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Author Topic: The DF2010 Little Questions Thread  (Read 1150465 times)

Harmonica

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Re: The DF2010 Little Questions Thread
« Reply #5835 on: December 09, 2010, 07:54:56 pm »

I have a question about attribute gain. Does this still happen in DF2010? I've got a bunch of dwarves in a gym (pump room) and they're all becoming good at pump operating but I don't think they're getting any tougher, stronger, and so on, than they were at the beginning. Old DF used to show a 'Tough' (or whatever) indicator on the view menu, does that still happen?

I picked out some great grubs for my military who are all massive muscle-bound freaks, and I want to turn them into massive super-dwarvenly tough muscle-bound freaks through pump operating. Possible?

can pumps be built on top of one another or do they need a floor tile between them?

On top, literally? As in a pump stack?

http://df.magmawiki.com/index.php/DF2010:Screw_pump#Pump_Stack

Otherwise they take 4 tiles horizontally. In-take, pump squares (x2), output square.
« Last Edit: December 09, 2010, 07:59:42 pm by Harmonica »
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mrbaggins

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Re: The DF2010 Little Questions Thread
« Reply #5836 on: December 09, 2010, 07:58:05 pm »

Thanks :)
Another question, if I dig out say a 10x10 area one z layer underground, expose the area to sunlight, so its classed as above ground, then put a roof over it, can I then grow crops on it without having to irrigate? (it being a soil layer obviously)
Yes, but only aboveground crops.

o.0 Above ground crops don't need mud? Well, that was a waste of time... ah well.
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Harmonica

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Re: The DF2010 Little Questions Thread
« Reply #5837 on: December 09, 2010, 08:02:31 pm »

It's good practice to get into to produce muddy tiles. But if I remember correctly, Toady intends that when farming is correctly implemented, all farms will need mud, but that mud will work differently to how it does now. Ie, only certain tiles will be/get muddy, and you won't be able to splash a bit of water onto solid rock and get mud.

Although I might have got mixed up about it, every time anyone talks about mud I have to look up the post that Toady talked about it in.
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Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5838 on: December 09, 2010, 08:40:22 pm »

Ok so i have a bunch of hospitalized soldiers.  Theres 3 that are just laying around resting and not getting into the empty beds.  How do i fix this?  why arent my guys rescuing them?  also, how long does it take for them to heal?
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Harmonica

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Re: The DF2010 Little Questions Thread
« Reply #5839 on: December 09, 2010, 08:42:18 pm »

When you say hospitalized what do you mean? Do you have a hospital zone with empty beds in it? Do you have a dwarf with the diagnosis labour enabled? If they're already in hospital beds and nothing is happening try deconstructing those beds and see if they get moved.
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Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5840 on: December 09, 2010, 09:01:40 pm »

i dont have any doctors...i was hoping theyd just kinda rest in there and heal up naturaly...oh and theres 3 guys that arent in beds but no ones making any attempts of fixing that...and yes its a hospital zone...
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Harmonica

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Re: The DF2010 Little Questions Thread
« Reply #5841 on: December 09, 2010, 09:32:37 pm »

It depends how injured they are as to whether they need proper treatment. Sometimes they can just go and lie in a free bed and other dwarves will bring them water (you'll need to build a well and you'll need a free bucket). If they're really injured (broken/missing limbs etc) they'll need a dwarf with the Healthcare>Recover Wounded labour to carry them to a bed. But that should be enabled by default on every dwarf, so I don't know why your dwarves haven't helped them. Try turning all labours except that one off on a dwarf.

If your fort is reasonably large you've probably had some medical dwarves arrive in an immigrant wave. Otherwise pick a dwarf and give them the Healthcare>Diagnosis labour. Disable all their other labours (except the healthcare ones). I think you'll need to dig out a room and put a table and a throne in there, and assign the chair to that dwarf (might just be for the chief dwarf though). Then if there are dwarves in a hospital they should (eventually) go and diagnose their problems.

Read the hospital article on the wiki, it covers all the steps to getting dwarves healed up in a hospital. You might just be unlucky and have problems, because it can be a bit buggy.
« Last Edit: December 09, 2010, 09:36:29 pm by Harmonica »
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Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5842 on: December 09, 2010, 09:41:55 pm »

i just lost a guy to a minor shoulder injury cause he was in the hospital and no one fed him -.-' wtf?! we have like 10 guys idling and he just dies!!!
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

CapnUrist

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Re: The DF2010 Little Questions Thread
« Reply #5843 on: December 09, 2010, 11:11:15 pm »

I have a question about attribute gain. Does this still happen in DF2010? I've got a bunch of dwarves in a gym (pump room) and they're all becoming good at pump operating but I don't think they're getting any tougher, stronger, and so on, than they were at the beginning. Old DF used to show a 'Tough' (or whatever) indicator on the view menu, does that still happen?

I picked out some great grubs for my military who are all massive muscle-bound freaks, and I want to turn them into massive super-dwarvenly tough muscle-bound freaks through pump operating. Possible?

Dwarves will gain attributes as they work, so your idea will work in theory, but they also lose attributes fairly quickly now, such that most dwarves working regularly break even. Military dwarves training for most of the year will see an increase over time.

i just lost a guy to a minor shoulder injury cause he was in the hospital and no one fed him -.-' wtf?! we have like 10 guys idling and he just dies!!!
Dwarves can be pretty callous about their injured brethren. Did you disable the Feed Patients/Prisoners labor on your dwarves?
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"My doctor says I have a malformed public duty gland and a natural deficiency in moral fiber [...] and that I am therefore excused from saving Universes."

Mickey Blue

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Re: The DF2010 Little Questions Thread
« Reply #5844 on: December 10, 2010, 12:39:51 am »

Can you make it so that ambushes and sieges come regardless of how many dwarves you have? I know when you edit map options you can change the population requirement for titans but I didn't see anywhere to do so for other 'fun'.

I want to see how small a population fort I can survive with but without attacks it removes the challenge.

-MB
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Langdon

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Re: The DF2010 Little Questions Thread
« Reply #5845 on: December 10, 2010, 03:05:08 am »

Can you make it so that ambushes and sieges come regardless of how many dwarves you have? I know when you edit map options you can change the population requirement for titans but I didn't see anywhere to do so for other 'fun'.

I want to see how small a population fort I can survive with but without attacks it removes the challenge.

Sure. Open up entity_default.txt, look for [ENTITY:EVIL]
Under that find [PROGRESS_TRIGGER_POP_SIEGE:3],  change to [PROGRESS_TRIGGER_POP_SIEGE:1]
optionally also change PROD_SIEGE and TRADE_SIEGE also to 1, to trigger sieges when your fortress wealth is high enough, or if traded goods is high enough.

I can verify this works in my .18 game (modded the raw/objects under the save folder mid-game, goblins sieged my fort of 30 next spring).
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Harmonica

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Re: The DF2010 Little Questions Thread
« Reply #5846 on: December 10, 2010, 04:23:26 am »

I have a question about attribute gain. Does this still happen in DF2010? I've got a bunch of dwarves in a gym (pump room) and they're all becoming good at pump operating but I don't think they're getting any tougher, stronger, and so on, than they were at the beginning. Old DF used to show a 'Tough' (or whatever) indicator on the view menu, does that still happen?

I picked out some great grubs for my military who are all massive muscle-bound freaks, and I want to turn them into massive super-dwarvenly tough muscle-bound freaks through pump operating. Possible?

Dwarves will gain attributes as they work, so your idea will work in theory, but they also lose attributes fairly quickly now, such that most dwarves working regularly break even. Military dwarves training for most of the year will see an increase over time.

I'm not convinced that pump operating is modifying their non-skill related body attributes, though. I had thought that Toady had made it so that in DF2010, how the dwarves arrive on site (or what they are born with) is all they are going to get, body-wise.

The only reason I'm trying the gym method is because I thought that some of their attributes might have changed. Maybe I'm wrong.
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Duuvian

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Re: The DF2010 Little Questions Thread
« Reply #5847 on: December 10, 2010, 05:37:56 am »

I have a question about attribute gain. Does this still happen in DF2010? I've got a bunch of dwarves in a gym (pump room) and they're all becoming good at pump operating but I don't think they're getting any tougher, stronger, and so on, than they were at the beginning. Old DF used to show a 'Tough' (or whatever) indicator on the view menu, does that still happen?

I picked out some great grubs for my military who are all massive muscle-bound freaks, and I want to turn them into massive super-dwarvenly tough muscle-bound freaks through pump operating. Possible?

can pumps be built on top of one another or do they need a floor tile between them?

On top, literally? As in a pump stack?

http://df.magmawiki.com/index.php/DF2010:Screw_pump#Pump_Stack

Otherwise they take 4 tiles horizontally. In-take, pump squares (x2), output square.

I think only training the military skills raises attributes. In a previous version, all skills raised the attributes, so you could have a legendary gemcutter with Superdwarvenly attributes. If I remember right though, it's only military dwarves that gain it now.
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celem

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Re: The DF2010 Little Questions Thread
« Reply #5848 on: December 10, 2010, 05:45:26 am »

Also, attributes are no longer viewable with just 'v'.  you will need 'v', 'z', 'enter' to get into the dwarf's thoughts to see attributes (green and red above likes/dislikes)
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CapnUrist

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Re: The DF2010 Little Questions Thread
« Reply #5849 on: December 10, 2010, 06:17:06 am »

I'm looking to inter two marksdwarves who died defending the fort into special engraved tombs, to be sealed and flooded with magma upon their placement. However, I've had three other dwarves die beforehand, and did not plan on these tombs until after they'd bravely went off to battle (stupidly not sitting in the nice protected gatehouse, but eh, I work with the tools I'm given).

Is there any way to make sure that these tombs are given to the right dwarves and not the stupid schmucks who got pushed into the volcano by macaques?

EDIT: My tomb project just got a LOT bigger. A leech titan rolled in, danced past my defenses, and ripped apart 22 dwarves before I chanced to catch him in a cave-in. Those 22 include all but 1 of my then-20-strong active military, nearly all green recruits (have yet to get my repeater going for my danger room).
« Last Edit: December 10, 2010, 06:45:11 am by CapnUrist »
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"My doctor says I have a malformed public duty gland and a natural deficiency in moral fiber [...] and that I am therefore excused from saving Universes."
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