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Messages - PatrikLundell

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11236
DF Gameplay Questions / Re: How do I get rid of vermin?
« on: October 28, 2014, 11:09:03 am »
Well, I've got three cats (all male, and one of them a dud at that). One is allocated to the refuse dump, one to the food stores, and one to the booze stores (which also includes the main booze ingredients store). Despite there being a cat at the refuse dump, I can often see 6 crawlies at once.
I intend to get more male cats, however.
The problem with trading the vermin away is that I cannot seem to get them to the trade depot. There is no animal subselection, and the cage one only covers empty cages, and probably only the undeployed ones at that.
I CAN trade wood cages to the tree huggers - provided it's one of the cages I've bought from them (they don't have much of value to trade, unless they carry some interesting animal, and I need to dump a ton of discarded clothes [12000 worth this time] on them), so I've bought all their empty cages. I can use them in cage traps.
I'll try to order animal trainer vermin capture, though.

11237
DF Gameplay Questions / How do I get rid of vermin?
« on: October 28, 2014, 08:51:30 am »
This is actually a twofold question:
1. I've gotten an infestation of creepy crawlies. Cats kill them, but they (the crawlies) don't seem to care about getting trapped by animal traps baited with meat (a trap in a 4*5 room with at least two crawlies let the meat go bad). The wiki description indicates they can be slaughtered, but as now they clog up my refuse pile as their corpses are hauled there. The buggers teleported into my fortress as soon as I breached the third cavern. I'm in no risk of starvation, so the crawlies aren't any immediate threat, though.
2. I HAVE been able to capture some vermin with animal traps, but now I don't know how to get rid of them. The cave spider I've tamed and let loose to do its thing in a room, but the untamable cave swallow and olms, plus the likewise untamable stupid plump helmet men I don't know how to get rid of. Of course, they can all sit in the cage, but I suspect they soak FPS even there, and I AM starving in the FPS department.

11238
DF Gameplay Questions / Re: Problem with job selection
« on: October 27, 2014, 03:30:41 pm »
Some additional info in Dwarf Therapist: Unless you've messed around with the GUI, there is a box at the upper right part of the screen showing the uncommited changes you have made. This box empties when you hit Commit (and the change marks on the skills themselves disappear as well, as rjs71053 mentioned), and if you were to Read Dwarves before commiting, you'd undo the changes as well. If all else fails, use the in game controls, rather than DT as a work around.

I don't know what happens if the game is unpaused while messing with DT, but since you'd miss what's happening, I wouldn't want to do that anyway.

11239
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 27, 2014, 03:17:37 pm »
I've reached my 6:th winter now, so the death occurred at the 5 year mark. Sorting the dwarves in age order in Dwarf Therapist shows there are a few dwarves eligible for spontaneous croaking. The world is the standard 250 years old. The dead one has been replaced by a baby, so I'm back at the full count (I think) of 220. It's a fair number of years until any of the children grow up, however (one has grown up, but that's it for a while).

11240
DF Gameplay Questions / Re: Span across cavern
« on: October 26, 2014, 03:20:18 pm »
And a little warning: there may be flying stuff in the caverns, so just because you're off the ground does not make you safe...
Since I'm a whimp, I want to secure the cavern as quickly as safely possible, but before doing that I don't venture out into it until reasonable defensive and sealing measures have been constructed (this typically means sealing the first breach while a safer entrance is constructed).

11241
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 26, 2014, 05:29:39 am »
Thanks Sirbug, that worked!
"Died peacefully" seems to rule out foul play.

11242
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 26, 2014, 03:27:59 am »
Thanks Zuglarkun!

Age is a distinct possibility, since all the three dead were in the death eligible age range. Actually, old age was the first thing I thought of when I found the turkey dead, since it was one of those brought initially. The thing that made me concerned was synchronized death, but if that's the way old age related death works (a yearly spring culling), that's fine, but somewhat shocking when encountered for the first time. Worthy of mentioning on the wiki's "death" page.

11243
Googled Draupnir (= The Dripper): A magical ring owned by Odin in the norse mythology. Every ninth night it produces 8 new rings of the same weight as the original.

Thanks for clarifying the use of a heavy shield vs a light one.

11244
DF Gameplay Questions / Re: Crossbowmen move into melee range
« on: October 25, 2014, 01:34:43 pm »
Probably not it, but there is the issue with combat and training bolts. If they have training bolts only I think they will use melee, but you indicate they did indeed fire. Personally I've given up, so they'll have to use bone or wood in combat as well (not that I've had much of that, though).

11245
Can you control what they do? I thought you could just order them to use stuff and hope they would pick up what you told them to get and then use it in a (at least marginally) sensible way. I guess not giving them weapons would induce bashing behavior, though.

11246
OK. I had the impression that shield material didn't matter though, so it all came down to weight for those, which is why I've gone for leather.

11247
No diamonds, but I've equipped my melee squad with silver hammers and steel armor (I've bought all iron and steel I've been able to from caravans (basically your recommendation), plus a few iron items off the pathetic goblin invasion (only one so far). Since I've got flux I've upgraded the iron into steel. I'm considering trying to equip miners with dual steel picks (one civilian and one military, basically) and steel armor, and I'm toying with the idea of trying to create engineering troops (armored carpenters and masons permanently off duty). I started with copper armor produced locally, and have since gradually upgraded to steel.
Leather shield, leather cloak, steel helmet, gauntlets, mail shirt, breastplate, greaves, high boots, silver hammer * 10. I think that should do it.
The crossbowmen get leather instead, except I use copper gauntlets because they otherwise will throw their leather gloves on the ground when moving from stationed to battle. Currently metal crossbow, but moving towards steel.
copper tips for the ballistae bolts. Due to the blasted problem with crossbow bolt allocation, the crossbowdwarves will have to make do with wood or bone (I try to alternate to use up the supply). Since there isn't any action they're just training anyway.
I've had trouble ordering anything in, though, since my first 3 dwarven caravans came without a liason, the fourth one didn't come at all. The fifth caravan actually did come with a liason, though (that's where I am now, the following spring).

11248
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 25, 2014, 12:09:55 pm »
Thanks, but that doesn't give a clue.

The log is full of my coinstar training and my military sparring, but nothing about either the dwarf or the animals for several weeks.

11249
Well, cave crocodiles are supposed to require water, but there are no water sources in the upper cavern, and I haven't seen any in the second one either (yet). That's not a problem for me as I have aquifer access, though. As indicated, I've neutralized the upper cavern, with one place where I can let in something via a drawbridge door, and a number of places where I can see visitors pace back and forth on my wall. I've had one "interesting" FB visiting, but it killed itself fighting everything that entered the cavern while I was huddling behind my closed drawbridge (and trying to figure out how to survive the fireball hauling titan attacking from above (first hostile creature as well) while huddling behind THAT drawbridge. Cutting trees in the cavern is probably a bad idea for me, as I think it's more useful to cut down anything that regrows on the surface (used to be heavily forested, before I arrived). Travel time and timber yield seems to give poor efficiency for cavern logging.
Money is not really of interest, as I've got lots of gold and silver on the surface, and probably in the cavern as well (haven't really looked).

But I really was looking for what might exist in the stone only(?) levels in between the caverns.

11250
DF Gameplay Questions / How do I find out why death has shown up?
« on: October 25, 2014, 11:45:28 am »
As spring arrives, a ewe, a turkey, and a dwarf are found dead (and short time thereafter the game realizes that and reports it as well). Given the location of the ewe and the dwarf (in the fortress courtyard, with lots of traffic, and the firing range, just beside the melee squads area, with guards present as the spring set in), there ought to have been witnesses, and a lot of dwarves are running around with question marks above their heads (before the game notifies me about the deaths). The Justice screen is empty (well, except for my executed vampire major's complaint that I didn't fulfil a mandate), however, and there is no splattering of blood at any of the death locations. There are guard dogs by all entrances, so I assume any normal stealthed creature would have been detected
Is there any way I can find out what's happening? Looking at dwarf thoughts doesn't seem to provide any clues.

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