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Messages - Oblique

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16
DF Gameplay Questions / Re: Using Manager
« on: September 05, 2014, 01:47:44 am »
The manager is extremely handy as a fire-and-forget ordering system - I primarily use them in the first major expansion phase once the basics are in place, etc. Then I can comfortably go 'Ok Urist, bring me 80 doors, 80 beds, 80 cabinets and 2 million socks'. This becomes less important once you have a bunch of shops and can cue that many items manually, but it's still convenient. If nothing else for the ability to switch order priorities around easily.

The downside is that you lose a lot of micro-management utility. The manager doesn't care if you have a rock pot workshop using only microcline and a stone crafts shop using cinnabar - they'll distribute the order as they see fit. I disable him once I get set up, because I don't like him screwing up my colour coordination...

17
DF Gameplay Questions / Re: Best warriors are female?
« on: September 04, 2014, 05:57:51 pm »
By editing the raws and making them all gay. Problem solved as far as babymaking goes. Relationships would still be an issue, though...

18
DF Gameplay Questions / Re: Corpse dump
« on: September 02, 2014, 05:08:00 am »
overlap with a walkable tile AND the open pit?

This doesn't matter, I just checked. As long as the walkable tile is right by the hole they'll chuck it in whether the hole is included or not.

19
DF Gameplay Questions / Re: Corpse dump
« on: September 02, 2014, 01:19:14 am »
It's been a while since I had to deal with corpses like that, but normal garbage dump zones should work. Just to be clear, your garbage dump (not pit/pond) designation has to be next to your prepared hole, not over the hole itself. That will make them stand on the zone and lug stuff marked for dumping down the hole, even though the zone doesn't cover the hole itself.

20
Games and stories, to be sure.

Although you may not feel like it fits, I don't think you should let the presently dominant styles limit what you post there. Your last thread was plenty entertaining to read, and we certainly don't need every story in there to be a detailed day-by-day diary from a brave dwarf expedition.

21
Indeed, throwing dogs into magma is cruel. I advocate a small pasture with a conveniently placed bridge, instead.

If your game is progressed to the point where you feel bored, I recommend setting up a bunch of parallel cart tracks with some simple control logic so your excess critters can play Frogger for your entertainment.

22
DF Gameplay Questions / Re: Brewing Problems
« on: August 28, 2014, 05:53:43 pm »
Fair enough, I misread that as his options being disabled, not outright missing. You are absolutely right.

23
DF Gameplay Questions / Re: Quantum Dump pit, some use some don't
« on: August 28, 2014, 05:39:54 pm »
Mine cart QSPs have two regular stockpiles of appropriate type connected by the hauling cart. As GavJ pointed out, this means that your dwarves can haul to the input pile using wheelbarrows, which speeds things up considerably. Your fort will be cleaned of boulders in no time, and consequently your mason will never decide to drag a lump of cinnabar halfway across the map since there won't be any lying around.

Carts on multiple levels are not required - the dwarves (with wheelbarrows) do all the hauling, the mine cart just moves the stock from the input pile to the QSP, 'compressing' it in the process.

Oh, and the wiki does have step-by-step instructions for a mine cart-based quantum stockpile, so give them a go. All you need is a mine cart and the ability to follow instructions veeeery carefully the first time  ;D

24
DF Gameplay Questions / Re: Brewing Problems
« on: August 28, 2014, 05:26:12 pm »
Another possibility, assuming your still has correct access to all materials (if, say, your plant stockpile is set to give and the furniture pile isn't there may be trouble), is that your dwarves keep lugging the plants over to your fields to harvest crops. With a large field a little ways away from the stockpiles, they are entirely capable of keeping the first plant barrel away from the stockpile pretty much until it's full, and you'll only ever have the brew option when all items are _currently_ in a stockpile. Making sure they harvest to a pile directly next to the farms can save a lot of headache, in my experience.

25
DF Gameplay Questions / Re: Tilesets & Sizes
« on: August 28, 2014, 02:28:56 pm »
I use 16x16. For no good reason, really - I just curiously, and gently at first, opened the art folder and saw curses_square_16x16 sitting by herself. She was not as tall as her cousins, but handsome enough to look at all the same. Our eyes locked across the void separating us, neither of us willing to blink, fearing it might shatter the moment. She stood up, and, to my dizzy eyes, seemed to almost float across the room into my waiting embrace. I couldn't tell you exactly what happened next, but before I knew it we were in the init folder together, carving our names deep within init.txt.
Sure, some say she lacks detail, or that her features are squashed, but I pretend I don't hear. How could they know, anyway. How could they possibly appreciate, or even understand, the subtlety I see in her typeface metrics. They cannot.

Anyway, I keep promising myself to go through the tileset repo and find something else, but you know how it is.

26
DF Dwarf Mode Discussion / Re: 0.40.10 - So how's the game doing?
« on: August 28, 2014, 01:30:04 pm »
My hunter flees before giant chinchillas and became a sobbing wreck at the sight of a dead kobold

Of course, there's always the possibility that your hunter is simply a pansy...  ;D

27
I don't know where you got the impression that 'everyone' gens to 1050; I certainly never have, myself. When making a medium or bigger world, I'll just set it to 250 or 500 and go do something else for a while. That gets me anywhere between 100 and 500 years, depending on patience and whatever else I have going on that day.

A little bit of civ movement and not too many 'first of their kind'-dwarves is all I ask for, really.

28
DF Gameplay Questions / Re: Stuck dwarf
« on: August 23, 2014, 07:58:31 am »
Have you checked his wounds? The last time I had something similar (military dwarf complaining about 'no reachable targets'), it turned out he had a case of broken neck and fractured spine. Perhaps he sustained some small injury to keep him from climbing back.

29
DF Gameplay Questions / Re: Lesbians???
« on: August 23, 2014, 07:53:06 am »
its worth noting that when the elf queen takes a wife the wife is called princess not queen which leads me to think its intentional

It is completely intentional. A previous thread discussing the implementation and mechanics (including a word or two from Toady) can be found here: http://www.bay12forums.com/smf/index.php?topic=140479.msg5472587#msg5472587

30
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2014, 01:41:00 pm »
On a fresh embark in an already running world, my brave militia commander just fended of an early group of goblins with minimal training and some really mediocre iron armor. He did come down with a bad case of broken neck and fractured spine, though, and since I'd forgotten to actually assign the labours to my medical dwarf, they just hauled him off to bed and wished him well. Having now had a good night's sleep, he's back in the barracks running drills despite all training being cancelled. Neck still bent and spine still fractured, but at least he's well rested I guess.

I suppose I ought to arrange a minor accident so I can get him diagnosed and put in traction. Eventually.

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