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Author Topic: The DF2010 Little Questions Thread  (Read 1127089 times)

RAKninja

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Re: The DF2010 Little Questions Thread
« Reply #14355 on: August 14, 2011, 01:57:38 pm »

If dwarves suspend a construction on their own, is there any way to get it started again?
(q)uerry it and toggle (s)uspension
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RAKninja

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Re: The DF2010 Little Questions Thread
« Reply #14356 on: August 14, 2011, 01:58:37 pm »

Is there any easy way to tell how many years my fortress has been around? I was not wise enough to note the starting year.

If you haven't mucked with your settings much, the default start year is 1051.
for me, on medium history on default worldgen its 250.  or short history.... i forget =\
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Dr. Hieronymous Alloy

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Re: The DF2010 Little Questions Thread
« Reply #14357 on: August 14, 2011, 01:59:58 pm »

If dwarves suspend a construction on their own, is there any way to get it started again?

q, select building, s.
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RAKninja

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Re: The DF2010 Little Questions Thread
« Reply #14358 on: August 14, 2011, 02:01:00 pm »

Is there any easy way to tell how many years my fortress has been around? I was not wise enough to note the starting year.
also, do a bunch of engraving and/or decoration...  dwarves love to depict the founding of the fortress.  it's the most common artwork across all of my own fortresses.  usually it'll be an image of dwarves traveling or laboring.
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Excedion

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Re: The DF2010 Little Questions Thread
« Reply #14359 on: August 14, 2011, 02:20:31 pm »

I have an artifact red pyrope flask, and i want to equip it to a specific soldier. Is the only way of doing this by forbidding all other free flasks?
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If adamantine is perfectly rigid, as shown by having 0 strain at fracture in the raw files, then the speed of sound in the metal approaches the speed of light. Adamantine musical instruments would produce ultrasonic vibrations, and cut off the fingers of the musician.

DrKillPatient

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Re: The DF2010 Little Questions Thread
« Reply #14360 on: August 14, 2011, 04:17:21 pm »

I've got a serpent with noxious secretions in my caverns. What's that do, exactly? Will stabbing it get my speardwarves' weapons covered in deadly blood?
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Nil Eyeglazed

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Re: The DF2010 Little Questions Thread
« Reply #14361 on: August 14, 2011, 04:27:08 pm »

I've got a serpent with noxious secretions in my caverns. What's that do, exactly? Will stabbing it get my speardwarves' weapons covered in deadly blood?

It means it leaves a slime trail wherever it goes.  Your weapons won't get covered, but your boots might.  You'd do well to deal with it as soon as possible.
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #14362 on: August 14, 2011, 04:28:33 pm »

I've got a serpent with noxious secretions in my caverns. What's that do, exactly? Will stabbing it get my speardwarves' weapons covered in deadly blood?
Secretions are separate from blood, I think they just appear on the skin.
So you might get some on the weapons, but as long as it stays off your dwarves skin you should be fine.

NINJA'd
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vassock

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Re: The DF2010 Little Questions Thread
« Reply #14363 on: August 14, 2011, 05:18:24 pm »

Why are the goblins not pathing to my fortress? The gate is open. All they have to do is go inside and step on a trap. Are they avoiding the traps or something?
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Nil Eyeglazed

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Re: The DF2010 Little Questions Thread
« Reply #14364 on: August 14, 2011, 05:22:07 pm »

Why are the goblins not pathing to my fortress? The gate is open. All they have to do is go inside and step on a trap. Are they avoiding the traps or something?

a) Because they are pathing to something else?  Like a nearby hostile?

b) Because you have doubled gates, and despite your main gate being open, there is no valid path from goblin to dwarf?

c) Because they are on flying mounts and freaking out about pathing?

d) Because their leader is caged and they only ever follow him?
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #14365 on: August 14, 2011, 05:23:01 pm »

Why are the goblins not pathing to my fortress? The gate is open. All they have to do is go inside and step on a trap. Are they avoiding the traps or something?

Ambush groups and siege squads tend to follow their leader.  If the leader of a group is trapped or dead, the rest of the group will stand around him and not proceed.  Check if they're standing around a corpse (including checking nearby murky ponds if the leader was riding a cave crocodile who decided to go for a swim instead).
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geoduck

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Re: The DF2010 Little Questions Thread
« Reply #14366 on: August 14, 2011, 05:53:51 pm »

Why are the goblins not pathing to my fortress? The gate is open. All they have to do is go inside and step on a trap. Are they avoiding the traps or something?

Intelligent hostiles tend to do this anymore, not just charging onto your waiting traps, but loitering outside.
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Excedion

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Re: The DF2010 Little Questions Thread
« Reply #14367 on: August 14, 2011, 06:40:24 pm »

Why are the goblins not pathing to my fortress? The gate is open. All they have to do is go inside and step on a trap. Are they avoiding the traps or something?

Intelligent hostiles tend to do this anymore, not just charging onto your waiting traps, but loitering outside.

I disagree. The second i get a siege said siegers head straight for the valley of death without even pausing to think. Except for that one time when a whole goblin siege of 3 squads chased a puppy round the map for a good season atleast
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greycat

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Re: The DF2010 Little Questions Thread
« Reply #14368 on: August 14, 2011, 09:15:03 pm »

for me, on medium history on default worldgen its 250.  or short history.... i forget =\

The default history length on the default settings is 250 years.  I don't know what label that has.

The default history length in the "advanced" settings is 1050 years, which is also the former default in the default settings.  It is my opinion that Toady simply neglected to change this one, when he changed the other one to 250 years.
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monk12

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Re: The DF2010 Little Questions Thread
« Reply #14369 on: August 14, 2011, 09:36:03 pm »

for me, on medium history on default worldgen its 250.  or short history.... i forget =\

The default history length on the default settings is 250 years.  I don't know what label that has.

The default history length in the "advanced" settings is 1050 years, which is also the former default in the default settings.  It is my opinion that Toady simply neglected to change this one, when he changed the other one to 250 years.

1050 isn't so much the "default length" as it is the "cut-off length." Worldgen is supposed to stop after a certain number of megabeasts are dead, in the Age of Heroes- in 40d this regularly happened about the 250 year mark, give or take half a century depending on the vagaries of your world. With the material rewrite (along with the other host of changes in 2010,) however, megabeasts stopped dying in any appreciable number during world generation, so the world would run to the hard stop date- 1050.

Presumably, this isn't enough of an issue for Toady to devote much time to fixing yet, but when he did the more detailed "simple" Create-a-World interface he made the default 250, the way it was in 40d. Long enough for some interesting things to happen without being so long that races start going extinct.

In short, the default advanced parameters are a holdover from previous versions (since you're already going to muck with them, why change the default?) while the regular Create New World interface is a recent addition (about the time he added the ability to adjust mineral scarcity.)
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