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Messages - Daris

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166
DF Gameplay Questions / Re: Odd Events I Encountered
« on: July 21, 2016, 05:53:42 am »
It's possible to turn off hauling on dwarf jobs with labour management, but to do it on all dwarves would take a while.
Socialize! has the same priority as Worship!, whereas my dwarves were all Worshipping instead.  Believe me when I say that I have a temple now and it does not interfere with work.  It was some kind of early-game bug, not a normal feature.
Interesting, I haven't seen purple tavern tasks yet.

I see a bazillion of them after I deem a military squad legendary enough and put them on rotation instead of 24/7 training.  First they all go to the library and read every book there, then they Worship! and then they Socialize! for days.

167
DF Gameplay Questions / Re: Odd Events I Encountered
« on: July 20, 2016, 08:12:10 pm »
Nah, temple and taverns are different - Praying is more important task than doing a job, Socialize isn't.

Socialize! has the same priority as Worship!, whereas my dwarves were all Worshipping instead.  Believe me when I say that I have a temple now and it does not interfere with work.  It was some kind of early-game bug, not a normal feature.

168
DF Gameplay Questions / Re: Odd Events I Encountered
« on: July 20, 2016, 07:28:43 pm »
I have encountered, in version .42.06, a period of time in which my dwarves refused to work.  In my case, it was building a floor (a very important floor).  Deleting my temple (I didn't have a tavern but it's the same concept) got them back to work, although there was a delay between the temple removal and the resumption of work of about a game month.

I would start, however, with checking stockpiles, especially if you are using wheelbarrows.  Wheelbarrows have important disadvantages.  They have an important bug as well, in which stuff goes in and never comes back out under certain circumstances, which eventually fills the wheelbarrow and renders it inoperable.  If you have three bugged wheelbarrows assigned to a single stockpile, you might find hauling on that stockpile stop.

169
DF Gameplay Questions / Re: best way to weed pastures
« on: July 20, 2016, 05:14:49 pm »
What if you designate a couple of pasture areas. When pasture A gets too choked, you dirt-road it back to bare earth. Move all your grazers over to pasture B while A recovers. Rinse and repeat.
It's a bit fiddly, and won't completely clear out all the saplings and plants, but it'll at keep weeds at a natural level without requiring any alterations of the landscape or your hauling routes. Just a thought.

Good idea, and initially I did pasture rotation in almost this exact manner, but now I have too many draltha for that to be practical.

Yes, I know, the easiest solution is to just not keep draltha, but that feels like giving up.  I was also hoping that there would be some kind of magic bullet that would just make grazers move around some the way they used to in the earlier version, or would delete those dead shrubs and saplings in less than the multiple seasons it takes now for them to disappear.  In this version grazers move to a patch of grass and never budge until the grass has been eaten up, and only then do they move to another patch.  I don't think that was the case before.

170
DF Gameplay Questions / Re: best way to weed pastures
« on: July 19, 2016, 06:47:46 pm »
If you have haulers to spare....

 1) Stockpile: single tile wide by whatever length pasture is, accepts blocks whatever type you want. No bins.
 2) When it gets full, make another on oppisite side of pasture, set to take from first.
 3) Trampling
 4) if you can, make them path thru pasture to fill 1st stockpile.
 
        Goatmaan

HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

With three stockpiles, I could interlink them and create a little circle of hauling whenever trampling is needed.

HMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

171
DF Gameplay Questions / Re: Injured dwarves won't go to hospital
« on: July 19, 2016, 06:17:15 am »
Looking at each dwarf with v-z-enter will tell you exactly which body parts are missing, if any.  If only one leg is missing, a crutch will help, but if both legs are missing then your dwarf will crawl everywhere and there is nothing to be done.

I had this happen to me, and I liked my dwarf too much to get rid of her, so I just disabled all hauling labors (including feed patients/prisoners and recover wounded) and gave her a job as my supplementary brewer.  It took her a while to brew each batch, but her job kept her right on the food and drink stockpile so she never had to go far to eat, and she freed up an able-bodied dwarf to do other jobs.

172
DF Gameplay Questions / Re: best way to weed pastures
« on: July 19, 2016, 06:00:44 am »
Your solution is simple : herbalists. Keep your pastures gather zones too so the weeds are removed automatically.

Already tried it, and answered above why it isn't an acceptable solution.  Short version: saplings.

173
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 19, 2016, 05:59:13 am »
I'm not sure if it ticks off the elves more to go over the lumber quota or to refuse to negotiate a new quota, so I did both this year.  Then I offered the elven caravan one of my surplus feather wood shields, and they promptly left in a pique.  I hope to be at war soon.  The goblins are at the point where they're barely able to muster 10 soldiers for sieges, and Greatercrypts needs some excitement that goes beyond selecting items for a strange mood.

174
DF Gameplay Questions / Re: best way to weed pastures
« on: July 18, 2016, 06:13:58 pm »
I'm running .42.06, so there are temples.  It's an intriguing idea.  I may give it a whirl.

175
DF Gameplay Questions / Re: best way to weed pastures
« on: July 18, 2016, 05:30:47 pm »
I tried pasturing some non-grazers (wild boar) but they didn't move around much, either.  Ironically, the best tramplers were elk birds, and I might re-catch a population if I can't come up with a better answer.

176
DF Dwarf Mode Discussion / Re: My First Bronze Collosus!
« on: July 18, 2016, 05:51:01 am »
Vanilla DF dragons do not have wings and cannot fly, also.  So it is no more or less able to get around than any other land-bound megabeast.

This is my second dragon.  The first burned everything outside my walls.  Then it flew over the walls and burned everything inside.

Then it wandered into a dead room to destroy a loom, so I walled it up.  Problem solved.  I still had about 150 of my 200 dwarves left!

Two years later, I had about six dwarves left, because the fires and smoke finally killed the rest of them  It was a long and agonzing death spiral.  About 100 of them were trapped in a room suffocating to death and I had no way to dig them out.  But the dragon was still sitting in the private room I made it.  It was the pot fire that killed them.  I had a pile of about a thousand wooden pots.  After that I stopped making pots out of wood.  I make them out nice fire-safe stone now!  Wood is for beds, that dwarves can burn to death in, wheelbarrows, that can burn them to death while they are hauling burning corpses away, and stepladders, that no one burned to death on because all the trees and the grass were on fire.

Although, thinking about it, I sort of feel like I never closed the gates, because obviously dragons can fly.  Maybe it just walked in...

(I don't think anyone  actually died of a wheelbarrow fire, but it would have been hilarious)


Cage traps work for even flying things, if you make your entryway 1-z high.  They are still flying, but flying on the same z as the traps, and will be captured by them.

Cage traps are the best against anything that isn't trapavoid, and the list of trapavoid critters is a smaller list than you might expect.  You might expect a dragon, being quite dangerous, to be trapavoid, but it totally isn't.

177
DF Gameplay Questions / Re: best way to weed pastures
« on: July 18, 2016, 05:29:24 am »
The weeds degrade the pasture quality significantly.  Every tile with a weed (alive or dead) is a tile without grass, and when that weed never disappears, eventually the pasture has no grass.

Spoiler (click to show/hide)

You can easily see the difference here between the weeded areas and the areas I haven't bothered weeding.  I started doing it when the draltha started to starve in max-sized pastures, because the effective pasture size was less than 25% of the actual size.

I designated one as a gathering zone once, but ended up with Too Much Food and a bunch of dead saplings instead of dead shrubs.  It delayed the inevitable, but didn't solve the problem.  i run decades-long forts and this becomes a serious issue over time.

178
DF Gameplay Questions / best way to weed pastures
« on: July 17, 2016, 07:27:41 pm »
The short of it is this: in .42.06, pasture management has become an absolute chore.  Animals don't move around at all except to relocate from one patch of grass to another.  This means that there is near-zero traffic and near-zero trampling of live and dead weeds, leading to the pasture becoming absolutely choked with weeds if I don't intervene.

The only way I know to deal with this is to construct dirt roads over the weeds, either in 10x10 blocks, or individually over each weed tile.  Neither one is optimal, as option 1 destroys good grass as well as weeds, and option 2 is incredibly tedious.

Is there a better way?  Is there a way to make grazers move around and trample stuff the way I remember them doing in .40.24?  Areas where my dwarves path through a pasture have some of the healthiest pasture in my game, but I can't make them be everywhere.  Or is there a way to make dead weeds disappear in less than a bazilion years?  I seriously don't remember this being such an issue in the prior version.  I recall areas where there were no animals becoming very weedy, but a pasture with even a few animals would remain good because the animals would trample the weeds and get rid of them.

179
DF Dwarf Mode Discussion / Re: My First Bronze Collosus!
« on: July 17, 2016, 06:55:16 pm »
Dragons are vulnerable to cage traps.  Just saying.

180
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 17, 2016, 03:51:37 pm »
In the first days of the world, a small settlement of dwarves with no past selected Mistem Helpedearthen as their king.  Mistem was not the strongest or most hale of the dwarves, but he was clever.  He realized before anyone else that the world is a dangerous place, and that a single settlement is vulnerable.  It was he who sent two small bands out into the world, to hopefully found new settlements and grow the strength of the Scarlet Lanterns.  Some questioned this decision, as Postdabble had few residents as it was.  Could they really spare citizens?  Could they really send their neighbors out into the hostile world?

Now, forty years later, Mistem has arrived at that new settlement, which has grown larger and more wealthy than Postdabble, more wealthy even than Vaultpaints, the other major success of the diaspora.  Greatercrypts is a far more suitable Mountainhome than its parent city, and so Mistem has brought his queen consort and the outpost liaison to settle beside the great volcano Mint Torches in the Taciturn Forests.

He finds a thriving metropolis, 146 citizens, including himself and the two dwarves he brought with him.  The dwarves here have burrowed into the flanks of the volcano, and have full control of the flat land at the mountain's knees.  All three known caverns are fully pacified, with a quantity of livestock drawn from the caverns' populations; even three types of megabeast have been captured and tamed by the city's four master animal trainers.  The volcano has been tapped for both industry and defense.  The dwarves here eat well, drink well, wear fine clothing, and have fended off a dozen goblin raids, with a few goblins kept in cages in the dining room for the children to taunt.  The goblin general is kept in the duchess' throne room.  Sometimes she and the duchess have conversations.

Mistem is proud of the expedition and their many descendants, but thinks they might be a bit too cozy with the humans, who regularly send caravans to Greatercrypts, and especially with the elves.  He's shocked to realize that the elves impose a unilateral lumber quota and the dwarves of Greatercrypts just go along with it.  The fortress is currently experiencing a lumber shortage, in fact, but the Greatercrypts dwarves are so accustomed to obeying the quota that it never occurred to them to just cut more trees.  "Cut the trees," he says.

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