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Author Topic: The DF2010 Little Questions Thread  (Read 1122986 times)

Jimmy

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Re: The DF2010 Little Questions Thread
« Reply #420 on: April 16, 2010, 05:07:23 am »

Fluid is destroyed the same as items.

Are the new megabeasts able to be atomsmashed?
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Twiggie

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Re: The DF2010 Little Questions Thread
« Reply #421 on: April 16, 2010, 09:15:38 am »

has anyone found a major/minor river yet? on all my maps there are only streams, all the way to the sea, with brooks further inland...
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LegitMacgyver

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Re: The DF2010 Little Questions Thread
« Reply #422 on: April 16, 2010, 09:39:30 am »

This might be a well known thing but I can't seem to find it.

How do I turn off migrants.  I know I can embark on an island with water on all edges but I can't seem to generate a map with island small enough for that...

Please Help me!
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Kazuhiro

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Re: The DF2010 Little Questions Thread
« Reply #423 on: April 16, 2010, 12:44:18 pm »

How do I make pits in the ground?
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Spong

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Re: The DF2010 Little Questions Thread
« Reply #424 on: April 16, 2010, 01:19:28 pm »

If on embark there are no goblin civs listed as neighbours does this mean I won't get goblin raiders, snatchers or sieges?
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nekoexmachina

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Re: The DF2010 Little Questions Thread
« Reply #425 on: April 16, 2010, 01:48:45 pm »

How do i make my military dorfs eat while training?
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Whenever i read the "doesn't care about anything anymore" line, i instantly imagine a dwarf, sitting alone on a swing set. Just slowly rocking back and forth, somberly staring at the ground, and stopping every once in a while to sigh.
It's mildly depressing.

LucasUP

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Re: The DF2010 Little Questions Thread
« Reply #426 on: April 16, 2010, 06:50:51 pm »

When creating new uniforms, how do you add (or can you?) general items like "metal armor", "metal shields/bucklers", etc which appear in the default uniforms.
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Garrie

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Re: The DF2010 Little Questions Thread
« Reply #427 on: April 16, 2010, 09:11:13 pm »

This might be a well known thing but I can't seem to find it.

How do I turn off migrants.  I know I can embark on an island with water on all edges but I can't seem to generate a map with island small enough for that...

Please Help me!
You can set a population limit in the file
(df)\data\init\init.txt
Search for
[POPULATION_CAP:200]
replace 200 with whatever number you don't want any migrants after.
Note that if you put say "5" then three dwarfs die, you may well get a rush of 80 immigrants because your fortres is worth so much money and you have never had any migrants.
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Is there any way to remove mud outdoors?
Yea, use dirt roads to clear off the mud.
Garrie.

Shiv

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Re: The DF2010 Little Questions Thread
« Reply #428 on: April 16, 2010, 09:18:20 pm »

Quote
has anyone found a major/minor river yet? on all my maps there are only streams, all the way to the sea, with brooks further inland...

I've found minor rivers, but no major ones.

The minor ones I've only found in the Large Regions.  Only Streams in the Medium Regions (the default).
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I still don't think I'm crazy enough to play this game properly.

LegitMacgyver

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Re: The DF2010 Little Questions Thread
« Reply #429 on: April 16, 2010, 11:02:28 pm »

This might be a well known thing but I can't seem to find it.

How do I turn off migrants.  I know I can embark on an island with water on all edges but I can't seem to generate a map with island small enough for that...

Please Help me!
You can set a population limit in the file
(df)\data\init\init.txt
Search for
[POPULATION_CAP:200]
replace 200 with whatever number you don't want any migrants after.
Note that if you put say "5" then three dwarfs die, you may well get a rush of 80 immigrants because your fortres is worth so much money and you have never had any migrants.

I knew you could set the population cap but then that shuts off pregnancies when you reach the cap.  I simply want my 7 original dwarves to have to mate to build up the population.  I also don't want to be cheap and just kill all my migrants.

I can't seem to generate a small island for a single embark screen but I will keep trying!
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OddProphet

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Re: The DF2010 Little Questions Thread
« Reply #430 on: April 17, 2010, 04:52:02 am »

I can't seem to move up and down z-levels.  I remember pre-2010 it was > and < to move around the z-axis, but that isn't working.

EDIT: I play on a laptop, if that affects anything.
« Last Edit: April 17, 2010, 04:54:14 am by OddProphet »
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Shiv

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Re: The DF2010 Little Questions Thread
« Reply #431 on: April 17, 2010, 04:55:55 am »

Pretty sure it's shift + < or >

That's what I use anyhow.  You can change it through the Esc menu anyways.
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I still don't think I'm crazy enough to play this game properly.

OddProphet

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Re: The DF2010 Little Questions Thread
« Reply #432 on: April 17, 2010, 04:59:29 am »

What is the command in the key bindings to move between z-levels?  I'm using a laptop, and I can't for the life of me get it to work.
« Last Edit: April 17, 2010, 03:50:56 pm by OddProphet »
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They aren't coffins: They're lunchboxes 

faclonwhirr

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Re: The DF2010 Little Questions Thread
« Reply #433 on: April 17, 2010, 04:59:44 am »

Fluid is destroyed the same as items.

Are the new megabeasts able to be atomsmashed?

Well, unless the very mechanic of atom smashing has been changed, it will depend on the size of the creature. 10 or higher will cause the atom-smashing effect to turn back on itself, as before. Since the new megabeasts are amalgamations of various creature types, it may be possible, but I doubt it would work; I really can't imagine having it so that megabeasts can be smaller than size 10. Though I would highly recommend trying this out for yourself; I have 2 of the random cavern megabeasts present in my current fortress but have no plans of dealing with them any time soon; my fortress is sealed off from all the caverns I've dug into.
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Ledi

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Re: The DF2010 Little Questions Thread
« Reply #434 on: April 19, 2010, 08:31:43 am »

I have a large ramp going down to an underground trade depot, but as soon as the ramp is hit from the depot side, it blocks the access (ie red Xs). The ramp is three tiles wide, and each floor has an down ramp connecting straight to an up ramp... Any help?

Side View (although add about 20 intermediate levels)
Code: [Select]
___  _
___\  _
____\* _______Depot

* is where the green line stops for depot accessability.

Top view of intermediate floors:
Code: [Select]
########
####^v##
####^v##
####^v##
########
Top view of Depot Floor:
Code: [Select]

############DDDDD
####^.......DDDDD
####^*WWWWWWDDDDD
####^.......DDDDD
############DDDDD

* is where the green Ws for accessible Depot stop.

Note: the ramps are nearly all from channels, with one ramp in the centre of the bottomost floor a built rock ramp.

is this because of how close the up and down ramps are to each other, or is there something else?

Edit: Strangely, the caravan made it down there. I... am now even more confused.
« Last Edit: April 19, 2010, 09:29:30 am by Ledi »
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So Ledi's been training the cats into an army of disposable warbeasts?  Why did no-one think of this sooner?!
Hellcannon seemed to be constantly on the verge of death and Levergedon before my turn helped, but ultimately what killed it was Ledi's cat army.
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