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Messages - RandomName

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1
Masterwork DF / Re: Clockwork parts without automatons?
« on: November 26, 2013, 06:42:55 am »
Can't you buy them from Gnome traders?

2
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: November 23, 2013, 12:41:13 pm »
Ah, ok, thanks. Just to clarify: Using burrow and workshop profile. While talking of workshop profile: Is it possible to use the search function or to implement it?

There is a simple little hack which makes workshop profiles much easier to use:

Select the dwarves you want to assign to the workshop in Dwarf Therapist and give them a nickname.
Open the workshop profile to get the list of dwarves and press shift-alt-n to have DFHack arrange it in alphabetical order. Dwarves with nicknames will be at the bottom, so press the up-arrow.

3
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: November 22, 2013, 07:02:06 pm »
Lamellar has no metal in it. Its just this: Little leather plates with thread to tie it together.

Spoiler (click to show/hide)

Real lamellar armour is just a style of armour I believe, it can be made from any material. You can make it with metal or leather plates, perhaps even a combination.

Spoiler (click to show/hide)


By the way, is rabies supposed to be linked to the disease-button? Because I still got rabid dogs/dwarves when I turned diseases off (4d), but I didn't notice any other diseases.

4
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 21, 2013, 05:50:18 am »
How does one stockpile an armorset crate? I have one from a destroyed caravan sitting on my lawn.

Have you built a Trade Storehouse? It's needed to unpack crates.

5
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: November 19, 2013, 05:31:04 am »
4d:

A dwarf in a mood claimed a mason's workshop and made a throne, but he became a legendary miner rather than mason.



http://i.imgur.com/LQYzlJp.png

Ok, I guess it's just a vanilla oddity rather than a bug.

I did come across something else which surely must be a bug though. I have diseases disabled, but my dogs are still getting rabies.

http://i.imgur.com/1ZtZQ1a.png

6
Masterwork DF / Re: World Caught Fire?
« on: November 17, 2013, 11:29:50 am »
Are any of your dwarves fire-mages?

http://www.bay12forums.com/smf/index.php?topic=133078.0

7
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 16, 2013, 05:25:20 am »
What am I supposed to do with mutilated corpses? I had hundreds of the things, so I tossed them in lava to get rid of them, but they aren't burning up.

8
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: November 14, 2013, 05:02:55 pm »
Running 4c (with savegame from 4b):

I summoned two legionnaires with the town portal. Some issues:

No message (that I noticed) that they've arrived.
They're 0 years old and they're both named "Legionnaire".
They can't be added to squads. DT allows them to be added to squads (but I can't add them ingame), but they don't actually show up in the squads.

9
Masterwork DF / Re: What's happening in your Fort.
« on: November 14, 2013, 02:16:54 pm »
After four gremlin invasions and two automaton invasions in the same year, my military was looking a bit ragged (and quite a bit smaller). One of my sworddwarves had a wounded leg, so he was hopping around on a crutch and apparently couldn't carry his sword. That didn't stop him from being the first to get to the scene when a handful of reptile people appeared however, nor did it prevent him from kicking ass.



Omitted are several pages of the dwarf hitting reptile people with his crutch and dodging whenever they tried to hit him back.

10
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 14, 2013, 01:37:47 pm »
The corpses are listed as "[Name]'s corpse", not yet skeletons or rotten. It's also been several years at least since he last resurrected anyone.

Guess I'll just have to replace my fallen soldiers the old-fashioned way :(

11
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 14, 2013, 12:24:28 pm »
How can I persuade my "lifemancer" to resurrect my soldiers? I put him in a squad and stationed him near the corpses, but he isn't doing anything (though the corpses might be too old).

He once resurrected a fallen caravan guard all on his own, which was nice as the guard became part of my fort, but I'd like to be able to take advantage of his skills properly.

12
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 13, 2013, 04:15:51 pm »
What does the "philosoper" noble do?

13
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 12, 2013, 01:37:55 pm »
How am I supposed to use the Blast Furnace for melting weapons/armor? When I tried it, the dwarves started filling it up with my masterwork steel weapons instead of the goblinite I had designated for melting...

The blast furnace doesn't look at the Melt flag, that's only used by regular smelters. To process goblinite in your blast furnace, you'll want to create a stockpile for it, and then use stockpile links to designate that to give to the blast furnace. Unless you've got a magma furnace, make sure you also have a linked stockpile that provides fuel.

Likewise, you can use a stockpile link to *take* from your weaponsmith, making sure that your masterwork weapons don't end up in the recycling pile by accident.

Stockpile links are pretty much the best thing ever. :)

~ T

Ok, thanks.


Is there any particular way arbalests should be set up? I'm particularly worried about "friendly fire", like with ballistas. Also, do they benefit from higher quality parts?

14
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: November 12, 2013, 06:05:40 am »
How am I supposed to use the Blast Furnace for melting weapons/armor? When I tried it, the dwarves started filling it up with my masterwork steel weapons instead of the goblinite I had designated for melting...

15
Masterwork DF / Re: Exploding Immigrants?
« on: November 11, 2013, 04:45:55 am »
Yes, my intention is to make fire-mages a lot rare (pop-ratio:1) to avoid this thing. They are already rare enough, but big fortresses usually get one as a migrant now and then.

If you want them to be extremely rare, perhaps it would be just as well to not include magic in the mix of random castes? In other words, make the only way to get a fire-mage to make one yourself.

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