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Author Topic: The DF2010 Little Questions Thread  (Read 1142242 times)

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7440 on: January 17, 2011, 09:02:20 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.

You need to do advanced parameters, and set medium and small evil sites to ~500 and ~200 respectively, on a small map (which I recommend). Set good sites to 0 for everything.

The idea here is to create a world in which dwarves and other neutral/friendly civs can only expand so far, whereas goblins can fan out, recruiting the evil creatures that are abundant, and destroy them.

Again, 9999 titans will probably work, too.
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c-106mc

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Re: The DF2010 Little Questions Thread
« Reply #7441 on: January 17, 2011, 09:23:59 pm »

How well does the Pressure Washer work in general? How tall does is have to be ino rder to be effective (I'm talking about this thing: http://df.magmawiki.com/index.php/DF2010:Stupid_dwarf_trick#Pressure_Washer)?
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AWellTrainedFerret

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Re: The DF2010 Little Questions Thread
« Reply #7442 on: January 17, 2011, 10:09:05 pm »


You need to do advanced parameters, and set medium and small evil sites to ~500 and ~200 respectively, on a small map (which I recommend). Set good sites to 0 for everything.

The idea here is to create a world in which dwarves and other neutral/friendly civs can only expand so far, whereas goblins can fan out, recruiting the evil creatures that are abundant, and destroy them.

Again, 9999 titans will probably work, too.

That's not a problem; I use PerfectWorldDF for my designs. The problem is there's no way to control where the good/evil regions are and I still want a world with those biomes. But now that I know that the Dorf Civs have to die I guess it's just a matter of genning worlds over and over till I get one.
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Re: The DF2010 Little Questions Thread
« Reply #7443 on: January 17, 2011, 11:40:58 pm »

Is there a way to unassign war animals from a dwarf's retinue?
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ext0l

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Re: The DF2010 Little Questions Thread
« Reply #7444 on: January 17, 2011, 11:43:33 pm »

No.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #7445 on: January 17, 2011, 11:47:08 pm »

Is there a way to unassign war animals from a dwarf's retinue?
upright spear/spike trap danger room with a lever on repeat.
 :D
if you don't want to kill them, then no.
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Re: The DF2010 Little Questions Thread
« Reply #7446 on: January 17, 2011, 11:54:58 pm »

When I enter the descriptions of animals the vast majority of them have some variation of enormous in its description, like its the new standard. At least 80% of animals are described as enormous or gigantic or huge, even cats and dogs. Is this a bug, or am I the only one experiencing this?
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #7447 on: January 17, 2011, 11:57:47 pm »

I don't think it's a bug, it's relative size. Your world/embark evidently started with bigger-than-normal creatures and through reproduction these traits are kept.

So mostly only you.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #7448 on: January 18, 2011, 12:17:50 am »

I don't think it's a bug, it's relative size. Your world/embark evidently started with bigger-than-normal creatures and through reproduction these traits are kept.

So mostly only you.

I have never seen a cat or dog which wasn't gigantic/enormous/what have you. Ever.

Dwarf Fortress is a terrifying place.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7449 on: January 18, 2011, 12:21:02 am »

I don't think it's a bug, it's relative size. Your world/embark evidently started with bigger-than-normal creatures and through reproduction these traits are kept.

So mostly only you.

I have never seen a cat or dog which wasn't gigantic/enormous/what have you. Ever.

Dwarf Fortress is a terrifying place.
The world would be a much more terrifying place indeed if we are also 3 feet tall.
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ColonelTEE3

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Re: The DF2010 Little Questions Thread
« Reply #7450 on: January 18, 2011, 01:40:01 am »

Got a bunch of ghosts in my fort from bodies i left in a stockpile for a long time. I used an atom smasher to destroy the bodies rather than make tombs, but these ghosts arent being 'laid to rest', theyre not going away.

What should i do?

edit; also i have a starving dehydrated baby crawling around. Mother died and father apparently doesn't care. No one will put her in a bed or take care of her. How do i fix this?
« Last Edit: January 18, 2011, 01:49:20 am by ColonelTEE3 »
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Uristocrat

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Re: The DF2010 Little Questions Thread
« Reply #7451 on: January 18, 2011, 01:48:51 am »

Got a bunch of ghosts in my fort from bodies i left in a stockpile for a long time. I used an atom smasher to destroy the bodies rather than make tombs, but these ghosts arent being 'laid to rest', theyre not going away.

What should i do?

Create slabs at a mason's workshop, then engrave those slabs with their names at a craftsdwarf's workshop.  Finally, build the slabs somewhere from the build menu ( -- the same place you go to build everything else).

And make sure the slabs don't get destroyed or removed, because the ghosts will just come back.
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Re: The DF2010 Little Questions Thread
« Reply #7452 on: January 18, 2011, 02:09:09 am »

In my last fortress I was trying to assign (tame) exotic-ish beasts as pets. 

I bought some apes + tigers from elves and wanted to give them to my baron.  However they didn't show up in the animals screen (after hitting z) and there was no option to assign them.  Did I miss something?
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RiderofDark

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Re: The DF2010 Little Questions Thread
« Reply #7453 on: January 18, 2011, 02:58:22 am »

The outpost liaison sets up a trade agreement, and among the possible trade items are crafts. There's what the crafts are made of, then the various craft items. So, if I requested steel and gold crafts, then specified a particular craft item (like, say, instruments), will I be more likely to receive steel and gold instruments than any other craft item/material?
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slothen

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Re: The DF2010 Little Questions Thread
« Reply #7454 on: January 18, 2011, 03:17:27 am »

How well does the Pressure Washer work in general? How tall does is have to be ino rder to be effective (I'm talking about this thing: http://df.magmawiki.com/index.php/DF2010:Stupid_dwarf_trick#Pressure_Washer)?

well, i did it with my water source being a 10x20 rectangle, 8 z levels tall filled with water.  There was a 2 wide path going around the it at the bottom with a pit on the other side.  Within seconds of flipping the lever, the entire pit + killing area + everything was completely flooded, and it ended up drowning everything.  For a 1 time shot kind of thing, a single level at 7 of 7 that is reasonably wide will provide enough flow to push everything off a ledge stuff off a ledge.  You can then make this reloadable by building a cistern z levels above it with a retracting bridge so you don't shoot all your water out at once.
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