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Author Topic: The DF2010 Little Questions Thread  (Read 1142620 times)

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7245 on: January 12, 2011, 05:41:17 am »

Verifying, if I were to embark on top of a castle and kill the soldiers there, they would return as hostiles or friendlies?
They'd probably fight you but unlike in adventure mode, no new soldiers will spawn.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7246 on: January 12, 2011, 05:52:57 am »

Verifying, if I were to embark on top of a castle and kill the soldiers there, they would return as hostiles or friendlies?
They'd probably fight you but unlike in adventure mode, no new soldiers will spawn.

Brilliant! 3,000 years after the fall of their civilization in a world of goblins and zombies, there are just a few "barbarian" wrestlers lingering in the castles of the world, but I don't want them reappearing.

You've helped me greatly! :D
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7247 on: January 12, 2011, 07:00:25 am »

Verifying, if I were to embark on top of a castle and kill the soldiers there, they would return as hostiles or friendlies?
They'd probably fight you but unlike in adventure mode, no new soldiers will spawn.

Brilliant! 3,000 years after the fall of their civilization in a world of goblins and zombies, there are just a few "barbarian" wrestlers lingering in the castles of the world, but I don't want them reappearing.

You've helped me greatly! :D
well their civ will probably be enraged and send sieges anyway.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7248 on: January 12, 2011, 08:00:02 am »

Verifying, if I were to embark on top of a castle and kill the soldiers there, they would return as hostiles or friendlies?
They'd probably fight you but unlike in adventure mode, no new soldiers will spawn.

Brilliant! 3,000 years after the fall of their civilization in a world of goblins and zombies, there are just a few "barbarian" wrestlers lingering in the castles of the world, but I don't want them reappearing.

You've helped me greatly! :D
well their civ will probably be enraged and send sieges anyway.

Their civ has been gone for ~3,000 years, and they are the same race (I am playing a modded-out humans), so I don't think that will be a problem (for those reasons, and the gibbering zombies outside the walls of my new City). ^ ^

Here's another one, however:

Will semi-mega beasts attack in place of megabeasts and titans, if there are none left?
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7249 on: January 12, 2011, 08:17:41 am »

i just had someone taken by a fey mood and created an artifact mechanism worth 103,000.  should i use this in a trap or leave it alone?
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7250 on: January 12, 2011, 08:23:23 am »

i just had someone taken by a fey mood and created an artifact mechanism worth 103,000.  should i use this in a trap or leave it alone?

As far as I know, mechanism material has no weight on it's effectiveness, so you might as well use it in a trap proudly. Keeping artifacts that can be built lying around doesn't do anything special for the moment, except make them susceptible to thieves.
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7251 on: January 12, 2011, 08:30:59 am »

do trap mechanisms have a chance of breaking so i should build a "safe" trap one out of danger unless i get overrun?
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7252 on: January 12, 2011, 08:46:29 am »

do trap mechanisms have a chance of breaking so i should build a "safe" trap one out of danger unless i get overrun?

Mechanisms don't break, and unless it's just sitting there by itself on the ground outside of your fort, nothing is going to take it from you. No need to coddle it. Even mechanisms need some space to breathe. :P
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“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7253 on: January 12, 2011, 09:01:41 am »

Will semi-mega beasts attack in place of megabeasts and titans, if there are none left?
yes


i just had someone taken by a fey mood and created an artifact mechanism worth 103,000.  should i use this in a trap or leave it alone?

As far as I know, mechanism material has no weight on it's effectiveness, so you might as well use it in a trap proudly. Keeping artifacts that can be built lying around doesn't do anything special for the moment, except make them susceptible to thieves.
Never, never waste it in a trap. Make it a lever at the most visible place in your fort and assign the most sad dwarf to pull duty on said lever. Watch as he hump the level till ecstatic.
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nickbii

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Re: The DF2010 Little Questions Thread
« Reply #7254 on: January 12, 2011, 09:02:58 am »

i just had someone taken by a fey mood and created an artifact mechanism worth 103,000.  should i use this in a trap or leave it alone?
Make it a weapon trap in the King's throne room.

He'll be pleased, and you'll actually have a place to put that artifact-quality blowdart-pipe thingey your idiot bonecrafter made.

Nick
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7255 on: January 12, 2011, 09:30:53 am »

i just bought alot of food(250 meat 300 fish and 400 plants) from dwarven caravan and i am wondering if food at the depot will rot or not
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #7256 on: January 12, 2011, 09:36:33 am »

I am fairly certain that food does not rot while still in the depot, not that that is any reason to just leave it there.
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7257 on: January 12, 2011, 09:38:24 am »

yeah, i was jsut wondering if i should take 30ish dwarves and disable all but food hauling but its not a problem if it doesnt rot at depot
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7258 on: January 12, 2011, 09:43:56 am »

food belonging to you and is not queued for trading WILL rot on the depot IIRC
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7259 on: January 12, 2011, 10:00:35 am »

how do i keep food from rotting? put it in a stockpile?  or barrel necessary?
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