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Author Topic: The DF2010 Little Questions Thread  (Read 1142601 times)

Imminent

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Re: The DF2010 Little Questions Thread
« Reply #7005 on: January 07, 2011, 12:24:30 am »

Assign some unimportant dwarf to his own militia squad. Use squad commands to move him near the ambush squads, and before he moves to engage them cancel his standing orders. This should revert him to civilian mode, in which case he will run from the goblins. If you have a burrow defined, and restrict civilians to burrows, he will lead them straight to where ever your burrow is.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7006 on: January 07, 2011, 12:26:33 am »

I gave a great question. The best question. The only question a DF player every really needs to ask:

Which file contains bogeymen? I have my blowtorch ready.
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Imminent

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Re: The DF2010 Little Questions Thread
« Reply #7007 on: January 07, 2011, 12:30:00 am »

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

Which file would you find this setting in?

Also what would [progress_trigger_pop_siege:1] define?
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7008 on: January 07, 2011, 12:45:49 am »

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

Which file would you find this setting in?

Also what would [progress_trigger_pop_siege:1] define?

The file is entity_defaults.

1=20, 2=50, 3=80, 4=110, and 5=140.

Just like in real life.
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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."

Imminent

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Re: The DF2010 Little Questions Thread
« Reply #7009 on: January 07, 2011, 12:55:59 am »

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

Which file would you find this setting in?

Also what would [progress_trigger_pop_siege:1] define?

The file is entity_defaults.

1=20, 2=50, 3=80, 4=110, and 5=140.

Just like in real life.

Thanks a bunch.
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vipre01

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Re: The DF2010 Little Questions Thread
« Reply #7010 on: January 07, 2011, 01:11:57 am »

I gave a great question. The best question. The only question a DF player every really needs to ask:

Which file contains bogeymen? I have my blowtorch ready.

You'll need to shift+del Dwarf Fortress.exe because that's where their coding lies.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7011 on: January 07, 2011, 01:13:47 am »

I gave a great question. The best question. The only question a DF player every really needs to ask:

Which file contains bogeymen? I have my blowtorch ready.

You'll need to shift+del Dwarf Fortress.exe because that's where their coding lies.
If he just want to mess with the appearance of them in his game then advance world gen param has it.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7012 on: January 07, 2011, 01:14:40 am »

I gave a great question. The best question. The only question a DF player every really needs to ask:

Which file contains bogeymen? I have my blowtorch ready.

You'll need to shift+del Dwarf Fortress.exe because that's where their coding lies.

I gave a great question. The best question. The only question a DF player every really needs to ask:

Which file contains bogeymen? I have my blowtorch ready.

You'll need to shift+del Dwarf Fortress.exe because that's where their coding lies.

I see. That is... most disappointing. Could you kindly point me toward the raw file with Toady in it?

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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7013 on: January 07, 2011, 01:19:41 am »

i think i'm doing it right yet it's not working.

i have a burrow set for all civilians and yet they are still above ground working away when i want them in the fortress safely.  how do i do this?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #7014 on: January 07, 2011, 01:21:57 am »

First, unassign your civilians from the burrow.
Next, go to [m]ilitary->[a]lerts, and make a new alert.
Then assign the burrow to the alert, and you can now activate and deactivate the alert at will.
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7015 on: January 07, 2011, 01:24:04 am »

thanks :)  worked
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Imminent

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Re: The DF2010 Little Questions Thread
« Reply #7016 on: January 07, 2011, 01:55:03 am »

Is there a way to get creatures to hold multiple rounds of ammunition for their ranged weapon in arena mode?

I wanted to test out the effectiveness of varying levels of skill with crossbows, but I can only get the dwarves to hold and use one crossbow bolt.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7017 on: January 07, 2011, 02:03:49 am »

Is there a way to get creatures to hold multiple rounds of ammunition for their ranged weapon in arena mode?

I wanted to test out the effectiveness of varying levels of skill with crossbows, but I can only get the dwarves to hold and use one crossbow bolt.
make reactions to spawn the quivers and bolts you need.
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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.

PainRack

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Re: The DF2010 Little Questions Thread
« Reply #7018 on: January 07, 2011, 02:32:39 am »

Regarding goblin ambushes, what are their spawn spots? Do they spawn at the border and move to your fort or? Ditto to koblods.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7019 on: January 07, 2011, 03:04:51 am »

Regarding goblin ambushes, what are their spawn spots? Do they spawn at the border and move to your fort or? Ditto to koblods.
yes, random edge spawn. However unlike trader they dont care about access
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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.
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