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 - RickiusMaximus

Pages: 1 ... 9 10 [11] 12
151
DF Gameplay Questions / Re: Stockpile Mistake
« on: May 23, 2008, 03:28:00 pm »
Yeah I've noticed this too- basically what seems to happen is that each stockpile is given one empty barrel/bin. Whenever this barrel/bin has an item put in it (it doesn't need to be full) then another empty barrel/bin is brought.

Unfortunately if there are a large number of items brought to the stockpile at once  the barrel carriers cannot keep up. I guess what happens is when a barrel carrier gets a task to carry a barrel the barrel is tagged as whatever stockpile item it is due to be used for before its actually been moved to the correct stockpile.


The problem should solve itself eventually...


152
DF Gameplay Questions / Re: Making a roof out of bridges?
« on: May 15, 2008, 04:35:00 pm »
Nope, bridges do nothing raised or lowered...

I had hoped to use a similar system to stop water from freezing under a skylight   :confused:

I recently wrote a page on mega constructions, you might find some of the tips in constructions techniques useful...

http://www.dwarffortresswiki.net/index.php/Mega_Constructions


153
DF Gameplay Questions / Re: why are my dwarves getting wounded?
« on: May 15, 2008, 04:32:00 pm »
A hammerer don't need no reason- he is the reason...

...then reason nobles rooms are fitted with waterproof doors and sprinkler systems...


154
DF Gameplay Questions / Re: Too much food, no barrels for drinks
« on: May 15, 2008, 04:39:00 pm »
Seeds really ain't that big a deal IMO- you can only ever have 200 of each seed type so you just make enough bags to have 200 of each and that's an end to it.


Same for the barrels, just churn the lil' buggers out- two or three carpenters workshops, and buy as many barrels (regardless of content) off the traders, soon you'll have so many barrels the clutter in the kitchen will be your biggest concern!


155
DF Gameplay Questions / Re: Well...I have a problem with my well
« on: May 15, 2008, 05:42:00 am »
If you (q), (or is it k?) on the well it should tell you if it is dry or not...

156
DF Gameplay Questions / Re: Unable to build: Creature in the way
« on: May 15, 2008, 06:30:00 am »
Ok, unable to build what?

And is there any full cage traps in the way?


157
DF Gameplay Questions / Re: Moat /Dam/Unit list questions
« on: May 15, 2008, 04:56:00 am »
Generally anything that ends up in my moat ends up there because they are flung off a raising drawbridge- into 7/7 water.

So far nothing has survived, indeed nothing has even moved from the square they landed in so I assume there's no swimming involved- Either they are stunned and thus drowned or your moat isn't deep enough I guess...

Although now I come to think of it nothing has ever swam over my moat anyway- I can think of a good way to achieve both the drowning and the stopping if they do though- build you moat two z-levels deep and only fill one z-level with water

[ May 15, 2008: Message edited by: RickiusMaximus ]


158
DF Gameplay Questions / Re: Tomb question.
« on: May 15, 2008, 06:08:00 am »
Don't worry- dwarfs only need tombs when their alive!

159
DF Gameplay Questions / Re: Some questions
« on: May 15, 2008, 05:51:00 am »
Wow, I don't know if any of you guys have ever actually played on terrifying biomes but I think you'll find that your hunters and fishermen don't last very long!

I would recommend relying solely on internal farming and having a big drawbridge to lock yourself in...


You'll also quickly find that even 20 dwarfs arn't enough, you want at least 5 of each basic profession- particularly miners, masons, stone detailers and farmers.

Then at least two of every other minor profession, as there is less work in minor professions you don't want to have to many dwarfs doing them as they will take ages to skill up.

Once you have all your professions sorted then draft everyone else, you need at least 10 marksdwarfs. Not to mention 20 guards and 10 royal guards once you get bigger.


160
DF Gameplay Questions / Re: Infinite magma: is it possible?
« on: May 16, 2008, 11:30:00 am »
The only thing I can think off (which doesn't really answer your question, I know) is to drain your large pool of magma into a smaller pool of magma.

This would at least ensure that its deep enough to use for forges...


161
DF Gameplay Questions / Re: A Natoin in The Tundra
« on: May 15, 2008, 06:17:00 am »
But you cant lock out trolls- they just break the doors down   :confused:

162
DF Gameplay Questions / Re: question about kitchens
« on: May 15, 2008, 06:11:00 am »
When your dwarven economy gets started up poor people can only afford easy meals (don't worry, they wont starve if you don't have any) but they will end up spending the lions share of their money on food.

Its best to keep a good mix of all three meal types as food production shouldn't really be an issue after your first year.


163
DF Gameplay Questions / Re: Rescuing wounded soldiers?
« on: May 15, 2008, 06:14:00 am »
Check their wounds- if they're really badly injured particularly spine, lungs and brain you might want to consider, erm, leaving them a pistol with a single bullet?

164
DF Suggestions / Animal Husbandry
« on: June 07, 2008, 07:14:00 am »
Animal husbandry is basically a selective breeding program used to breed the strongest, or fastest animal possible.

We give all animals strength and agility stats similarly to the dwarfs. But these stats are untrainable.

With the use of cages or pens the player could breed specific animals together combining the best of each stat to create more powerful offspring.

For example- if you have a strong male dog and an agile female dog then breeding them together would create a strong, agile dog. You could even add a little variation in each litter of pups so that some are slightly more agile or strong than the others...

As these stats increase the animals value would also increase, allowing you to see good animals to caravans or even buy good animals to increase the stats of your own stock.


165
DF Suggestions / Re: A use for tallow: Make grease
« on: April 11, 2008, 12:59:00 pm »
How about gear assemblies which start fires if their not greased   :eek:

Pages: 1 ... 9 10 [11] 12