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Author Topic: The DF2010 Little Questions Thread  (Read 1142363 times)

Daveorock

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Re: The DF2010 Little Questions Thread
« Reply #7425 on: January 16, 2011, 10:27:51 pm »

I'm not considering wall grates because you have to make grates, and you can't control what the dwarves will make them out of, you can only control which ones you place, and none of the ones made might be the type you want. With bars, you can control what is made and what is placed.
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Farmerbob

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Re: The DF2010 Little Questions Thread
« Reply #7426 on: January 16, 2011, 10:52:49 pm »

I'm not considering wall grates because you have to make grates, and you can't control what the dwarves will make them out of, you can only control which ones you place, and none of the ones made might be the type you want. With bars, you can control what is made and what is placed.

If you want to control what items are made of, put a workshop in a room with it's own small stockpile of stones of a specific type, turn on a job to # of items +1 (the dwarf will likely haul in 1 rock of wrong type on arrival), and when the dwarf arrives to do the work, lock them in by forbidding the door for a while.  Use care with this method, as starving legendary masons to death tends to be irritating.
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AWellTrainedFerret

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Re: The DF2010 Little Questions Thread
« Reply #7427 on: January 16, 2011, 10:58:02 pm »

Ok, so this may seem like a stupid question, but I've seen people talk about a "last dwarfs alive" scenario where there are no Dorf civs on the map and all you get is the first 2 migrant waves...how do you do this? Whenever I create a map that has no Dorf civs, I can't play DF mode. Only Legends and Adventure mode.
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #7428 on: January 16, 2011, 11:49:55 pm »

I've never heard of this happening, what version are you using?

Plump helmet spawns are seeds for plump helmets correct?  I cannot find this in the wiki.
Yes.
« Last Edit: January 17, 2011, 12:06:04 am by FuzzyZergling »
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Angelarm

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Re: The DF2010 Little Questions Thread
« Reply #7429 on: January 17, 2011, 12:04:52 am »

Plump helmet spawns are seeds for plump helmets correct?  I cannot find this in the wiki.
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Farmerbob

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Re: The DF2010 Little Questions Thread
« Reply #7430 on: January 17, 2011, 12:37:19 am »

Ok, so this may seem like a stupid question, but I've seen people talk about a "last dwarfs alive" scenario where there are no Dorf civs on the map and all you get is the first 2 migrant waves...how do you do this? Whenever I create a map that has no Dorf civs, I can't play DF mode. Only Legends and Adventure mode.

Not sure how it's done.  However there's usually one or more on the Dwarf Fortress File Depot.  There's a pocket "last dwarves" world there now for 31.18 for instance.
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Darion

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Re: The DF2010 Little Questions Thread
« Reply #7431 on: January 17, 2011, 09:51:20 am »

I've heard a lot about explosive booze barrel....is that possible?
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martinuzz

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Re: The DF2010 Little Questions Thread
« Reply #7432 on: January 17, 2011, 09:56:21 am »

Yes. Drop some magma on your booze stockpile.
The resulting 'explosion' of boiling booze will not do any damage however.
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ltprifti

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Re: The DF2010 Little Questions Thread
« Reply #7433 on: January 17, 2011, 10:27:49 am »

i am taming a troll i caught, is it possible to add the [TRAINABLE] tag and make it a war troll?  or maybe give it a weapon to guard an entrance with?
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ext0l

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Re: The DF2010 Little Questions Thread
« Reply #7434 on: January 17, 2011, 11:33:24 am »

yes, though to make it a war troll you'll need [TRAINABLE_WAR] or something like that.

Since trolls have [CAN_LEARN], you can try to make it become a legendary hammer-troll or whatever.
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deknegt

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Re: The DF2010 Little Questions Thread
« Reply #7435 on: January 17, 2011, 12:44:51 pm »

What is a normal full complement armored suit for my dwarfs?

I don't like to stack stuff e.g. multiple caps and i want my dwarven hitsquad to be equipped with armor.

So what is all i need to have my whole team adequately armored?
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shlorf

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Re: The DF2010 Little Questions Thread
« Reply #7436 on: January 17, 2011, 03:54:21 pm »

metal helm
metal cap
metal mail shirt
metal breastplate
metal greaves
metal gauntlets
metal high boots (if your civ doesn't have them low boots will do as greaves cover the same part already)

a leather cloak never hurts neither do mittens and hoods and robes, since leather is cheap

Don't forget a shield, as any dwarf made weapon can be used with a shield, the material doesn't matter much. Some people say lighter is better to decrease weight of equipment other people go for heavy metals to increase the shields bashing damage.

You can later expand by adding two more mail shirts and one more cap (and possibly more depending on amount of cloaks/hoods), but i rather just make sure everything is masterwork which seems to do more for protection than multiple layers of the same material.
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #7437 on: January 17, 2011, 04:13:13 pm »

It can be useful to omit at least the breastplate and helm for some kinds of troops to increase their speed.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7438 on: January 17, 2011, 07:07:15 pm »

Ok, so this may seem like a stupid question, but I've seen people talk about a "last dwarfs alive" scenario where there are no Dorf civs on the map and all you get is the first 2 migrant waves...how do you do this? Whenever I create a map that has no Dorf civs, I can't play DF mode. Only Legends and Adventure mode.

In order to create this scenario, you must generate a world in which there have been dwarven civilizations, all of which are destroyed before the worldgen history is finished. This is probably easiest to accomplish done by a.) creating a world that is overrun with cursed regions, b.) creating a world with obscene amounts of titans, megabeasts, and semi-beasts, c.) opening the entity_defaults and lowering the number of dwarves a civilizations begins with (from 100 to 2, for example) or d.) a combination of the three. Generating such a world may take a couple dozen to a couple hundred attempts.

If you take the a.) route, make sure that there are some nuetral (not evil or blessed) mountains for the dwarf civilizations to start in.

The number of migration waves and dwarves that arrive for the first year is random; it is not a mod, but how the game automatically starts a fortress, before checking to see if there is a mother civ. After the first year, you will not receive any more migrants.

« Last Edit: January 17, 2011, 07:12:13 pm by Ibid Straydrink »
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AWellTrainedFerret

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Re: The DF2010 Little Questions Thread
« Reply #7439 on: January 17, 2011, 08:44:55 pm »


In order to create this scenario, you must generate a world in which there have been dwarven civilizations, all of which are destroyed before the worldgen history is finished. This is probably easiest to accomplish done by a.) creating a world that is overrun with cursed regions, b.) creating a world with obscene amounts of titans, megabeasts, and semi-beasts, c.) opening the entity_defaults and lowering the number of dwarves a civilizations begins with (from 100 to 2, for example) or d.) a combination of the three. Generating such a world may take a couple dozen to a couple hundred attempts.

Ok. So that's been my problem. For some damn reason, my worldgen LOVES to make every single damn mountain range evil or good. And everything else neutral. It's a pain in the ass.
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