Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 240 241 [242] 243 244 ... 1178

Author Topic: The DF2010 Little Questions Thread  (Read 1149146 times)

mr.zimmerman

  • Escaped Lunatic
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3615 on: September 19, 2010, 12:22:13 am »

Worked like a charm: medium island stopped at 600 something years.

I don't know what I'm more impressed by, the fact that my previous numbers weren't all that exceptional or that the human sprawl everyone has mentioned is much more prevalent then I had imagined.
Logged

vassock

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3616 on: September 19, 2010, 12:36:49 am »

So this can be used to bring magma up really high?
Magma doesn't pressurize the same way as water. To lift magma you need a pump stack.

EDIT:

Can underground FBs move into the map from underwater? That is, can I secure a cavern by walling off the map edges connected by ground tiles?

It probably depends on whether or not the water touches the edge of the map. If so, then I think they can.
Logged

vassock

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3617 on: September 19, 2010, 12:38:57 am »

Worked like a charm: medium island stopped at 600 something years.

I don't know what I'm more impressed by, the fact that my previous numbers weren't all that exceptional or that the human sprawl everyone has mentioned is much more prevalent then I had imagined.

600 is better because the civs are more likely to be alive. In 1050 I noticed that non-dwarf civs are missing. Sometimes the goblins will be missing, other times the elves. At 600 they are almost always there with a few exceptions. Big worlds also take much longer to generate per year and also at other stages I believe. So that's 1050 years of a big map vs 600 years of a medium map. Big difference. You should never have to wait a half an hour to generate a map unless you're making a huge map or using an ancient computer.

Since there is no way to attack other tiles that I know of at this time, why bother with a big map? You only play on one tile anyway, and not even all of it. The rest of the map is used to make some calculations, but even the sieges are in part random. It just gives you more to choose from. But if you don't like the hand you're dealt, just regen another medium map.
« Last Edit: September 19, 2010, 12:41:00 am by vassock »
Logged

vassock

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3618 on: September 19, 2010, 01:12:56 am »

I don't think I got an answer the last time. Why are traders going insane/berserk in .13? Sure I don't have a trade depot, but shouldn't they just leave?
Logged

Absentia

  • Bay Watcher
  • On Break
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3619 on: September 19, 2010, 01:39:05 am »

Unless something is preventing them from leaving, it sounds like a bug. Merchants are supposed to leave after a month whether they were at a depot or not. Liaisons will hang around until they go insane if they don't get to conduct their meeting, but I assume that's not what you meant by "traders".
Logged

vassock

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3620 on: September 19, 2010, 02:14:10 am »

No, dwarven and elf traders go insane just standing at the edge of the map. Started with .13 I think. Just had one go berserk, the horse became melancholy and the trader attacked it. Horse killed him. Swarm of my dwarves went to collect the loot. I forbid items, but not before my brewer was kicked in the head by the horse and killed.
Logged

Proteus

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3621 on: September 19, 2010, 03:31:30 am »

At least in 40d that was normal behavior...
if they didnīt get a valid path to a depot they would stand at the map edge and go insane after a while,
just as you described.
Obviously it is still the case if there is no depot present on the map
« Last Edit: September 19, 2010, 03:33:41 am by Proteus »
Logged

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3622 on: September 19, 2010, 12:30:51 pm »

How would I mash 3 caverns together and get a magma sea on the 10th z-level?
Logged
Proud of my heritage.
Prepare to lose your sanity.

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3623 on: September 19, 2010, 12:33:11 pm »

How would I mash 3 caverns together and get a magma sea on the 10th z-level?

[CAVERN_LAYER_COUNT:1] in worldgen.
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3624 on: September 19, 2010, 12:34:47 pm »

How would I mash 3 caverns together and get a magma sea on the 10th z-level?

[CAVERN_LAYER_COUNT:1] in worldgen.
Thanks!
Logged
Proud of my heritage.
Prepare to lose your sanity.

sebs

  • Bay Watcher
  • Nun sind unser zwey.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3625 on: September 19, 2010, 12:48:18 pm »

When I give the order to produce a chain, this happens:

-Smith goes to stockpile and takes a gold bar (I have enough of them)
-When he reaches the forge, he immediately cancels the job: Need gold bars, and leaves. Again, I have enough gold bars.
-He leaves the shop, some other dwarf takes the  bar back to the pile.

What am I doing wrong?

Edit: It's v. 31.12
« Last Edit: September 19, 2010, 12:59:39 pm by sebs »
Logged

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3626 on: September 19, 2010, 12:55:33 pm »

When I give the order to produce a chain, this happens:

-Smith goes to stockpile and takes a gold bar (I have enough of them)
-When he reaches the forge, he immediately cancels the job: Need gold bars, and leaves. Again, I have enough gold bars.
-He leaves the shop, some other dwarf takes the  bar back to the pile.

What am I doing wrong?
First of all, what version?
Logged
Proud of my heritage.
Prepare to lose your sanity.

sebs

  • Bay Watcher
  • Nun sind unser zwey.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3627 on: September 19, 2010, 12:59:11 pm »

31.12, so is this a bug?
Logged

GaxkangtheUnbound

  • Bay Watcher
  • To the skies!
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3628 on: September 19, 2010, 12:59:59 pm »

31.12, so is this a bug?
Most likely.
See if it requires a bag of quarry bush leaves for some reason.
Logged
Proud of my heritage.
Prepare to lose your sanity.

sebs

  • Bay Watcher
  • Nun sind unser zwey.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #3629 on: September 19, 2010, 01:10:44 pm »

Will try, thanks!
Logged
Pages: 1 ... 240 241 [242] 243 244 ... 1178