Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 464 465 [466] 467 468 ... 1178

Author Topic: The DF2010 Little Questions Thread  (Read 1142537 times)

SurfinShroom

  • Bay Watcher
  • Why so cereal?!
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6975 on: January 06, 2011, 02:43:29 pm »

FINALLY. I have around 30 pipe sections, corkscrews and blocks that are magma safe.
How do I go about pumping magma up to the surface for fun? I have a magma forge already I just want a floodtheworld or a siege burner machine contraption.
:D I understand pumpstacks, but is it possible to make one without the need of manual powering? I have a brook nearby so I could use waterwheels and whatnot to power it?
tl;dr detailed explanation on how to pump magma to the surface with no manual labor
Logged
Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6976 on: January 06, 2011, 03:07:41 pm »

will dwarves meet in a memorial hall?
and when will migrants start coming again... I had 6 dead dwarves out of 16 (elven ambush in the 2nd year) and for a year now for over 2 years now the fortress has attracted no migrants :(

bumping my question (I already know the answer to the 1st)
Logged

Ibid Straydrink

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6977 on: January 06, 2011, 04:09:07 pm »

will dwarves meet in a memorial hall?
and when will migrants start coming again... I had 6 dead dwarves out of 16 (elven ambush in the 2nd year) and for a year now for over 2 years now the fortress has attracted no migrants :(

bumping my question (I already know the answer to the 1st)

Make sure that your fortress has been producing wealth, and that under (c), (TAB) your civilization still has designating leaders. If it does not, you may be the "last fortress."




My unreleated question:
I am editing the defaults to make a SPQR-esque civilization. One thing I have down is changed the Monarch to an "Emperor," and cut away his ability to make laws, giving that to the Senate who appoints him, which is composed of 5 people. In doing so, I noticed that the Monarch has no land-holder tag-- is it possible to control whether or not he arrives at the fortress, and not the senators?

Additionally, does anyone know from experience, if having multiple "senators" will have a negative/corrupting effect during the worldgen process? (No Roman puns, please............ :P )

Thank you.
« Last Edit: January 06, 2011, 04:29:40 pm by Ibid Straydrink »
Logged
“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6978 on: January 06, 2011, 06:08:21 pm »

If I limit my fortresses population to 50-60 will sieges/megabeasts still come?

I can't stand having 8 fps when my fortress has 100+ dwarves, but I still want something to fight.

I don't know about sieges, but mine have spawned ambushes, semi-megabeasts, and FBs in the caverns at 50 dwarves.

As far as megabeasts, there is an option in the worldgen parameters that controls when megabeasts arrive. I commonly have that set to about 40 dwarves with a similar pop cap for reasons similar to yours.

I am not certain, but I think that ambushes/sieges are based on wealth, not population.

Ibid Straydrink

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6979 on: January 06, 2011, 06:18:10 pm »

If I limit my fortresses population to 50-60 will sieges/megabeasts still come?

I can't stand having 8 fps when my fortress has 100+ dwarves, but I still want something to fight.

I don't know about sieges, but mine have spawned ambushes, semi-megabeasts, and FBs in the caverns at 50 dwarves.

As far as megabeasts, there is an option in the worldgen parameters that controls when megabeasts arrive. I commonly have that set to about 40 dwarves with a similar pop cap for reasons similar to yours.

I am not certain, but I think that ambushes/sieges are based on wealth, not population.

Sieges are based on wealth and population, ambushes I am less sure of, but I believe the population req. is 20, and that there is a wealth requirement also.

For mega-beasts, start a game with advanced paramters and you can edit the mega-beast attack pop. req. By default it is population of 80 or greater, and wealth of 100,000.
Logged
“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

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6980 on: January 06, 2011, 06:52:55 pm »

If I limit my fortresses population to 50-60 will sieges/megabeasts still come?

I can't stand having 8 fps when my fortress has 100+ dwarves, but I still want something to fight.

I don't know about sieges, but mine have spawned ambushes, semi-megabeasts, and FBs in the caverns at 50 dwarves.

As far as megabeasts, there is an option in the worldgen parameters that controls when megabeasts arrive. I commonly have that set to about 40 dwarves with a similar pop cap for reasons similar to yours.

I am not certain, but I think that ambushes/sieges are based on wealth, not population.

Sieges are based on wealth and population, ambushes I am less sure of, but I believe the population req. is 20, and that there is a wealth requirement also.

For mega-beasts, start a game with advanced paramters and you can edit the mega-beast attack pop. req. By default it is population of 80 or greater, and wealth of 100,000.
You need to change [progress_trigger_pop_siege:3] from other races to 2. That way, you can get sieges within your pop cap
Logged
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.

Lagslayer

  • Bay Watcher
  • stand-up philosopher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6981 on: January 06, 2011, 08:57:54 pm »

Are sea nettle jellyfish edible? I ask because this trader has a ton of them...

ltprifti

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6982 on: January 06, 2011, 09:09:35 pm »

wiki says they are a vermin.

I got a few of questions, why are the three ambushes i just got just standing by their spawn points and not coming to attack my fortress like usual?  i want live training dummies

second question is that i have trades here with no guard(i found this strange) and i have three ambushes, i have my fortress on lockdown to keep my dwarves inside, what will happen if i let the merchants out, and what will happen if i keep them in?

last question is, why is my broker, whenever merchants come around, always on break?  he has no other tasks
« Last Edit: January 06, 2011, 09:13:13 pm by ltprifti »
Logged

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6983 on: January 06, 2011, 09:22:54 pm »

Are they humans or goblins? Humans kind of like to just hang around, but this may only apply to full seiges.
Also, you are probably completely locked down, giving them no reason to go anywhere. Try a tethered animal for bait.

If merchants stay on the map too long, they become insane and kill themselves/your dwarves.
If they are dwarven, I would suggest not letting them go insane, as attacking the berserk ones may cause a loyalty cascade.

Breaks are semi-random (I think). Your broker will hopefully be off break before the merchants leave.
There is no way to force a dwarf off of break that I know of.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6984 on: January 06, 2011, 09:26:40 pm »

second question is that i have trades here with no guard(i found this strange) and i have three ambushes, i have my fortress on lockdown to keep my dwarves inside, what will happen if i let the merchants out, and what will happen if i keep them in?
the ambushes (supposedly) will head to the merchants and kill them. Their guts and goods will fall onto the floor, lace with blood and can be claimed for your own.
Logged
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

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6985 on: January 06, 2011, 09:30:45 pm »

but then the civ the merchants came from may send a siege the next year :(
Logged

GalileoMateo

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6986 on: January 06, 2011, 09:36:29 pm »

MY FORTRESS of 151 dwarves, with wealth of over 4 million has been attacked by 2 ambushes, and those were a long time ago,  im writing to ask if theres a lull or pause in ambushing between when the sieges start?  i look forward to the fights most in DF, and i tend to get a few then they stop coming! i just want to get me some of the precious goblinite!  rawrghhgha
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6987 on: January 06, 2011, 09:49:08 pm »

im writing to ask if theres a lull or pause in ambushing between when the sieges start?
you probably should upgrade to .18 to get proper sieges. Or play fortress defense mod.
Logged
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.

GalileoMateo

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6988 on: January 06, 2011, 09:59:54 pm »

im writing to ask if theres a lull or pause in ambushing between when the sieges start?
you probably should upgrade to .18 to get proper sieges. Or play fortress defense mod.

grr i am in .18, and i may have to look into that mod because what i enjoy most in DF is defensive strategy and all that business and whatnot
Logged

Daveorock

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #6989 on: January 06, 2011, 10:00:46 pm »

I had my bookkeeper update my stocks, and while I was looking over them I found something weird. There is about 15 (prepared) blue sharks and about 5 (prepared) angelsharks somewhere on my map, although they aren't mine. Why does it show these? I'm in a spot with rivers but sharks need ocean to exist. Could this have something to do with there being an un-named amphibian man civilization near?
Logged
Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
Urist McLemming cancels Fall: Dangerous Terrain
Pages: 1 ... 464 465 [466] 467 468 ... 1178