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Messages - Montieth

Pages: [1] 2 3 ... 8
1
DF Suggestions / Fishing...mood improvement
« on: March 04, 2020, 01:02:50 am »
Could stressed dwarves that are given the fishing task, possibly be coded to find that de-stressing??

2
That did it. Dog-Cow to the rescue! MOOF!

3
Where should dwarf therapist be saving it's preferences ? I can't seem to have it save from launch to launch. It starts out as if it's been reverted to defaults each time. Probably a folder/file permissions issue that I need to CHOWN a given folder to?

4
DF Dwarf Mode Discussion / Re: Helping prevent rain stress?
« on: December 11, 2018, 11:47:17 pm »
I don't seem to have issues keeping my dwarves happy with rain falling on them. Perhaps you're not giving them nice enough bedrooms and other spaces?

5
DF Dwarf Mode Discussion / Re: Outsider seeking to take an artifact?
« on: October 26, 2018, 06:26:47 pm »
It’s been a bit since I played, but it was when we had the beginnings of this. 

My strategies with artifacts for security are:

For useful weapons, they are equipped on the best fighters or leader fighters.

For useless weapons or other useless artifacts, they either go into a display case in a secure vault.
Sometimes they go into a museum room inside display furniture.

Valuable furniture is used where appropriate.


As soon as I start my o have issues with needing to store high value items, a vault is built. Multiple small and large rooms with various steel doors in a more secure part of the fort. If I have a noble demanding coins, they get stored here too. There is usually a stockpile for everything that are very valuable items with subordinate sorted stockpiles for artifacts and key items. Sometimes, bars of candy go here too.

Guards are posted in these locations along by with guard animals. If the fortress gets locked down, the doors get forbidden too by me.

Usually the vault is on the level with the high nobles or mayor, sometimes with an office with windows facing windows it for the captain of the guard.

6
DF Dwarf Mode Discussion / Re: How to go about multilevel rooms...
« on: June 24, 2018, 08:22:30 pm »
Safest way is to dig out each layer, top first, engrave the upper layer wall first then have the miners channel out to the next layer. Then detail the next set of walls. Rinse repeat until you have your desired rooms.


7
DF Dwarf Mode Discussion / Re: Embark Profiles and Why
« on: March 26, 2018, 09:02:20 am »
With regards to a soldier at embarkation, I like to have the seed for my military in one dwarf. Training levels in axe, shield, fighting and teaching and that dwarf gets designated as the wood cutter for a time. He builds strength while cuting wood. Once he's strong and i get an migration wave with a dwarf to set as the wood cutter he then gets set to training as the new militia leader.

8
DF Gameplay Questions / Re: Flooding Question
« on: March 12, 2018, 12:11:22 am »
Outdoor water sources should also have grates as well as the afforementioned gates for security. I prefer to have my resovoirs have a pump fill them from a feeder resovoir allowing me to control flows and prevent flooding or ingress from outside the fort.megabeasts can path trhough a deep water channel into your fort.

So, a a gate is opened only to fill the first resovoir. Its then closed and the second resovoir is filled via pump pulling through a grate to fill another resovoir with its own backup gate to minimize any chance of flooding. By limiting how much can be pumped from the 1st resovoir, you can also avoid any pressurization issues a pump may cause with resultant flooding.

9
It should stand to reason that a human weaponsmith already able to make long swords should be able make them if he settles in a dwarven settlement to learn from the master craftsdwarves

10
DF Dwarf Mode Discussion / Re: Surface fort build priorities
« on: January 27, 2018, 01:16:25 am »
You're building in a hostile region.

Getting a palisade up is useful. Next, work on a bastion building, at least a tower, then a keep added to that, with walls up....and get outlying town walls up. Like in Castle.

A palisade and ditch is useful as initial defenses.

https://www.youtube.com/watch?time_continue=9&v=JGbPShUpjpg

11
DF Dwarf Mode Discussion / Re: Wood chute from surface
« on: January 06, 2018, 03:02:42 am »
Standard detail of my forts.

I place a wood collection stockpile outside the fort, but inside the upper boundary where walls will eventually be. Theres a cart with a "push on full" order which travels down a length of track i to the hillside my fort is under and that runs to a track stop set for dumping down a 1x1 chute(no braking). The track path is shaped like a p with the cart returning to the start point. Usually around 4-5 levels down is the wood storage area which is 1 level down from my carpentry area and wood furnaces. Usually 2 levels down from the surface I add a sliding gate to provide security in the event of attack. The wood storage area is usually a 3x3 area with the wood landing at say the left and the stairs up to the carpentry area at the right. Dwarves tend not to stand under the chute when grabbing wood and instead stand just to the left. I have not had issues with dropping wood injuring a dwarf for quite some time. Oh, an added layer of security is a hatch to lock that covers the stairs down to the wood pile.

The way it works is haulers assigned wood collection put wood in the stockpile above and then load the mine cart. Its pushed when full, enters the hillside, dumps and basd on the route of the tracks returns to its start point and halts due to another track stop with max braking. The  wood pile is set to supply th carpentry workshop, a bowyery and a crafshop just for wood working tasks. Thers also usually two wood furnaces. I now add an additional wood storage area for a carpenters shop designated fpr my best carpenter which inky draws willow and featherwood so that the master carpenter can make shields which are  both light and of high quality. 

Is setup minimizes trips indoors, gets the wood down deep into the fort, helps sort it and minimizes workload for effect. Theres also very little chance for dwarfs to be hit by the mine cart if you minimize its outdoor path length. Theres no reason to go into the Path for the dump area and as Isaid, they tend not to get hit by dropping wood.

12
When the right most weapon selection menu is visible the Q: Search addition is present. But when you step down the middle menu to the next Dwarf Soldier, both the right menu and the Q:Search menu disappear.

When using the Uniform Selection Menu at right (3rd column) there is no Q:Search option.

13
Been playing for nearly a week off and on (gotta burn the last of the vacation days).

Found an issue I think.

when trying to select uniforms for specific members of the squad, something in DFHack is taking the right most list of uniforms away. If you just work with the Squad leader, it lets you scroll down. But scroll down to the next member in the squad and the right most uniform selector goes away. More over, when you try to specifically assign a special weapon or armor component to a squad member, even the leader, the Special Selection screen does not appear.


MacOS 10.11.6
LazyMacPAck v.044.02- Alpha A.64 with dfhack-0.44.02-alpha1-OSX-64-gcc-4.8.5

14
DF General Discussion / Re: Lazy Mac Pack (v0.43.03 / v0.44.02)
« on: December 20, 2017, 08:17:11 am »
Side comment, i just realized you had the Dog Cow as your user image...talk about Very old school.

15
DF Dwarf Mode Discussion / Re: Trouble with various new features.
« on: December 19, 2017, 05:33:52 am »
Yep, I posed a similar question. Moving to the 64 bit build resolved the issue on the Mac.

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