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Messages - Derakon

Pages: 1 ... 196 197 [198] 199 200 ... 237
2956
Stones have no more affect than the scattered socks and mittens that invariably end up cluttering the barracks. They're just so much more random trash.

2957
DF Gameplay Questions / Re: Agile sleeper
« on: June 01, 2008, 11:24:00 pm »
quote:
Originally posted by Ruttiger:
<STRONG>Does agility affect the length of time it takes to do crafting jobs?</STRONG>
I don't really have any reason to believe otherwise, as it appears to affect speed at everything else. Agility is really a measure of the amount of time that must pass before the dwarf gets to take another action - that is, it affects speed in all things, whether they require precision or no. Assuming that crafting, like mining and construction, consists of making a set number of actions to create an object, agility would allow the dwarf to make those actions more rapidly, thereby reducing the amount of time needed to make the object.

2958
DF Gameplay Questions / Re: 2 problems
« on: April 14, 2008, 12:30:00 am »
Dwarves won't pick up items owned by other dwarves, though. If a dwarf drops his owned sock (possibly because he found a better one), then he's the only one that can reclaim it, and they don't do that very often. Additionally, wrestlers can steal their opponents' clothing while sparring (or in combat), and will eventually drop it.

I'm not aware of any reasonable fix for this issue. You'll just have to accept a messy fortress.


2959
DF Gameplay Questions / Re: 2 problems
« on: April 12, 2008, 07:46:00 pm »
If someone dies, then their belongings should become unowned. This is why you hear all those stories about civilians rushing out to pick up a pig-tail left sock that happens to have a bit of dwarf blood on it...

2960
DF Gameplay Questions / Re: a number of issues in my last siege
« on: April 12, 2008, 01:23:00 pm »
Sieges spawn from a random edge on your map (and in fact, each squad in the siege spawns in a different location), so distance depends entirely on how far your fort is from the edges, which in turn depends on how big your region is. Goblin squads don't move very quickly because they're trying to stick together; otherwise they'd get strung out and a single marksdwarf could pick them off at his leisure.

2961
DF Gameplay Questions / Re: Evil map
« on: May 05, 2008, 11:36:00 am »
You...uh, you are aware that this thread is over a year old, right?

2962
Here's a screenshot of my courtyard layout, while I'm still working on fleshing it out:

What I have here is several important things:

* The three-wide gaps in the walls house currently-open floodgates, which are controlled via underground levers. This allows me to totally block access to my fort, as well as to trap goblins in a death room.
* There's an access for my marksdwarves to shoot into the death room. If I ever get enough wood, I plan to put catapults back there too.
* There's a tower to provide access to the area about the death room. Eventually I plan to put a magma cistern into it so that all I need do to kill goblins and destroy their trash is trap them in the room and pull a lever.
* There's a long corridor leading to my main fort entrance. This does two things: block line of sight and create a chokepoint for placing traps. The plan is that the goblins arrive, charge into the traps, start fleeing (at which point I close the floodgates), and then are trapped in the death room, at which point I have many options for dealing with them.

Currently this is all actually indoors, but I'll be digging some channels around the staircase to make that be outdoors (and then walling the channels so goblin marksdwarves can't shoot my entrance-dancing civilians).


2963
DF Gameplay Questions / Re: getting rid of animals
« on: April 12, 2008, 12:26:00 am »
If they haven't been adopted (or, in the case of cats, haven't adopted anyone), simply butcher them. Or put them in cages to deal with later. If they've been claimed as pets, though, you'll have to either hope they get killed on their own, or kill the owner before dealing with the pets.

2964
DF Gameplay Questions / Re: How do i deal with 2 caravans at once
« on: April 11, 2008, 07:59:00 pm »
This should never happen. Try making a second depot?

2965
DF Gameplay Questions / Re: Magma and flux
« on: April 12, 2008, 12:28:00 am »
I'm still on my second year, so I've seen each caravan precisely once. I am of course asking the humans and dwarves to bring all the wood (and barrels) they can possibly fit onto their caravans.

I wish you could ask for bins, too. Oh, well. I just have to burn through all that leather and cloth I bought.


2966
DF Gameplay Questions / Re: Magma and flux
« on: April 11, 2008, 10:22:00 pm »
Generally you should set up your fort so that imps aren't even a problem, by setting up far away from the vent and only going to it to dig the one square needed to connect your magma access pipe to the supply. If you want to build next to the vent, though, bring a marksdwarf along with you, with a copper crossbow, and make some wooden bolts. Just station him near the vent and he'll eventually shoot all of the imps. They have really puny health. This is a heck of a lot easier than trying to seal off the magma.

Edit: my current fort has a volcano and flux, but no fuel so far. Trees? Hah. I'm on a glacier.

[ April 11, 2008: Message edited by: Derakon ]


2967
DF Gameplay Questions / Re: Magma and flux
« on: April 11, 2008, 07:16:00 pm »
Each volcano typically has several nearby magma vents which don't necessarily follow the "rules" for rock. So while volcanos typically only have igneous extrusive layers, the nearby vents can be just about anything.

Even without that, you can find magma vents in totally random locations, but it takes a lot of searching because volcanos are the only magma that shows up on the regional map. You can spend a long time looking for a mountainside with magma, trees, running water, sedementary rock, and flux.


2969
DF Gameplay Questions / Re: How do i train admin skills
« on: April 11, 2008, 05:24:00 pm »
IIRC dwarves will also train appraisal by shopping, if you have the economy turned on.

2970
One possibility that comes to mind is that, while in flight, two of the animals temporarily occupied the same square, and that that somehow cancelled their vertical velocity.

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