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Messages - em1LL

Pages: 1 2 [3] 4 5 ... 17
31
DF Gameplay Questions / Re: Cave adaptation and raw glass roof
« on: May 19, 2016, 01:11:52 pm »
No problem.

I mean, as soon as a tile is exposed to the light of the sun, even once perhaps by accident and covered back up again it will always remain lit up as a sunlight touched tile, since it is a permanent transition process.
 
From a realism angle its actually quite silly, but thats the game for you.
Ah, ok, thanks a lot.

32
DF Gameplay Questions / Re: Dwarvs don't wear jewelry
« on: May 19, 2016, 01:08:03 pm »
Dwarves will probably not take trinkets if it is of not high enough quality (since the 'wear something fancy' is a individual trait factor in how frequent dwarves will upgrade or equip) or does not have anywhere to store it within its current claimed or assigned quarters.
I have a lot of masterpiece items.

If you want a dwarf to equip new clothing and trinkets automatically from time to time, embellish their bedrooms with a container (a bag is the most basic form) for trinkets and belongings, and a cabinet for clothing.
Every dwarf in my forrtress have its own container and cabinet.

33
DF Gameplay Questions / Re: Cave adaptation and raw glass roof
« on: May 19, 2016, 12:25:57 pm »
Thanks for the answer!

Did not quite understand the following part though:

as long as it has had one instance of exposure to sunlight
I thought that I should dig out every tile that I want to exposure to sunlight. What do you mean by "one instance"?

34
DF Gameplay Questions / Cave adaptation and raw glass roof
« on: May 19, 2016, 11:13:36 am »
Does dugged-out glass roof help against cave adaptation?

35
DF Gameplay Questions / Re: How troglodytes came to my fortress
« on: May 19, 2016, 07:40:04 am »
Hmmm. Then it is indeed strange.

Some monsters can climb (Crundles are very good at it, for example).

Did you puncture the cavern anywhere else? Maybe they can climb in?
Maybe.

Could you take a look at the save file, please?

https://www.dropbox.com/s/ebvrbk993vopqn3/region1.zip?dl=0

36
DF Gameplay Questions / Re: How troglodytes came to my fortress
« on: May 19, 2016, 07:17:31 am »
Here's what you do:

Save your game.
Lock the door to the cavern.
Build a wall so that the well path is blocked.

Now, station an active military squad in the cavern
or create a burrow there and assign everyone to it.

Now watch as your dwarves show you the secret passage to the cavern.

Quit DF without saving.
Load your game.
Fix the problem.

I just created a burrow inside the cave and assigned all civ dwarves to it. They are unable to find the way there.

37
DF Gameplay Questions / Re: How troglodytes came to my fortress
« on: May 19, 2016, 07:00:40 am »
Are you sure those cage traps do not need to be reloaded?
Yep.

38
DF Gameplay Questions / How troglodytes came to my fortress
« on: May 19, 2016, 06:40:30 am »
I noticed that several troglodytes just came to my fortress:



But I wonder how is that possible?

There are only two connections to the underground caves. The first one is a blocked door followed by few cage traps:



The second one is a well followed by few cage traps again:



The same goes for gorlak:



What's wrong then?

39
DF Gameplay Questions / How to get rid of boulders
« on: May 19, 2016, 04:03:17 am »
How to get rid of boulders? I want to create an abovegound farm but I don't know how to remove them. It seems that "smoothing" them doesn't make the area farmable.

Also, will farm plot placed on dirt roads lasts forever? Will grass stop growing on such tiles?

40
DF Gameplay Questions / Re: Human lady in fortess
« on: May 19, 2016, 03:58:15 am »
No, not really. It's just a cosmetic thing in adventure mode.
Ah, ok, thanks a lot.

41
DF Gameplay Questions / Re: Human lady in fortess
« on: May 19, 2016, 03:28:49 am »
The Group of Candy is an entity which probably rules a town, and Akmol has just taken over.
And what does it mean then? Does it have any visible effect?

42
DF Gameplay Questions / Human lady in fortess
« on: May 19, 2016, 03:11:55 am »
What does it mean?


43
DF Gameplay Questions / Re: Dwarvs don't wear jewelry
« on: May 19, 2016, 03:09:39 am »
Yeah, and it seems that they take crafts even from workshop once I build a stockpile (stockpile has a requirement of masterpriece quality but dwarves wear non-masterpiece crafts too).
Interesting observation. It might be that hauling itself isn't required, but visiting the location of the shiny object is, then.
I think that it's a bug however. Clothes works the other way so...

44
No.
Naturalized citizens can be given any jobs *except* location ones. The reason for that is that all residence petitioners get allocated to a location with the same name as your fortress (which you can see, if you look at that location from the locations menu), and they can't be removed from it to be allocated elsewhere. Hauling, mining, leading squads,... are all available, though.
Ah, ok, thank a lot.

45
Can I somehow assign non-dwarven citizens to performers jobs in taverns / temples / etc?

I don't see them in the corresponding menu:




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