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1
DF Bug Reports / Re: [0.31.01] Flask Storage (or lack there of)
« on: April 04, 2010, 11:10:37 pm »
I'm experiencing this too. 

But I think the real bug is to do with the creation of flasks at the leatherworks instead of waterskins.  I thought flasks were glass objects for storing extracts.

2
DF Bug Reports / Re: [0.31.01] Cooking meat
« on: April 04, 2010, 12:49:14 pm »
Thanks, I look forward to feeding my dwarves hearty meals of spleen stew.  ;D

Essential for a strong and shiny beard.  :)

3
DF Bug Reports / Re: [0.31.01] Cooking meat
« on: April 04, 2010, 06:17:44 am »
Just for clarification for people who have never edited raws before like me.

You have to edit the raw files in your save folder.
Open "material_template_default.txt"
Then just add [EDIBLE_COOKED] to all the entries that have the [MEAT] tag.

When you next load your game, all the meat, liver, brains, heart, etc that came from your butchers will be cook-able.   :)

4
DF Bug Reports / Re: [0.31.01] Unknown Material Crafts
« on: April 04, 2010, 04:41:22 am »
I had the same problem with metalsmith forge.

Saving the game, then loading seems to fix it.

5
DF General Discussion / Re: Dwarf Fortress Talk #3: Topic Vote
« on: September 09, 2009, 03:57:23 pm »
Voted for trade. 

I think I have some idea on how awesome those two other areas will be.  But I can't guess what the intentions are for trade.  I'm curious!

6
Fantastic work!   8)

Hopefully it will ease the learning curve for new players.  Brilliant!

7
DF General Discussion / Re: Holy shit! You can now expand the view!
« on: August 04, 2008, 02:18:36 pm »
Absolutely brilliant!!!   :)

8
DF Gameplay Questions / Re: So Elves don't want silk?
« on: June 17, 2008, 04:41:04 pm »
Also watch out for "giant cave spider chitin..." which can look similar to "giant cave spider silk..." when you're trading lots of items.


9
DF Dwarf Mode Discussion / Re: Ore...
« on: November 30, 2007, 01:38:00 am »
Platinum road.
Rebuild all your workshops in platinum.
Decorate your military armour and weapons.

10
The introduction of mechanical devices and the flow of liquids confused me loads. Gear assemblies?  Axles?  Pumps?

Got the hang of it all eventually with the help of this forum, the Wiki and of course, several floods.


11
DF Gameplay Questions / Re: The Dwarven Economy?
« on: November 30, 2007, 01:03:00 am »
I think it's linked to the tax collector noble.  I'm not sure what triggers him though (likely population but could also be created or wealth).

I had the economy running only on one fortress so my experience with it is quite limited.  Here's what I observed but some of it needs verification.

  • All bedrooms will cost money to sleep in.  Nice rooms cost more.  Nobles sleep for free.  I think champions sleep for free as well.  Dwarves who can't afford rooms will sleep on the beds in the barracks.  If there are no beds available, they will sleep on the floor.  If you have no barracks, dwarves will sleep anywhere.  
  • There is a currency page on the status screen which tells you how many coins you should mint. There doesn't seem to be any penalty or ill effect if you don't mint enough coins.  
  • You can see how much money a dwarf has by 'v'iewing them. Sometimes it's red, sometimes it's yellow but I am unsure what it means.
  • Dwarves *seem* to collect coins at the beginning of each season based on the jobs they have been doing.  My guards and military always had a room to sleep in so I'm guessing they get paid as well.  As dwarves pay rent or buy stuff from shops, coins get taken back to your stockpile if you have one, otherwise, they just get left on the floor like any other un-owned item.  Unsure if item hauling counts as a paid job.  It might do as peasants with no skills seem to have some money.
  • Bookkeeper still doesn't stack coins so you get those annoying small stacks of 1 coin littered all over your fortress.  I believe that's on Toady's todo list.
  • Eating and drinking is free. (well, I didn't have any peasants starve)
  • You get to build shops.

12
DF Gameplay Questions / Re: Military [In]Competence
« on: November 27, 2007, 06:33:00 pm »
Sorry, forgot to add one more thing about armour.

If you decide to give everyone heavy armour, any dwarves who are unskilled in armour use or who aren't very strong/agile will suffer movement penalties.  Always train your heavy armour users at least a bit before sending them out to battle.  

(You may have already experienced it on adventure mode where you donned that lucky iron plate you found and then was killed by a couple of skeletons who moved three times faster.)

Good Luck!


13
DF Gameplay Questions / Re: Military [In]Competence
« on: November 27, 2007, 06:16:00 pm »
The downside is that it can take a long time to get an army skilled enough to a point where you can take goblins head on and not take losses.  Here are my suggestions.

1. Garb - Ensure all your melee troops are wearing the best possible armour your fortress can produce.  Start out with iron, nothing less, all high quality full plate with shield.  If you don't have a highly skilled armourer, train one up by forging -> melting -> reforge if you can afford the resources.  Once you kill a few packs of goblins, I suggest melting down their narrow steel and using it to forge new steel armour if you can't produce it yourself.  

2. Skills - Ensure that your troops are highly trained (i.e. "Great" or better), that includes wrestling.  The problem it that it levels really slowly when wielding a weapon so I suggest training all your dwarves in wrestling alone while wearing heavy armour (incl. shield) before starting them with a weapon.  

3. The approach - Digging underneath goblins is always a good idea if you want to launch an ambush.  If you can't be bothered with digging, you can safely position your dwarves about 1 or 2 screens away without them noticing.  I suggest putting all you dwarves under the command on a single dwarf.  You also can lessen the impact of arrows / bolts if you approach from trees or hills.

4. Royal / Fortress Guard - It keeps your Nobles from becoming unhappy if you have enough guard.  After several seasons, you may find your fortress / royal guards quite well trained and you might want to swap them out into your regular army.  Note that if you swap out a dwarf from the royal guard, s/he will get an unhappy thought for "being dismissed from royal guard".

5. Siege weapons - ballistas are much more effective than catapults, but I believe they need to be on the same Z level.

From personal experience, a few dwarves with the high quality steel armour and legendary skills can take out packs of goblins alone.  However, you can lose any dwarf to a lucky arrow or bolt so it's always good to mix in lesser recruits when you go out to battle.

Here is one of my vids showing you the fun you can have with a top notch army.

Good luck!


14
DF Gameplay Questions / Disappearing Magma?
« on: November 24, 2007, 12:38:00 pm »
I'm in the middle of building a magma fall.  The plan is basically to pumping up magma from deep down in a magma vent to up and above the surface, then finally dropping it back into the pipe.  A grand construction but that's what DF is all about!

So I read the various posts about pumping magma and got started.  I drew up a design, built the metal components, hooked it up to a bunch of wind power and I got it pumping up a few z levels. Sweet.

But the magma is "disappearing" somewhere.  I can tell because the magma vent I'm pumping from is slowly draining away despite not having anywhere to drain to except for some 1x1 square pits.  I'm pretty sure there are no leaks, I've checked all the floors and walls.  

My pumps are arranged (approximately) like this:

code:
  
side view:

~~~=====
~~~====  %%~=   %% Pump (note: the 2-deep z level requirement)
~P~== %%~==~=   == Rock
~I~%%~==~====   ~~ Magma
~P~==~====      
~E~======
~~~=====
======


I noticed that the "open space" at the exit point of the pumps never fills.  (It's like some kind of magma black hole).  Is it because there is nothing for the magma to sit on at the exit point?

Is there a flaw in my design?
Is it possible for the magma to melt the floor somewhere I can't see?

Has anyone else tried to do something like this?

Any comments or guidance welcome.


15
DF Gameplay Questions / Re: meat going rotten
« on: November 23, 2007, 07:51:00 pm »
Meat does rot in stockpiles.  It's in the buglist.

However, you can still cook rotten meat/fish to turn it into good food.


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