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Messages - RickiusMaximus

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61
DF Gameplay Questions / Re: Liaison Automatically Leaves Unhappy
« on: August 04, 2008, 10:51:32 am »
what.

62
DF Gameplay Questions / Liaison Automatically Leaves Unhappy
« on: August 04, 2008, 10:13:54 am »
Every time my dwarven liaison arrives he leaves unhappy right away.

I read somewhere that this happens if you discover Adamantine and the king arrives in disguise.


Is there any way out of this? I desperately need flux :-(

63
DF Gameplay Questions / Re: soldiers going outside randomly?
« on: August 03, 2008, 02:28:45 pm »
Could it be that they are going for water?

Or are they possibly set to chase enemies and harass wildlife?

64
DF Dwarf Mode Discussion / Re: DRAGON ATTACK in a 77 population fort!
« on: August 01, 2008, 10:15:15 am »
But... I use bridges the other way.  They cover over a path from below when they're down, and allow people through when they're up.  That fix wouldn't help.

Hang on a sec though- lowered drawbridges are not indestructible! Trolls will be able to demolish this and enter your fort anyway...

65
DF Gameplay Questions / Re: Plugging up the ceiling
« on: July 31, 2008, 07:53:50 pm »
Would a hatch cover work?

Build a second staircase, put a hatch cover over the first, link it to a lever, open it to deconstruct the second staircase, then close it again.  That would also have the advantage of letting you get back out if you wanted to expand the tower in the future.

I like this one, if only because it's flexible.

...and distructable!

66
DF Dwarf Mode Discussion / Re: DRAGON ATTACK in a 77 population fort!
« on: July 31, 2008, 07:14:09 pm »
Dammit my kryptonite  >:(

67
DF Gameplay Questions / Re: Plugging up the ceiling
« on: July 31, 2008, 03:34:52 pm »
Why not remove one wall on the topmost floor, build a one Z level staircase to the ceiling, floor over the hole, remove the outer staircase and replace the wall?

You're only building a single up and down staircase, and only have to remove those and replace the wall afterwards.

This is the best suggestion in the thread, heed it!

(Although I would suggest a ramp rather than a staircase as it needs no downstair built above it.)

68
Bet you just missed out the greatest artifact ever!

Either that or something humourous like a two-handed weapon  :D

69
DF Dwarf Mode Discussion / Re: DRAGON ATTACK in a 77 population fort!
« on: July 31, 2008, 02:59:44 pm »
The easiest way to fix sieges would be to allow gobbo crossbows to damage drawbridges and for broken drawbridges to fall back down as bridges. And nerf traps.


For a little more effort you could make catapults (working similarly to wagons) that could attack drawbridges, once again causing them to fall back down as bridges.

70
DF Dwarf Mode Discussion / Re: Best way to capture a Giant?
« on: July 31, 2008, 02:22:29 pm »
Build a row of cage traps outside your drawbridge (or even around the entrance to the cave if you don't get attacked).

Cancel all mining jobs and remove 'miner' from everyones labour list.

Find an expenable dwarf and activate 'miner' in his labour list.

Designate a dig square inside the cave.

The expendible dwarf will enter the cave and the second the Giant moves towards him cancel the dig job and create another one inside your fort. (You also might want to order all dwarfs indoors at this point but I'm not sure if this will stop the minor leaving the cave... experiment!)

The giant should follow your dwarf all the way back to your fort and get trapped in the cage trap.

71
DF Dwarf Mode Discussion / Re: Cats; Tribbles?
« on: July 31, 2008, 01:26:47 pm »
Remember- It is no coincidence that 'kittens' rhymes with 'mittens'...

72
DF Dwarf Mode Discussion / Re: Labelling Levers
« on: July 31, 2008, 01:18:14 pm »
I didnt know about the note function  >:(

What I do is dig out a minature replica model of important areas of my fort and place the levers where the actual floodgates/bridges are!

73
DF Dwarf Mode Discussion / Re: Room Value and Doors
« on: July 29, 2008, 07:57:48 pm »
Three things, that, while obvious, could still be your problem.

1. When you say "smoothness" does that mean they are only smoothed, or are they also engraved?  Engravings can have different values, so if a legendary engraver worked on one, and a dabbling engraver worked on the other, there would be a huge difference in room value.

2. Are your rooms in different types of stone.  A room with a "smooth native platinum floor" will have a much higher value than your standard granite one.

3. Does your room designation include the door? (I'm assuming it does, but you never know if you forgot to hit + one last time)

If neither of these are your problem, then I guess door quality does not count towards room quality.

Possible solution: Set the door as internal; then the room designation will hopefully include it as a piece of furniture.

1. Nope, only smoothness

2. A little difference but not enough to change the value substantially

3. Defiantly as large as it can be made

I tried setting it as internal and making the room stretch out the door and it worked!!!

So doors dont count towards value unless set to internal

74
DF Dwarf Mode Discussion / Room Value and Doors
« on: July 29, 2008, 12:46:17 pm »
Does anyone know how doors affect room value?

I have two tombs, both are identical in size and 'smoothness', however-

Room A has- an exceptional golden sarcophagus worth 1500
                  a masterful golden door worth 3600

Room B has- a masterful golden sarcophagus worth 3600
                  an exceptional golden door worth 1500

Both rooms should be identical in value however room A is a 'Fine Tomb' and room B is a 'Grand Mausoleum.'

I also have Room C which has- a well-crafted golden sarcophagus worth 600
                                          a cheep ass rock door worth 30

Room C is also a 'Fine Tomb' which means that that 3600 golden door is actually completely worthless...

75
DF Dwarf Mode Discussion / Re: My first strange mood!
« on: July 29, 2008, 12:24:31 pm »
I believe this to actually be a glitch in the way furniture is incrusted...

If you set one single gem on repeat then the jeweller should put one gem on each piece of furniture.

If you however set a number of gems on single in the queue then he will stick them all on the same piece.


Also be careful that the furniture is close to the workshop or you'll be entered into a special program called "Jewellers encrust the darndest things"

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