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Messages - Luge

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1
Staircase in the snow, lets me use the river for an watertrap with infinite ammo.

Any chance of a snapshot save of this?

L.

2
Have you checked the military screene and made sure the minimum number of squad members for training is set to 1 and not 10?

L.

3
Seed please?

:)

L.

4
DF Suggestions / Re: Dear Toady...
« on: January 07, 2012, 11:01:24 am »
Elephant armies were killed with the addition of pastures. Of course, you can always do some changing to lessen how much they eat or make them not eat at all,  and since to get them tamed in the first place you have to change their tags.....I don't think this one is going to be 'fixed' any time soon on account of everyone has already fixed it.

A couple of people have re-introduced the topic of fetilizer and animal feed. This might be a way to solve the pasture issue for the large over-eaters. Big animals could be given food like injured dwarves can be given water.

L.

5
DF Dwarf Mode Discussion / Re: Dwarfs can't interact with animals. Help!
« on: October 19, 2011, 02:50:28 pm »
Where are your animals, and what are they doing? Are you sure they're milkable (i.e. the right species and female)?

L.

6
DF Suggestions / Re: Bug/Cleanup drudgery - Why not get an intern?
« on: October 16, 2011, 07:38:32 am »
Looks like there are just a lot of people who would really like the bugs fixed...

L.

7
DF Suggestions / Re: Dear Toady...
« on: October 13, 2011, 07:09:14 am »
What are the original features?

How about actually wearing clothes instead of running around naked? I see one forum member posted today asking for help because his dwarves feet got Forgotten Beast blood on them, cause a disese where they explode from blood loss.

Is wearing clothes an advanced feature? No. Can you order your dwarves to put clothes on? No. Is it a pretty essential part of the game? Yes.

I cite this only as an example of something very simple but with far-reaching consequences. The forum has a space for suggestions for improvement, and I posted some improvements that I'd like to see. i.e. bugfixing. Why are you arguing against this?

L.

8
DF Suggestions / Re: Dear Toady...
« on: October 09, 2011, 03:50:35 am »
I don't believe that's something that needs fixing, Silverionmox. If you have militia on active duty, then they WILL all be in the same barracks room or sleeping, and will arrive at your instructed point at the same time. If the dwarves aren't on active duty, they will of course be scattered around the fortress and have to arrive from different places as they rush to strap on armour and grabs weapons.

Anyway...

The more features that are added to the core engine, the harder it gets for any programmer to find and fix the 3000+ reported problems that are in the buglist. The last release was 6 months ago, and believe me when I say I'm drooling over the idea of the upcoming zombie attacks on my fortress, but I'd still like the original features to work.

L.

9
DF Suggestions / Re: Dear Toady...
« on: October 08, 2011, 11:44:12 am »
Thanks to those that you who've replied so far.

The poster immediately above me (ravaught) summarises the thrust of my post very well. I'll admit that the very short list of examples that I gave was weak in places (functionally, the game is fine without wagon, for instance), my point was that there are many features that are currently non-functional that previously worked fine. Ravaught makes an excellent point that workarounds and exploits are used because there's a problem, rather than because there's an opportunity.

MrWiggles, yes, I'm a forum reader and user. I'll admit that nobles aren't always popular and people have posted extensive research both here and on the wiki on how to get rid of them. But they're still part of the game and the "fun".

I'm aware that there's a deeper Grand Plan behind Dwarf Fortress, and I understand that I can't appriciate the fullness of where certain parts of the game are going. But I've also worked with programmers who can put a good enough skin on almost any solution so it can appear to the user that the problem has gone away when its really being fixed in a very different way. This is just the natural way problems get solved sometimes.

L.

10
DF Suggestions / Dear Toady...
« on: October 07, 2011, 09:52:14 am »
Hi there.

First, well done on making such a great game. It's a really amazing accomplishment and we really enjoy reading about all the new stuff you're working on with cities and night creatures.

But...

I get the feeling that a whole lot of us would really appriciate the fixing of the many existing features of Dwarf Fortress that don't work properly right now. Sorry if that sounds boring, but many of us sit playing the game with such feelings of longing and hope that one day all the cool things that you've already invented will work, that reading about the new things you're working on can feel disappointing.

Principally I'm talking about things like:

 - Nobles coming along at the right times and being able to get monarchs.
 - Dungeonmasters arriving at all
 - At least a -small- fortress economy so that (for example) dwarfs don't end up naked when all their clothes decay
 - Rivers eventually running out of fish
 - Not being able to feed elephants and keep them alive
 - Dwarfs not being able to carry more than one item (/weapon) at a time
 - Whatever happened to wagons?

I'm sure some of these things are on hold while you work on the Grand Plan, and I realise they're not as exciting as getting new features to work, but I think many of us would appriciate it, perhaps as an intermediate release.

Love and peace,

Luge.

11
End of the first year, you definitely need to at least be able to seal up. I've seen goblin ambushes in the second spring if you get too eager with production early.

It was well into the THIRD year - I progressed really slowly :)
As for seal up, you mean locking doors or draw bridge?

Doors will do to start with, but later on the goblins will bring trolls, which can knock doors down. Certain other enemies can also bypass dors. Nothing can bypass a drawbridge. The disadvantage is that you have to use a lever to close toe drawbridge, which isn't instant.

For curiosity's sake, if you have a backup save and are not a purist, you can always fire it up and use DFReveal to see what you were missing below ground. (If you like, you can do this right when you first embark as part of determining how to site your fortress.)


I digged up to 10 z-levels below, and all I found was a cave with a Forgotten Beast (re-sealed it). How deep should I dig to find metal? Can I just dig _around_ the cave to skip it?

Metal doesn't just appear. You should be looking for the correct stone ore (haematite for iron, for example). The ore is then refined into iron using smelters, etc.

Ores appear in different areas of the map. If you started with a 4x4 square from the world map, was it all the same biome? Digging a single mineshaft down isnæt enough - You have to expore horizontally at regular intervals as well to see if you strike a seam of useful or (or gems).

Its very rare to get no metal at all.

L.

12
Great. My first forgotten beast appeared, it's made of salt?

Just wall up any entrances to your fort. Forgotten beasts tend to lurk around until they actually spot something they want to kill.

and FLIES

Oh. Better... wall up... the floor, then.

Yes.

L.

13
-I have dug down until the ceiling - the cave ceiling is 3 z-levels high. If I stop digging nothing that is contained inside will manage to reach my settlement?
-What if, at some point, I decide to continue digging? The first dwarf tunneling down will fall 3 levels down the cave?

Short answer: No.
Long answer: Yes.

Read this page and this page on the wiki. The first is from an older verson of Dwarf Fortress, but it's still basically correct and has better pictures.

Your miner has dug a set of stairs down, piercing the boundary between the floor he's standing on and thin air. The stairs bascially go into nowhere. (Most) Dwarves aren't stupid enough to walk down such a set of stairs, but they can look down the opening and see the cavern.

To get down to the cavern itself, you need to dig stairs further. Look at the map and find an area of the caverns that's solid rock, then mine sideways where your mineshaft previously stopped, then up/down stairs again until you're at floor level. Then dig sideways again to walk into the cavern itself.

Technically, a flying creature would be able to fly up to the top level of the cavern and fly up the open stairs, but you're unlikely to encounter that at this stage. Feel free to block up that area with a grate or floodgate when you get time. Build doors on your horizontal path to the cavern.

L.

14
Thanks. And by the way... do I really have to manually plant every time? Is there any way to automate them?

Select a farm using the "q" key. It should say something like Spring/Summer/Autumn/Winter, and list some different plants.

Each season, dwarves plant the farm with whatever crop is selected. You should notice that one of the plants is in white (selected), but the others are in light grey.

Dwarves will automatically replant and harvest the plants if they have the farming labours turned on (make sure at least one dwarf has the correct box lit in Dwarf Fortress). It's also a good idea to build a still (and maybe a farmers workshop) close to the farm. Then, dwarves should harvest the plants and immediately brew them into drink (or process them into food, respectively). Read the wiki for more information on the different crops.

I suggest just going for plump helmets to start with. They can be both eaten raw and made into drinks. I wouldn't bother with crop rotation, either. It has no advantages and you can build several farms for several crops.

If no one is planting crops, its probably because they have other labours turned on (check Therapist). You can make any dwarf plant crops (and even dwarf children can harvest) but if they're also a mason then they'll probably prefer to spend most of their time in a workshop than messing around plants (that sort of crap is for tree-hugging elves).

L.

15
Don't worry about the farms. They take a while to get right (hence why there's page upon page about them on the wiki.

Don't worry about the goblins, either. They won't show up until at least your second year, hopefully. Its generally related to your wealth, which if this is your first game isn't going to increase very quickly.

With beds, you will eventually want every dwarf to have their own. Unfortunately dwarves are selfish, so if you build three beds and have seven dwarves, then the first three dwarves there will claim the beds as their own and the other four won't be able to use them. Setting a bed as a dormitory room allows "hot-bunking".

L.

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