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Topics - Tallim

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DF Suggestions / Smart Production
« on: July 13, 2010, 12:12:42 am »
I would like a system that could be set up, probably via the manager, whereby you could set production of goods based on population.

As an example you set it so that if number of beds is less than the current population workshops automatically assign the difference as work orders. This would also help tremendously with immigration.

An extension of this idea would be for the military, if a dwarf is unable to find equipment you set for him/her it can become a work order. Maybe some sort of requisition dwarf.


2
DF Dwarf Mode Discussion / Funny Sleeping in Barracks
« on: April 15, 2010, 12:04:21 pm »
Just had a dwarf go into the barracks to sleep and he used a weapon rack. Everything was setup correctly anyone else seen this? Barracks had 6 empty beds for him to use, two armour stands and two weapon racks.

It conjures up a rather odd image in my head  ???

3
DF Dwarf Mode Discussion / Dwarfs stuck after military
« on: April 06, 2010, 06:54:02 am »
I did some playing about and discovered that Dwarves refusing to do anything after being removed from the military only seems to happen if they ever had any training job, whether sparring/group or individual.

I found that if I needed to activate a lot more dwarves for just emergency defence they would happily return to the previous jobs provided I had turned off training in the barracks before activating them. Disbanding the squad before reactivating the training in the barracks for my usual military.

Anyone confirm this? Or is it some other quirk I can't fathom

4
DF Dwarf Mode Discussion / Food Issues
« on: April 03, 2010, 10:18:05 am »
Am I missing something or have the various problems with cooking left plants as the only real food source at the moment?

Meat doesn't work and not entirely sure they even eat it raw and booze defaults back to liquid when cooked.

Will change my initial loadout if this is the case to a more agricultural based setup to ensure ample food supply.

5
DF Dwarf Mode Discussion / Noble Quarters
« on: July 15, 2007, 07:13:00 am »
Is there any disadvantage to having your noble rooms far away from your main fortress. I have my noble quarters before the river and the bulk of my fortress after the chasm....

[ July 16, 2007: Message edited by: Tallim ]


6
DF Dwarf Mode Discussion / Slapstick Behaviour
« on: July 13, 2007, 10:27:00 am »
I started a new fortress in a freezing/No trees/no plants location just to give it a try.
I had two dwarves who literally had nothing much to do near the beginning so I decided to make them both wrestlers and let them get a bit of training in before the real work started.

I activate them both as they laze about outside. Then within a second or two they both simultaneously take wounds. I check them out and both have sustained yellow damage to left and right feet and also a mild head injury.

I can only assuming that they both slipped over on the ice and banged their heads.

Anyone else experienced this, it is rather baffling that it happened only to the activated dwarves and so quickly too.

Annoyingly this has meant I had to use some precious wood from the wagons to make a bucket and everyone keeps getting interrupted by health care concerns.


7
DF Suggestions / Log Flumes
« on: July 28, 2007, 12:00:00 am »
I for one believe that log flumes need to be in. Underground forests are all very well but if you have an abundance of wood outside then hauling it shouldn't be necessary. Long log flume could be set up. Dwarves deposit wood in the opening and then the wood floats along the water until it reaches a designated trapping area where it is hauled inside again.

Obviously flow direction needs to be taken into account. Natural flumes using a river that flows from outside to inside like in the screens that have been shown for the new levels. Or flowing from higher ground to lower ground as an artificial flume using the Z axis.


8
DF Suggestions / Levers and You
« on: July 19, 2007, 11:52:00 pm »
Given for the most part when you set a lever to be pulled it is considered a priority task. And given that tasks are set by the object and not dwarves seeking jobs. Would it not be easy enough to make any lever designated to be pulled force any dwarf passing within a certain distance of it pull the lever?

Just check nearby squares and first dwarf that is in the area pulls the lever and goes on his/her merry way.
Then rather than the lever cycling through every dwarf you have looking for an available candidate it just checks a few squares for occupancy.

Obviously levers far from well travelled routes still need to broadcast the pull order. But i believe this would make a lot of sense.


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