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Author Topic: The DF2010 Little Questions Thread  (Read 1140717 times)

Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #8280 on: February 03, 2011, 10:19:59 am »

Thieves run away. Your best bet is to build their cage and use some sort of mechanical logic to throw them into a pit (you can link a cage to a lever to open it). Or build the cages in your arena for military training.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #8281 on: February 03, 2011, 10:23:02 am »

I put goblin stockpiles right next to my pits. then they have no chance of escaping.
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #8282 on: February 03, 2011, 10:25:15 am »

Or I'll let them rot in my stockpile.

Anyway...ethics mods. Do they need a world regen?
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #8283 on: February 03, 2011, 10:26:05 am »

Anyway...ethics mods. Do they need a world regen?
Yes.  Anything that changed your entities requires a world regen.  Entities are loaded from the raws when the world is created, changing the entity raws after the world is created has no effect.
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assimilateur

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Re: The DF2010 Little Questions Thread
« Reply #8284 on: February 03, 2011, 10:28:27 am »

Cage traps leaves me with pain-in-the-ass snatcher prisoners that I can't do shit with but let rot in my animal stockpile.

Anyway, thanks.

Also, does modding ethics require a world regen? So many kobold skulls...

You could try modding the ethics in your save file's raws, and if that doesn't work, look for a save editing utility. I haven't used one yet, but they're supposed to be pretty good. That said, skulls are generally worth fuck all, and I'd advise to just leave them to rot or to throw them into some magma.

If you don't want to bother with cage traps, there are always stone traps. Their lethality against something like a goblin is almost guaranteed. And if you want to pit a goblin (or a wild animal, for that matter), what might work is building the cage right next to the pit. I don't think it's fool-proof either, but it's probably your best shot when it comes to pitting. Other than that, once you have a military, you can just station them for a second in your animal stockpile and designate your prisoners for pitting. Your civilians will open the cages, get startled, and then your soldiers will kill the escapees. That's what I do with wild animals I don't care enough about to domesticate.

Your best bet is to build their cage and use some sort of mechanical logic to throw them into a pit (you can link a cage to a lever to open it).

You mean a mechanically opened cage "ejects" its contents onto an adjacent tile? I thought it was random, with a chance of the prisoner remaining exactly where the cage used to be.


While I'm at it, allow me to restate an earlier question of mine:
Have millstones been nerfed, or is my game running even slower than it used to? Unless my memory fails me, in .28 a dwarf would all but instantly mill something, while taking considerably longer at the quern, while now the difference seems to be negligible.
« Last Edit: February 03, 2011, 10:32:03 am by assimilateur »
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #8285 on: February 03, 2011, 10:33:41 am »

I meant once the cage was opened, use bridges to ensure the goblin meets the pit. I have not used this much, as I usually kill thieves before they encounter cages, and soldiers pit fine.
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Sutremaine

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Re: The DF2010 Little Questions Thread
« Reply #8286 on: February 03, 2011, 12:30:42 pm »

Have millstones been nerfed, or is my game running even slower than it used to? Unless my memory fails me, in .28 a dwarf would all but instantly mill something, while taking considerably longer at the quern, while now the difference seems to be negligible.
You can test it yourself, at least for a dwarf with no milling skill. Take a legendary dwarf with no milling skill (plus a stable framerate), and count how many flashes it takes to complete the milling task in both workshops.
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assimilateur

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Re: The DF2010 Little Questions Thread
« Reply #8287 on: February 03, 2011, 12:33:25 pm »

Here's the thing: if I had anything resembling a close framerate I would have tested that out myself. This thing really isn't a big deal, I just thought someone would have known this off-hand.
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #8288 on: February 03, 2011, 04:26:12 pm »

What's the best way to capture musk oxen? I want (a few) breeding pairs, so I thought I'd go about it with cage traps...I just don't know if I need to wait for them to stumble into the traps randomly or if there's some kind of trick to it.
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #8289 on: February 03, 2011, 04:30:00 pm »

You mean a mechanically opened cage "ejects" its contents onto an adjacent tile? I thought it was random, with a chance of the prisoner remaining exactly where the cage used to be.
As far as I can tell, the prisoner always appears in the tile used to be, although the cage and mechanism may be thrown in to adjacent tiles.  You can force a prisoner to be released into a pit by building a wall over the pit, building the cage on top of the wall, linking the cage to a lever, then deconstructing the wall.  This leaves the cage suspended over open space over the pit, and when you pull the lever the prisoner should fall into the pit.
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Remalle

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Re: The DF2010 Little Questions Thread
« Reply #8290 on: February 03, 2011, 04:32:37 pm »

You can force a prisoner to be released into a pit by building a wall over the pit, building the cage on top of the wall, linking the cage to a lever, then deconstructing the wall.  This leaves the cage suspended over open space over the pit, and when you pull the lever the prisoner should fall into the pit.
And this works?
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Flaede

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Re: The DF2010 Little Questions Thread
« Reply #8291 on: February 03, 2011, 04:36:00 pm »

yep. you can suspend cage traps and possibly weapon traps this way as well.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #8292 on: February 03, 2011, 04:42:53 pm »

You can force a prisoner to be released into a pit by building a wall over the pit, building the cage on top of the wall, linking the cage to a lever, then deconstructing the wall.  This leaves the cage suspended over open space over the pit, and when you pull the lever the prisoner should fall into the pit.
And this works?
yep. you can suspend cage traps and possibly weapon traps this way as well.
thankyouthankyouthankyou
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #8293 on: February 03, 2011, 04:46:19 pm »

You can suspend cages this way.  Traps can also be suspended in midair by this trick, but it's not clear how useful this is, since creatures won't be able to travel through that square since it's in midair.  Maybe you can catch flying creatures this way, I haven't tried yet.
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jovian

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Re: The DF2010 Little Questions Thread
« Reply #8294 on: February 03, 2011, 06:28:10 pm »

Just want your opinion on iron armor, is it good enough or is it well worth going through the hassle of producing steel?
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