Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - numerobis

Pages: 1 ... 41 42 [43] 44 45 ... 139
631
DF Gameplay Questions / Re: Fertilization?
« on: November 14, 2008, 12:34:39 am »
the wiki says up to 11 with fertilization, up to 6 without it (but 6 is rare, even for legendary farmers, without fertilization).
Informally, I'd say that 6 is the equivalent of a masterwork planting -- that's about the success rate I seem to get with my increasingly legendary farmer.

632
DF Gameplay Questions / Re: Flow question.
« on: November 13, 2008, 10:00:49 pm »
I was thinking I could just use
That would work for something.  I'm not sure what it would work for though.

To your original question: water has no momentum, so whether you open one or both gates, you'll get water out all three outputs.  Water does indeed go through diagonals.

633
DF Dwarf Mode Discussion / Re: Auto-butchering
« on: November 13, 2008, 09:45:48 pm »
In other words, this currently only works with captured, untamed animals.
Exactly.

Oh, it's bug # 000833, so it's on there.

634
DF Dwarf Mode Discussion / Re: Great idea: Disappearing grate bridge
« on: November 13, 2008, 09:44:06 pm »
Nit: Doors need a wall next to them, so you're stuck with floodgates.

You can build a wall, then build a door, then deconstruct the wall. ;)
Oooh, sneaky!

635
DF Community Games & Stories / Re: Nist Akath. Journeys of the Brother
« on: November 13, 2008, 07:36:53 pm »
Would it help if we made this a sticky thread?

636
DF Dwarf Mode Discussion / Re: Great idea: Disappearing grate bridge
« on: November 13, 2008, 06:55:18 pm »
Nit: Doors need a wall next to them, so you're stuck with floodgates.

637
DF Dwarf Mode Discussion / Re: Auto-butchering
« on: November 13, 2008, 05:45:26 pm »
I just tried this. The animals fall and die, and they land on the refuse pile next to the butchery, but they aren't butcherable. Dang.
Is this a bug?
Dead strays can't be butchered.  I reported this, and wasn't very clear about it, so I'm not sure Toady put it on the list (and I'm too lazy to check now).

It makes fish farming hard, too.

638
DF Dwarf Mode Discussion / Re: Megaproject: Paving the Ocean
« on: November 13, 2008, 05:42:21 pm »
Aw man I thought you meant pave the entire bottom of the ocean. Now that would be an engineeringfeat I would be envious of.
Toady fixed it so that dry ocean tiles don't spawn waves, so this will even work.

Dwarf Holland!

639
DF Dwarf Mode Discussion / Re: Great idea: Disappearing grate bridge
« on: November 13, 2008, 05:39:24 pm »
Your floors could just be the tops of walls one z-level below.

For extra credit, make them 5- or 10-z-level tall, smooth, obsidian pillars, so that the falling goblins don't get the benefit of forshortening to decrease their terminal panic.  Put spikes at the bottom.  Then, show it off in 3dwarf.

You might want to make the pattern larger, so that there's always a path for wagons, in case a caravan feels like showing up just as you're demolishing the goblin attack.

640
I've also lost a couple of dwarves to pikes and long-nosed gar.  Anyone have any suggestions about how I might defend my dorfs against these fiendish fish?
Easiest, if tedious: 'd'esignate, 'o', 'r' and mark all the terrain near the rivers (within, say, two or three tiles).  Then your dwarves won't walk next to the river unless they really need to, which reduces the probability they'll corner a fish and make it angry and get sucked in, ne'er to be seen again.  What you're doing is telling the dwarves to prefer walking 12.5 normal tiles rather than one of those bright red tiles (you're not telling them never ever to walk on those red tiles, note, just telling them to avoid them if possible).

Also, make sure you have enough booze, and you have a well or three, so they're not tempted to go drink from the river.

Also, 'i' to designate a zone (mnemonic: "zone" is one of the few words that has no 'i' in it), and, once you designated the zone, 'f' to designate it as fishing.  Mark out some pond (more precisely, land immediately next to the pond) for fishing, and your fisherdwarves will go there instead of fishing small fish out of the river.

Catching the big fish is more work; see I3erent's thread on that ("EuReThRa" is the search term to find it).

642
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 12, 2008, 03:42:48 pm »
Time Elapsed:   25
# Complete:   217
Time Remaining:   124.19
End Date:   03/15/09
This prediction is like those wonderful progress bar indicators when you're installing software: totally meaningless :)

I bet the progress isn't even monotone (I've seen that on some software: the bar gets close to done... and then goes down to only half-done, then it grows, then it shrinks, repeat).  Toady's got the bug-number to squash at too.

That said, # complete is a great way to maintain motivation.

643
DF Adventure Mode Discussion / Re: Cave Exploring?
« on: November 11, 2008, 06:04:18 pm »
FYI, cave exploring is called spelunking.
Cavers sneer at spelunkers, who typically show up with only a flashlight, no helmet, the wrong kind of clothing, and sometimes do obnoxious things like killing the denizens of the cave.

...

OK, yeah, cave exploring in DF is called spelunking.

644
DF Dwarf Mode Discussion / Re: Suddenly Babies, EVERYWHERE!
« on: November 11, 2008, 05:27:10 pm »
My current fortress got to population 24, of which only 6 adults.

645
Time for an embarrassing admission. 

The blinking dwarves are legendary.  I just didn't realize you could scroll down the list of their professions, so I couldn't find the profession they were legendary in.
Ah, yes.  That's a minor nuisance, that the set of professions isn't sorted by skill, but by time of acquisition.

By the way, there's another reason for a dwarf to be blinking.  It involves dragons, fire imps, demons, or magma.  I'm sure you'll figure out what I'm talking about soon enough.

Pages: 1 ... 41 42 [43] 44 45 ... 139