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Messages - TotalPigeon

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196
I've never managed it with a larger bridge though, thats my point. The construction just continues for ages until I cancel it and build 1x1 bridges over all the stupid items in the way.

197
Puke... if you build a single square bridge over items in the chasm or river, it deletes them. Strange but true.

198
DF Gameplay Questions / Re: Anti-Flood Drawbridge?
« on: April 21, 2007, 10:24:00 pm »
I'm not sure it matters. Just as long as you don't leave any gaps, because a legendary mason of mine once again proved how retarded dwarfs in water are, by standing still in a square with land on three sides.

[ April 21, 2007: Message edited by: TotalPigeon ]


199
DF Gameplay Questions / Re: Tower Cap Forests?
« on: April 21, 2007, 07:54:00 pm »
Shrubs have a very short life span - a couple of seasons at most. After that, they become dead shrubs. I doubt that the cave flood has any effect on a growing shrub.

200
DF Gameplay Questions / Re: Moonstone door
« on: April 20, 2007, 07:52:00 pm »
No, its definitely the first one.

201
DF Gameplay Questions / Re: Moonstone door
« on: April 17, 2007, 01:24:00 pm »
Yes, you have to set the door to be light stone though. Do you have the manager? You should do, if you have nobles. Press U, then M. This should bring up the managers screen. Press q, I think, to add a new order, and type in light stone door. Press enter, select about 5 to be built. Hey presto! You workshop will have orders to build light stone doors. You'll get a message when they're all built, try building a door and look see if you have any made of moonstone.

If you've not got a manager somehow (he's died since arriving or something) you can select to build with light stone from the workshop itself. Select it, go add a new order but before you press enter on door look at the bottom - it should have options to change the material between regular light and dark stone. Just select light stone.
Take note of the manager screen even if you do use the workshop route - it really is an excellent way of setting up work for your dwarves, because they can't cancel all the jobs you just spent five minutes setting up when they run out of wood or bones.


202
DF Gameplay Questions / Re: Fortifications backfire?
« on: April 17, 2007, 01:07:00 pm »
That code could do with a tweak, for sure. Fortifications are next to useless at the moment, when goblin archers are around. They aren't bad for killing off cave creatures though.

[ April 17, 2007: Message edited by: TotalPigeon ]


203
DF Gameplay Questions / Re: which maps have elephants?
« on: April 16, 2007, 04:36:00 pm »
Try glacier or scorching  :D both comes with their own problems, but on the plus side none of the problems are elephants

204
DF Gameplay Questions / Abandoning after hitting adamantine
« on: April 15, 2007, 02:42:00 pm »
Once you've hit the adamantine, if you abandon and then reclaim, does the "Too Deep" message still come up?

Never mind, its on the wiki. And here I was, thinking I was being clever  :(

[ April 15, 2007: Message edited by: TotalPigeon ]


205
DF Gameplay Questions / Re: Lockpicking and Levered doors
« on: April 11, 2007, 12:04:00 pm »
I don't think so, unless it pulls the lever. Don't quote me on this. Actually, I'm going to check the wiki. Hang on a sec...
(edit) The wiki says a door is either wide open or impassable when a lever is pulled. My guess would be that a Gremiln can't get through.

[ April 11, 2007: Message edited by: TotalPigeon ]


206
DF Gameplay Questions / Re: Adamantine artifacts
« on: April 22, 2007, 04:17:00 pm »
Children will do whatever work they want to do, so often they will gain some skills in something - I had a child who seemed to be addicted to farming. He became proficient before he grew up, even though he didn't have to do any work.

207
DF Gameplay Questions / Re: Adamantine artifacts
« on: April 15, 2007, 10:32:00 am »
I think it may be related to the number of successful fey moods. I always end up with dwarves who want some rare gem or other, and I really can't be bothered to dig up the whole mountain for it, so they go insane rather than completing it. But the ridiculous fey moods keep on coming well past five years

208
DF Gameplay Questions / Re: Newb, Looking for Advice
« on: March 29, 2007, 03:38:00 pm »
Everything you need to know about this game is on the wiki. Welcome to Dwarf Fortress    :D you can't go wrong with this free game, especially considering that it is at least as good as any game I've ever bought, and still an alpha to boot. I warn you, the learning curve is horrible, but if you can stick with the game for a few hours you'll realise just how amazing this little sandbox is.

P.S. Fortress mode is where you want to start, and if you can't be bothered to generate a world, which can 20 mins plus, get one off this page and stick it in the data/save directory. Don't download one from bay12games, they are all from seriously out of date versions.

If you have any questions that the wiki doesn't answer, just ask here. This is a pretty friendly forum and someone will definitely get back to you.

[ March 29, 2007: Message edited by: TotalPigeon ]


209
Build something like this...


xxxxxxxx~~~~~~~~xxxxxxxxxxxx
xxxxxxxx~~~~~~~~xxxxxxxxxxxx
xxxx....~~~~~~~~....xxxxxxxx
xxxx════════════════xxxxxxxx
......++++++++++++..........
......++++++++++++..........
......++++++++++++..........
xxxx════════════════xxxxxxxx
xxxx....~~~~~~~~....xxxxxxxx
xxxxxxxx~~~~~~~~xxxxxxxxxxxx
xxxxxxxx~~~~~~~~xxxxxxxxxxxx

x = rock
~ = river
. = cavern floor
═ = raised bridge
+ = lowered bridge

The dwarves get washed by the flood into the raised bridge, but they can't go through the raised bridge (currently these are both impassable and indestructible. Nothing can get through it). This is a guaranteed way to never lose a dwarf to floods, and if you build it right, you can completely block off the river and block any creatures from getting onto the bridge.


210
DF Gameplay Questions / Re: The underground river
« on: March 28, 2007, 12:13:00 pm »
Alcohol shouldn't go off for a long time... maybe beer could start to taste bad after a few years, wine after a couple of decades and spirits after a century or so, though you'd have to play for ages to get to that stage.

Food, on the other hand, should go off fairly quickly, unless salt is implemented or something. Perhaps it could go off over a couple of seasons, though perhaps not during the winter if you're somewhere really cold - perhaps snow could be gathered for freezing purposes? Could be interesting. You should really have to cook food as you go though, and the cooks should only prepare enough to keep everyone satisfied, rather than having countless preprepared meals ready.

Actually, this is giving me ideas, I'm heading over to the old suggestions forum.


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