Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sbr

Pages: [1] 2 3 ... 13
1
DF Modding / Re: Tileset problem with 34.10
« on: May 26, 2012, 12:10:59 pm »
Beauty, thanks Anathema and Mike that was the problem.  It is a succession game and the first guy didn't use a tile set and I was lazy when I added them for my turn.  Internet forums make it easy to be lazy on things like this, just post a new question every time instead of looking around for 2 minutes.  :D

2
DF Modding / Tileset problem with 34.10
« on: May 25, 2012, 10:12:12 pm »
I have tried both Phoebus and Mayday's most current version and both are having the same problem.  This shot is from Mayday.



Anyone have any idea why my dorfs aren't appearing properly in either set?  Both sets worked just fine with the .08 versions.

3
34.08 is the first release in the new hauling release, so the last one before that.

4
DF Gameplay Questions / Re: Keep running out of plump helmet spawn
« on: May 23, 2012, 01:25:42 pm »
Back in my day underground tree farms were a major pain in the ass to set up and buying wood was unheard of.  Good to hear that it is a bit easier now, I will have to try it.

Now get off my lawn.

5
DF Gameplay Questions / Re: bedroom management
« on: May 23, 2012, 01:23:20 pm »
You only need to designate the room as a bedroom once when the bed is in, anything else placed  in that room at a later date (a chest etc) will automatically become part of the room and owned by the bedroom occupant - at least in my experience.

That is correct in my experience as well.

6
DF Gameplay Questions / Re: Keep running out of plump helmet spawn
« on: May 22, 2012, 11:35:47 am »
Yes, fertilizer is fantastic. Generally you want to just make bigger plots to increase production, but when you only have a few seeds or all your farmers are unskilled it helps a great deal.

Is fertilizing worth it now?  I haven't tried it in many years but it always seemed to be a waste of time and wood in previous versions.

Also I never cook plants, at least until the fortress is self-sustaining and I am annoyed by all of the extra plants and seeds I have to deal with.

7
Never, ever allow barrels into your seed stockpile.

I either use a 1x6 stockpile that allows all subterranean seeds and no barrels, or individual 1x2 piles that allow one particular seed and no barrels.

I haven't tried the minecart release yet though.

8
DF Gameplay Questions / Re: The amazing fireproof boy!
« on: May 15, 2012, 08:39:40 pm »
Why waste kittens? Dump a potash maker.

 :D

9
DF Gameplay Questions / Re: Old Timer Back with Military Questions
« on: April 29, 2012, 11:01:03 pm »
injuries via sparring no longer occur at all regardless of weapon, armor, or dwarf skill level.  Its simply no longer an issue.  Training weapons then have a very few uses such as:

-you want your captain of the guard to beat someone without killing them
-you absolutely want dwarves to learn a skill but have no metal versions (note, a military dwarf going into combat with a training weapon is a complete death sentence.)
-train dwarves by having them beat unarmed prisoners with training weapons.

Thanks, that makes things much easier.  Almost too easy.

10
DF Gameplay Questions / Re: Custom Stockpiles
« on: April 29, 2012, 11:00:07 pm »
I don't exactly understand.

You made multiple stockpiles for specific types of stone?  One filled up with things not allowed and the others didn't fill up at all?  Is that what is happening?

I don't know but some ideas:

Make sure stone hauling is enabled on at least one dwarf.
Do you have any forbidden stone?  Either from dumping or the 'z'->stone menu?
Are dwarfs allowed outside or restricted to any burrows?
Are you trying to take stone from one stockpile to another?  If so you need to set it to take from; 'q' over the stockpile and hit 't'.

11
DF Gameplay Questions / Re: Old Timer Back with Military Questions
« on: April 29, 2012, 10:52:16 pm »
I have dwarfs who are supposed to be in active squads, with orders, running around as idle civilians instead of going to their station/train.  I have the minimum number of dwarfs set below the number in the squad

Setting the number of dwarves that must follow the order to less than the full squad means the others won't be on duty.  In other words, they will be off duty -- civilians.

If you want X dwarves to patrol and Y dwarves to train, at the same time, then put them in different squads.

Ah ha I think we have it.  I misunderstood what the minimum meant, I thought if there were less than the minimum number available the whole squad wouldn't follow the order.  Now that I think about it that doesn't make any sense though.

Quote
Quote
Does anyone use training weapons?

They only serve 4 purposes:
1) If you have no metal weapons yet, you can practice with the wooden ones while you get your metal industry up.
2) Wooden training axes can be used by civilian wood-cutters to fell trees.
3) Training spears can be used in a danger room.
4) Extended live, disarmed goblin training.

I use wooden training axes to train my first recruits into Axelords. But, as soon as my metal industry has started churning out metal axes, I throw away the wooden training axes.

How much of a worry is there about training dwarfs getting hurt by sparring with metal weapons?  I know that was alway a big concern in the previous versions I have played and I planned a lot of my training regimen around preventing that.  Do you use softer metals or just let them beat each other up with real combat weapons and let them sink or swim?

Thanks to everyone who has answered so far. :)

12
DF Gameplay Questions / Re: Old Timer Back with Military Questions
« on: April 29, 2012, 10:47:34 pm »
I think I can help with your first question.  Make sure that you have your barracks assigned to train your squads.  Check the weapon rack/armor rack/cabinet you used to make your barracks, then hit 't' for each squad.

Yeah.  The squads are assigned to barracks.  They train, just not all of them all the time.

As for weapon choice, it seems that letting your dwarves choose their own will have them grabbing the nicest weapons rather than the ones they have skills for. I always manually set up uniforms for each of the weapon-types.

Annoying.  Another thing I found that annoys me is that when you select a specific item for one dwarf to use it lets you select it for another.  The selection menu should remove things that have been assigned to other dwarfs.

I find that going to s and the using a you can the use t i believe changing them from inactive to active

I played with that and it helped occasionally but it wasn't fixing the real problem.  Thanks though.

13
DF Gameplay Questions / Old Timer Back with Military Questions
« on: April 29, 2012, 01:44:04 pm »
Howdy all.  After playing the hell out of the 2D and first 3D (2007) version of the game I really haven't played much since the big 2010 update.  I am now getting back into the game again and have some questions about how the new military systems work.  I have done a quick search here and have read the wiki but am not finding answers there.

I have dwarfs who are supposed to be in active squads, with orders, running around as idle civilians instead of going to their station/train.  I have the minimum number of dwarfs set below the number in the squad; alerts and schedules all look fine.  Is this just more Dwarven Free WillTM or am I doing something wrong? 

Does anyone use training weapons?  If so what is the best way?  I just had my first ambush and all of my soldiers ran outside with their wooden weapons.  :o

Also my dwarfs seem to grab weapons that are different than what they should based on their skills.  That is mostly my fault because I had forgot to assign them the proper weapons, but it seems they should still default to what they know best.

Also is there any way to tie uniforms/equipment to schedules or alert status?

I think that's it for now.  Thanks in advance.


14
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 06:03:32 pm »
Mac version? Woohoo! Thank you Toady!

*plays for a while*

The new underground is fantastick. The new military system is bizarre but I can see how useful it will be once I get used to it.

Has anyone else noticed that smithing goblets out of gold ends up producing iron goblets instead?

That is a known bug since the .31 version came out.

15
I'm having a similar (maybe) smelter problem.
I am able to smelt things, but I can't create any pig iron bars. I have iron bars and refined coal and marble stone. All sorts of smelting options show up in the menu except make pig iron bars (and make steel bars, but I have to have pig iron for that first).
Do I have to do anything special with the marble first?
Do I have to do it a a magma smelter instead of a normal smelter?

No to both questions, AFAIK.

Is there too many options to show on the screen at once?  Can you scroll down and see more?

Pages: [1] 2 3 ... 13