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 - Satyr

Pages: [1] 2 3 ... 7
1
In addition, storing in weapon racks seems to be bugged. Even when you set the rack on "siege ammo only" and "all materials" nothing gets stored in it.

2
DF Dwarf Mode Discussion / Re: Adamantine
« on: September 23, 2006, 03:31:00 pm »
To repeat dav's question: you did turn the special adamantin forging skills on? Because if you didn't this would result in exactly the behaviour you described.
There was a bug with the skill asignment screen and the adamantin skills that maybe still exists, but the linked thread has a work around, too.

3
DF Dwarf Mode Discussion / Re: Shouldn't You be Able to Bridge Channels?
« on: September 23, 2006, 11:09:00 am »
If you don't want to connect the pond to the river (yet), turning the pond into a channel again might work. That should leave a normal "muddy channel" (that can be bridged), but I never tried it myself.

4
DF Dwarf Mode Discussion / Re: Irrigation question
« on: September 22, 2006, 01:56:00 am »
Yes, the second gate should flood the surrounding area. You probably should be able to simply remove it (leaving a channel) if you don't want this to happen.

5
DF Dwarf Mode Discussion / Re: Noble's Requests to the Mayor?
« on: September 23, 2006, 03:43:00 pm »
The pain with House Fer jobs is that, in addition to the rather limited tasks, they have to be done by your trappers to count for the mandate. It's far easier to just put another platinum statue in the Mayor's bedroom  :). So far, it was allways the manager who suffered for failed guild jobs in my games. This might become a bit annoying with the changes in the last release that the manager screen disappears with the manager, as he generally isn't one of the toughest dwarves when it comes to beatings...

6
DF Dwarf Mode Discussion / Re: beginner question
« on: September 22, 2006, 02:42:00 pm »
Shared walls, doors, statues* and windows are OK. It doesn't matter when or how you build the door etc.: if it's there you get the full value, if it isn't the value is quartered.

* this leads to a very efficient way to raise the value of two rooms sharing a wall: just dig out a wall tile and build an expensive statue, it will count towards the value of both rooms.


7
DF Dwarf Mode Discussion / Re: beginner question
« on: September 20, 2006, 01:57:00 pm »
quote:
Originally posted by kendric
...Am i missing something that causes it to not spill out of the room?


build doors

quote:

...Wouldn't the square you mine open to start your bridge cause the water to leak out?


The cave river will have a slightly lower level than your main digging plain, so normally won't spill into your fortress. It does on occassion flood when you hit it and once or twice a year, but this is mostly non-letal to your dwarves (if they don't get flushed into the river itself) and can even be used for farming. A door will stop those floodings.

quote:

Do I need to door every room? What do doors do besides block passage for water and pets? Will pets eat my food if i don't door it?


See above. Pets currently don't need and eat food.

quote:

When making a dining room should I be making a big single room with more then 1 table in it? Do the chairs need to be inside the overlay for the dining room or just the tables. Do I need to assign the chairs as rooms also or will they auto be seats if they are inside the dining room?


Just assign one dining room from one table that includes all other chairs and tables. Any room overlapping another room will quater each rooms value.

quote:

I noticed my fisherman was brining in tons of turtle, and then I had some food left over from the begining(I haven't farmed yet). They put all the food in barrels but the turtle meat they left out(even though i had a spare barrel). Does turtle meat not rot? Do i need to do something to make him catch fish instead of turtles?


Turtle does count as fish for all accounts. You're aware that you need to prepare the fish at a fishery to make eatable food out of it?

quote:

Whats the recomended technqiue to start a new stockpile and have everything be moved from an old one, like when your moving everything inside.


Just assign the new stockpile and unassigne ([p]-
  • ) the old one. There's also a "move from stockpile" command you can give from the new stockpile, but I never used it mutch to know how well it works.

    [/QUOTE]


8
DF Dwarf Mode Discussion / Re: Drought?
« on: September 18, 2006, 07:55:00 am »
This seems to be a bug in the current version.

9
DF Dwarf Mode Discussion / Re: Stone Roads...
« on: September 17, 2006, 08:55:00 pm »
I don't think you can undetail a stone. But you  could change the look of the detailing ([d]-[e]?) so it shows as a "+" with a light background.

10
DF Dwarf Mode Discussion / Re: Stone Roads...
« on: September 17, 2006, 07:54:00 pm »
Single detailing is completly sufficient for making the road useable for human wagons. If you want your road tiles to look all the same, even with those smoothed rocks, you have to build the road out of blocks instead of rough stone.

11
DF Dwarf Mode Discussion / Re: Getting Pearlash
« on: September 17, 2006, 07:30:00 pm »
-> go to the wiki
-> enter "pearlash" in the search
-> find a short but nevertheless accurate description of the process
 ;)

[ September 17, 2006: Message edited by: Satyr ]


12
DF Dwarf Mode Discussion / Re: Something new? Or just my luck?
« on: September 17, 2006, 06:17:00 am »
If I can trust my memory (which I'm not sure about), in my current game I found the magma river NOT directly hitting a magma tile and still got burnt. So it seems to be entirely random.

13
I placed a catapult 2 or 3 tiles inside the cliff face and the shots now seem to bridge quite well the distance to where the humans build their camp fires. Now all my dwarves have to learn is not to aim at the empty spots between the fires ...

[ September 17, 2006: Message edited by: Satyr ]


14
DF Dwarf Mode Discussion / Re: A note on the downsides of dog-soldiers.
« on: September 14, 2006, 04:32:00 pm »
The day I was cured from war-dogs-solve-it-all was when I sent my 40+ dogs against one dragon... though I have to admit 40+ axedwarves probably wouldn't have done a better job.

I'm now chaining them to key locations, too. A pair of wardogs at each magma forge are enough to keep those annoying magma men at bay.

[ September 14, 2006: Message edited by: Satyr ]


15
DF Dwarf Mode Discussion / Re: Cage recycling
« on: September 13, 2006, 11:14:00 am »
Eh, no, you can build occupied cages wherever you like, so transporting isn't the problem. But you generally don't want to waste a cage for every goblin in your fortress, so you might want to collect your goblins all in the same cage*. And this is where your dwarves don't act too clever, as they try to lead the hostile creature from one cage to the other without any kind of rope etc. - leading to the just caught monster running loose again. Unless you build the cages next to each other.

* I just tried to squeeze my forth magma man in a cage and failed. Might be there's a limit of three hostile creatures per cage.


Pages: [1] 2 3 ... 7