and request more workers from ally sites. And yeah barony chance comes with such prestige.
https://dwarffortresswiki.org/index.php/DF2014:Holding#Economical_links
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #3958 on: February 06, 2020, 05:18:11 am »

Economic sites which are foriegn are regarded as bugged because they can't be requested from or interacted with, but do still qualify towards the population numbers you need to create a barony. You can raid these for no particular benefit or consequence compared to raiding any other site, which is odd.

Which can be trouble when a hostile goblin pits is built less than a day's distance from you and it forces a baron onto you in the earlygame. (also a likely source of clown/necromancer experiment guests & spies)
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Meridian

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Re: DF2014 Question and Answer Thread
« Reply #3959 on: March 09, 2020, 02:37:34 am »

Correct me if there's a newer version but I didn't see one on a skim so I'm asking a new one

Adventure mode lacks a way to form relationships with other characters right? I assume there's no way to check the relationship screen of party members and watch things change with them at least.
But what about fort mode? Can the player character who has joined a fort be made to marry? It's been a while and I'm thinking of testing out some SCIENCE to determine adventurer sexuality generation (is it default to ace / bi? I assume it's not choosable), and to see if they can romance / reproduce while playing in a fort.
Same goes for non-starting party members. Do people I recruit remain the same, or does something get flagged to make it impossible for them to date/reproduce?
Suppose this also goes for DFHack, does forcemarry work for adventurers retired in a fort.

Asking because I've had some thoughts while using the legends viewer utility that comes with LNP, that what if I did an adventurer who went around recruiting animal people to prevent them from going extinct. It'd be a bit moot if that's not possible though.

---
Second question:
Can adventurers who belong to a civ that bans using products made from sentients, use their own webs to make silk? And then use it to make clothing or strings for an instrument? I know this might require a mod like adventurecraft, but I was curious if the limit applies to your own products (I'll save the ethics of dwarves drinking a cow-person's milk for another time)
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