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Messages - OmahaMH

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31
DF Gameplay Questions / Re: Trained Animals
« on: November 28, 2018, 09:31:33 am »
Preferences (v-p). Should be a work animals option.
It is slightly buggy in that if you assign an animal then move to another dwarf it'll still show the previous dwarf's work animals. Swap the screen to inventory or general to get around that.

It appears to keep track of the total number of animals assigned and not individual.  For example, I have a very successful war dog program and I have been assigning each infantryman two war dogs.  (Because I want to maximize the chances of my newly minted spearmaster going berserk in the middle of a fierce battle as his friends and dogs die.)  However, even if I exit the "v" menu and do each dwarf individually, the "x work animals assigned" always lists the total, even if each dwarf only has 2 (verified on Z-animals screen).

Once I hit a total of 10 assigned, it will not allow me to assign any more dogs to any more dwarves, even though I have a large number of available animals and one and a half squads' worth of dwarves looking for wingmen.

32
DF Gameplay Questions / Re: Cant get marksdwarves to train
« on: November 28, 2018, 09:25:39 am »
I created my first dedicated crossbow squad last night and set them up with ten targets in their barracks, hoping many would shoot at once.  I'm observing that only one shoots at a time, and always at the same target.  They all /seem/ to be getting experience (up to level 2 marksdwarf after a couple of realtime hours) but I'm wondering why only one goes at a time.  I think my ammunition settings (train with bone, which are constantly being produced, fight with metal, which I should make more of...) might be off.

Ten targets in a row, all designated as rooms assigned to the squad (T but not I or Q) and a cabinet nearby defines a proper barracks (that overlaps most of the archery "rooms") with TIQ for the squad.  I had originally channeled in FRONT of the targets to allow bolts to be reused, but then they stopped using the targets, which I think is because they need to be able to access the front of the target physically?  So, I constructed a floor over the channel.

I'll report back if tweaking ammo or changing anything establishes a more impressive firing line.  Speaking of ammo, if I've designated bone bolts for training and metal bolts for combat, do the dwarves carry 25 of each and use what is necessary at the moment, OR will they keep bone as long as they're training, and then delay when I order them to station or kill while they drop the bone and pick up some metal ones?

33
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 26, 2018, 02:13:52 pm »
Last night I had my first goblin siege of a fortress I had just created a couple of days ago.  My military is inexperienced but 20 strong and decked out in the best arms and armor we can forge.  That's right, head to toe in copper!  (I am hopeful to find some tin soon so that I can produce bronze in quantity.)  I've been importing as much iron and steel objects as I can to melt them and turn them into weapons.

The battle was waged on the shores of a river, during which no less than three goblins and two of my own slipped and fell into the water, succumbing to watery deaths.  Only one dwarf died in actual combat.  The loss of two to the river was made even more devastating by the fact that their squad was called "the Trekkies" and had its soldiers named after Star Trek actors.  Rest in peace, "Shatner" and "Dorn."  :(

The same river claimed the lives of two dwarves not long after embark, after they were attacked by carp, I believe.  They too dodged into watery graves.

34
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 20, 2018, 04:29:01 pm »
Q:  Doctors (or patients) like to leave cloth, thread, and sometimes soap just lying on the floor or bed of the hospital.  Does this interfere with the usage of said resources or of the bed or operating table that has stuff on it?  Dumping doesn't seem to clear it up.  I haven't tried shutting down the hospital, dumping it, claiming it, and then re-opening.

Q:  Do dense crowds and high traffic contribute to grumpy dwarves?

35
DF Dwarf Mode Discussion / Re: Ethical vs. Practical
« on: November 20, 2018, 02:44:14 pm »
I make a habit of slaughtering any non-adopted animals the migrants bring with them. FPS reasons, and the grazers are just going to end up starving to death standing around the meeting hall anyways.

Hey, me too!  Unless they include or complete a mating pair of a useful species.

Useless animals in my forts usually get slaughtered for sweet leather, but if my stockpiles are overflowing with meat, I turn into a merciful god and stuff all the animals into a single crappy cage and sell them to traders. Crippled war animals are beasts of honor and it would be disgraceful to deny them the glory of death in combat.

It was through their sacrifice that the dwarves they protected were able to survive to eat another meal, and through their final assignment that those same dwarves had a meal to eat.  There is honor there!

36
DF Dwarf Mode Discussion / Re: Ethical vs. Practical
« on: November 20, 2018, 11:21:36 am »
Generally ethical here. If the war dogs can walk, they're worth saving. If nothing else, as lookouts and kobold alarms.
Then again, I do make a point to hand that one weak, slow, fragile, unskilled new dwarf a pick to tap the volcano.

It probably makes me sound like even a bigger jerk to say that I'm in the middle of a controlled dogsplosion so there are plenty of pups that can replace the injured ones.  :-X

37
DF Dwarf Mode Discussion / Re: Fortress full of vomit?
« on: November 20, 2018, 10:17:29 am »
Can't be tavern-related, I'm still trying to get the room dug out for that. I think I found the problem, though: one of my haulers sustained an injury to the guts in the last werebeast attack, and it seems he'd rather wander my fortress occasionally puking than go to the hospital. If I turn off his labors and set him in a burrow that only covers the hospital, can I push his AI to get treated so he stops doing this?

If he's been attacked by a werebeast, vomiting may soon be the least of your problems.  If you have a hospital, what does his diagnosis say?  (Go to the Z page, on the Health Tab)

38
DF Dwarf Mode Discussion / Ethical vs. Practical
« on: November 20, 2018, 09:30:36 am »
Where do you go on the practical-vs-ethical scale?

I slaughtered a bunch of injured war dogs after a battle because they weren't useful in their current role any more.  Ethically?  Abhorrent!  But from a practical point of view, it was the best use of those resources. 

I already expect that most answers will be in the practical camp since this is the community that suggests eliminating greedy nobles by pounding them into the ground with a drawbridge.

39
DF Dwarf Mode Discussion / Re: Doctor Loop
« on: November 17, 2018, 07:59:52 pm »
Yes, the guy in  traction bench had a list of diagnoses a mile long.  I suspect insurance fraud.

The good news is he's out of the hospital.  I didn't get a found dead notice either so that's good.  The other guy is still huffing and puffing. 

Thanks, experts!

40
DF Dwarf Mode Discussion / Doctor Loop
« on: November 17, 2018, 04:31:15 pm »
I have a functional hospital for the first time ever in my DF career.  I am so proud!

Several dwarves have already cycled through and seem to be doing ok, but two cases concern me:

one is a Dwarf who is in a traction bench and has been there for some time while others have come and gone.  Meanwhile, the doctor keeps going to him, leaving, then immediately looping back.  his job seems to be stuck at "diagnosing patient."  Is he stuck between two tasks or something?  Interestingly, I think the patient himself is a medical dwarf.

Also, there is another dwarf who is flashing unhealthy (red cross) and according to his medical report he is having trouble breathing.  He is not taking himself to the hospital though.  Is he going to die?  :(

41
DF Dwarf Mode Discussion / Re: Well Access
« on: November 16, 2018, 02:40:44 pm »
I would check the water source and see if it is fresh water or not.

You know, I never looked at it.  I just assumed that it was, but we all know how far assumptions will get you in this goofy game.  I will check the next time I play.

42
DF Dwarf Mode Discussion / Re: Well Access
« on: November 16, 2018, 02:34:37 pm »
Is it possible that it is getting backlogged because of the massive time required to draw the bucket chain up the stack you dug out? Are you sure it is even possible to draw water from it at all? It might be too tall of a distance. This is purely conjecture i dont know that much about wells.

It is definitely producing water because I had also designated a pond and the dwarves were slowly filling it.

My take would be looking at the drinking orders (o-z and then optionally d) to see that there's no "Zone-only drinking".

Well is Active if it has 3 or more water somewhere below. Water source (for zones) is active only if there is 2 or more water directly level below. So in this case the well may be active, but the zone (if there is a zone near well at all) would have 0 as water source. If "Prefer zone drinking" is set, and the dwarves still can't give water, then maybe giving water requires actual water drinking zone?

I can't test it, because I don't have patients right now, and I always set artificial wells as water sources (with water multiple Z-levels below, starting immediately one level below).

I'll look at those orders, thanks.

Do you have enough spare buckets to haul water to and from the well?  You need a lot of them, since dwarves are constantly misplacing them.

I'm pretty sure, but I can always build some more.

Finally, this whole thing became moot when a child beat the CMD to death with her own shoe in a fit of rage, shutting down the hospital.  He was pretty good at his job, too.

43
DF Dwarf Mode Discussion / Well Access
« on: November 16, 2018, 09:41:44 am »
Realizing a pump stack was far in the future, I channeled a long vertical shaft into the caverns and built a well to pull water from the underground lake.  (I am in a tundra and there is absolutely nothing usable on the surface.)  I am aware of the risk this presents for unwanted entry, but I needed water to open the hospital.

The well is definitely active (shows as such, and I see the bucket going up and down) but I was getting spammed with "Urist McBonesaw cancels give water:  No water source" is that an indication that the well is busy (i.e. a long line), or will doctors not use a water source that is outside the hospital?  Knowing that wells can be stacked vertically, I went superscalar and put three more wells directly underneath that one, but that didn't address it.

Then the situation came to a head when patients died in their hospital beds from dehydration.  I wouldn't be as upset if two of them hadn't been my master brewer and my master mason!

44
DF Dwarf Mode Discussion / Re: Animal breeding
« on: November 15, 2018, 12:56:25 pm »
Well, let me correct.  I have heard that it works if the male is in the cage, but that it WILL NOT work if the female is the cage.  Next time I play I'll try it.  I can only play for a little bit at a time but I'll be derned if those pigs don't get pregnant every time.  I'll report back if I notice it not working once the boar is penned up.

Naturally this is a pointless exercise because the pasture is tiny anyway and they clearly have no trouble getting pregnant as-is, more of a "stupid trick" I suppose.

45
DF Dwarf Mode Discussion / Re: Animal breeding
« on: November 15, 2018, 12:19:46 pm »
Ok, so multiple males don't increase fertility at all?  My plan is, for non-grazers (i.e. the pigs in my current fortress) to put the male in a cage in the center of a 9x9 pasture where the females are milling around it.  (I will NOT ask for the specifics on how males are able to mate while in cages, but I know that it works.)

If doubling up on studs was more productive, I'd adjust it to a 5x3 love nest with two males caged off center and a parade of ladies along the outside.

This is getting rude, fast.

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