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Messages - ldog

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271
DF Gameplay Questions / Re: Clothing thoughts
« on: July 29, 2016, 08:34:16 pm »
Well, double-covering then? Either way, your children won't have a moment where their naked fingers get crushed by cruel spears :v

Generally yeah, I'm not sure about children (I just don't pay a lot of attention to them). Personally I think danger rooms are antiquated throw-backs to a time when there were many more bugs with squads and training, I've just never felt the need to use them.

In the recently necro'd armor thread I had once said that everyone comes with 1 of every possible clothing item and will wear them. This doesn't seem to be the case anymore.
Everyone has every area covered, but not necessarily every layer. Seems like they don't start with hoods or mittens anymore. Everyone has a dress (even the males, buncha closet queens I guess, or maybe It's a kilt! Not a skirt dress! A KILT I TELL YA!...) and 1 over garment (robe/tunic/coat/vest).

Still in my 1st year with new version so haven't made a lot of clothes yet but I've noticed someone grabbed the hood.


272
DF Gameplay Questions / Re: Advanced Newb Questions
« on: July 29, 2016, 08:08:14 pm »
Don't feel like you have to stockpile everything.  Clothing is fine laying around in the clothier workshop.  It doesn't need a stockpile.  Same with cloth and most things produced in workshops.  If you put your farmer's shop, weaver, dyer, and clothier in a row, raw materials can pass effortlessly between them without any need for stockpiles.

Stone doesn't have to be stockpiled.  You can get away with a small stone stockpile near (say) your mason workshop, that is linked to the workshop so that the mason takes ONLY from the stockpile, while the rest of your goofs refill it from around the fort.  Stone that isn't needed yet can stay where it is until you learn how to quantum stockpile it.  This saves your mason from having to travel and haul stone, but minimizes the stockpiling needed.  Remember that a huuuuuuge stockpile has tiles that are faaaaaar away from the workshop, and getting stone from the opposite side of a massive stockpile is hauling time that is keeping your mason from doing better stuff.

Shhhhhhh! Everyone should go through the pain of bins and regular stockpiles at least once...maybe if more people complained how bad it sucks something would get done about it...before they just have their will broken and go on to QSP.

273
DF Gameplay Questions / Re: Clothing thoughts
« on: July 29, 2016, 05:03:39 pm »
Layer and coverage are not the same thing. When you understand that then what Bumber said makes perfect sense.
So gloves and mittens and gauntlets all cover the hands but gloves are under, mittens are cover, gauntlets are armor. Those are layers. Under, over, armor, cover.
http://dwarffortresswiki.org/index.php/DF2014:Armor#Shield (I think the graphic is out of date though, so go by the charts)

274
DF Gameplay Questions / Re: Advanced Newb Questions
« on: July 29, 2016, 04:55:57 pm »
Some of the stone sitting around is indeed gypsum.  Is it effectively "forbidden?"  I understand (I think) what you're saying about the reserved use stones, but I guess I assumed they'd at least pick it up and put it in a stock pile!

So many other questions--you guys make it sound like a breeze.  :)

Here's a (probably) simple one.  Clothes and Armor:  Do I just need to basically stockpile clothing articles and armor (I'm sticking mostly to leather for now, because my steel industry is still pretty slow)?  Will dwarfs come and get stuff as they need it?  Or, do I have to assign "Farmer Betty" a new pair of socks when her old ones are deteriorated?

http://dwarffortresswiki.org/index.php/DF2014:Economic_stone

Clothes and armor, yes.
Again there is so much good info on the wiki, read it! I've been playing on and off for almost 2 years now and I STILL consult the wiki.

275
DF Suggestions / Re: Separate boxes and bags?
« on: July 29, 2016, 04:50:11 pm »
in many ways they are functionally the same.

No, "functionally" they are different in every way *except* their usability as furniture. All bag-using tasks (collecting sand, milling, plant processing, seed storage) cannot use "boxes", bags differ in materials and should differ in weight and size (for storage in other containers), and creatures can only use bags to haul things around (e.g. children).


They are fine like they are.


No they are not. Combining disparate items into a single category needlessly complicates all sorts of things like stockpiling, job management, and furniture selection.

This

276
DF Suggestions / Re: Separate boxes and bags?
« on: July 29, 2016, 03:13:06 pm »
They are fine like they are. Only I would like bags to be able to fit in bins and belonging to the finished goods piles instead of furniture (despite being able to be built like furniture) because empty bags should occupy the same room as a bed, a bin or a box (coffer, chest, whatever). Also I find that eventually you'll end up using more and more bags.

Heresy! Bins are just pure evil. They should be filled with magma, but that's too good for them. (yeah, I'm a quantum stockpile convert)

You do realize your suggestion, would require ops suggestion though, since that is more or less what is being proposed (bags to not be treated as furniture)

277
What a great thread. Thanks everyone for all the examples!
This is much less complicated than I woulda thought, and if I hadn't came across this thread I wouldn't have gotten around to trying it out.

278
So this thread is not for talking about a necromancer raises giant cave spider silk threads into zombie giant cave spiders?
Or how to raise multiple undead in parallel? Or undead hair basket weaving?
Nope. Threadnomancy.

Now wait just a minute. Is it threadnomancy or threadomancy? I think it should be threadomancy.
Hands?

279
DF Dwarf Mode Discussion / Re: Armor effectiveness
« on: July 29, 2016, 02:58:40 pm »
Yeah, I guess I should have phrased that question better.
And yeah, I guess if I actually considered them the "ultimate hand-held weapon" you'd see me equipping my own with them, and I don't (it's just undorfy to use foreign weapons).
Still, the thing I look for and make sure to eliminate first are lashers. If I don't do that I'm going to have a bad day. So I guess the question should have been "Is the lasher still the gobbo to fear?"
Just got a big migrant wave (and here I thought I was a dead civ cause I've got the king) so will start fielding some troops, and I guess I'll find out soon enough (sieges are fixed right? right???).

280
DF Suggestions / Re: Separate boxes and bags?
« on: July 28, 2016, 06:59:00 pm »
Yeah, not to mention, does anyone actually place bags instead of boxes? I'd just as soon not have to sort through bags when I'm placing coffers.
It's like a poor mans...no...actually...not even...because it's a good way into a forts establishment when I don't have a shortage of bags.

281

Oh, right... stupid dorfs, why do they move the whole bin around instead of just taking the thing out of the bin and only moving that...

Maybe the red colour in the stocks screen means the item is being wielded by someone...

Red means: Not owned by fort
http://dwarffortresswiki.org/index.php/DF2014:Stocks
Wiki is your friend.

282
DF Gameplay Questions / Re: Can I just "wait it out?"
« on: July 27, 2016, 10:40:20 pm »
Assuming a beast doesn't have any projectile attacks, could I just smooth and fortify the walls of the cavern and have my marksdwarves take potshots at it until it dies?

Sounds plausible.
Also depending where you penetrated and what else is down there to keep it amused, I have had them wander far enough away to at least find time to do some construction out in the open if I needed to...you can put that to good use sealing an area off. I've found that out the hard way though so don't waste a lot of time down there or leave anything unsupervised. I too had thought "well maybe it left the map" a few times only to find out it hadn't.

283
Weight, or sometimes more correctly termed mass, is an item property, and is measured in the unit Γ, also sometimes known as urists, or more commonly as the kilogram, its equivalent real-life unit.

From the wikipage you linked :P

284
I dunno. Theres plenty of forums i frequent where people get prissy if you nevro a thread even 2 weeks old.

Meanwhile they also get bitchy if you try and start a new thread on the same topic as a thread a year or so old because "God weve already talked about this. There must be absolutely nothing else to say".

Personally. Id rather a degree of necromancy instead of spamming the same topics over and over.

Yeah, damned if you do, damned if you don't. It's a Dwarf's life I tell ya!

So I tend to necro my own posts around here cause we've had some good discussions, they're full of good advice that is would be a shame to lose (especially my own :P ) and I want to see if issue has been resolved/anything new without a whole lot of 'splaining myself again.

In another forum I frequent we've had a bunch of just absent-minded necroing lately (I'm not the culprit I swear :P), but it has been surprisingly interesting to me to see some long dead topic that I posted as a noob asking for advice vs my own advice on said topic today.

285
Marked, so I can remember to come back and necro it a few months from now :P
- Your friendly neighborhood necromancer

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