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Author Topic: The DF2010 Little Questions Thread  (Read 1142694 times)

shlorf

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Re: The DF2010 Little Questions Thread
« Reply #7215 on: January 11, 2011, 03:45:01 pm »

So i just found a volcano in adventure mode. I could swear it wasn't there when i was last looking at the embark map 20 years ago. The world has probably a lot of high volcanic activity squares due to generation parameters. Will new volcanoes actually pop up on the map as the years pass?
I could have just missed it, because of a nearby human settlement or something but the next hamlet is two squares away on the adventure mode travel map (the zoomed out map).
Is a square on the adventure mode quick travel screen = one embark square?

edit:
I found the solution, there's a cave in the same region tile so it just shows the cave instead of the volcano icon, that's why i missed it.
« Last Edit: January 11, 2011, 03:58:31 pm by shlorf »
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Lord Snow

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Re: The DF2010 Little Questions Thread
« Reply #7216 on: January 11, 2011, 04:27:33 pm »

Soldiers biting, kicking, punching... while they have weapons equipped. Whats wrong with those?

I've just had one go *chop* once with his sword, then bite a giant rat in the head and shake it around five times.
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #7217 on: January 11, 2011, 05:03:21 pm »

What's the best trading item to make out of copper?
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Farmerbob

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Re: The DF2010 Little Questions Thread
« Reply #7218 on: January 11, 2011, 05:44:38 pm »

What's the best trading item to make out of copper?

Depends on the skills of your dwarves.  If you have a legendary metalcrafter, goblets are nice, and if you have a good jeweler, they can improve on the base goblets.
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How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Sutremaine

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Re: The DF2010 Little Questions Thread
« Reply #7219 on: January 11, 2011, 05:46:59 pm »

when will dungeon master come?
Unless you have modded your entity raw files, the dungeon master will never come in the current version.  Immigrant nobles are bugged at the moment.  You can mod your entity raw files to make the dungeon master manually assignable like the other nobles.
alternatively you can replace [PET_EXOTIC] tags to [PET] and then any regular dwarf can train it.
I vaguely remember a program that did this automatically.
You have to do both, or just the tag change. Changing the DM position to assignable and genning a world does nothing. I've tested it.

No Exotics topic: http://www.bay12forums.com/smf/index.php?topic=59411.0

Quote from: Samuel
What's the best trading item to make out of copper?
Brass. Then make flasks out of it.

Otherwise it depends on which is your best metalworking skill or which dwarf you'd like to skill up in the process of selling off your copper supplies.
Weaponsmith: Serrated discs or spiked balls.
Armoursmith: Leggings.
Metal crafter: Flasks.
Blacksmith: Statues, though even these are quite heavy.
Mechanic: Mechanisms.

Consider upgrading to bronze or bismuth bronze if you have the other metals to spare.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7220 on: January 11, 2011, 06:49:36 pm »

i have a LOT of gold and i have the same question, whats the best thing to make?  i made a few statues, i have high master metal crafter
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7221 on: January 11, 2011, 06:50:09 pm »

I finally found a mod to embark anywhere, only to discover upon arrival that the soldiers from your own civilizations attack you, as if Toady was anticipated someone would try this and wanted to ruin the funnest thing possible. In time, he will be destroyed for such insolence, but for now...

Is there a quick and easy way to:

a.) Depopulate NPC sites (such as castles)?
or
b.) Generate a world with several abandoned fortresses?

Thanks!
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masonmason

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Re: The DF2010 Little Questions Thread
« Reply #7222 on: January 11, 2011, 06:56:19 pm »

New question: I have somone in a fey mood standing in one spot no where near anything that could be a workshop
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masonmason

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Re: The DF2010 Little Questions Thread
« Reply #7223 on: January 11, 2011, 07:02:40 pm »

Id also wonder how pumping works as Id like to pump water up to the main part of my fortress and have my men farm there but  outside is stone and insides dry
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7224 on: January 11, 2011, 07:06:26 pm »

Id also wonder how pumping works as Id like to pump water up to the main part of my fortress and have my men farm there but  outside is stone and insides dry

Pumping will create mud.
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7225 on: January 11, 2011, 07:08:07 pm »

no idea how to pump

but the mood dwarf means you don't have the right workshop press v-g) over him and you will see his skills then make a workshop, if you have them make a craft dwarf workshop
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masonmason

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Re: The DF2010 Little Questions Thread
« Reply #7226 on: January 11, 2011, 07:17:17 pm »

OK TY does smothing stone walls increase anything other than value
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Imminent

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Re: The DF2010 Little Questions Thread
« Reply #7227 on: January 11, 2011, 07:23:04 pm »

How do you destroy upstairs / ramps leading from a pit, from the outside of the pit?

Ex: X = wall/floor U = up stair

           
X         UX
XXXXXXXX

I tried caving in constructions on top of them but that did not work.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7228 on: January 11, 2011, 07:30:31 pm »

OK TY does smothing stone walls increase anything other than value

Their smoothness.  8)

Nothing that I know of, though. Dwarves don't seem to derive anything from it.
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CapnUrist

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Re: The DF2010 Little Questions Thread
« Reply #7229 on: January 11, 2011, 07:33:41 pm »

OK TY does smothing stone walls increase anything other than value

Besides making it look better IMHO, smoothing walls allows them to then be carved with either engravings (for more value and some history) or fortifications (if you want something like liquid or bolts to pass through it, but not creatures or items.

How do you destroy upstairs / ramps leading from a pit, from the outside of the pit?

Ex: X = wall/floor U = up stair

           
X         UX
XXXXXXXX

I tried caving in constructions on top of them but that did not work.

Short answer, you don't. However, you can dig a path back outside and up next to the pit, and then construct a wall to close it off.
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