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Messages - Derakon

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631
DF Bug Reports / Re: Refusal to Metalsmith
« on: October 24, 2009, 03:11:10 pm »
You may also have forbidden the materials the forge is made out of. Use the 't' command on the forge and see if any of its components are forbidden; if they are, then the forge is unusable.

632
DF Bug Reports / Re: NO TRADE
« on: October 23, 2009, 08:09:59 pm »
I don't think this is a bug; just a weird message. You aren't hostile with the goblins, but they won't trade with you either. Of course, Toady's currently set the goblins to attack you regardless of diplomatic status.

633
DF Gameplay Questions / Re: Wounds, Orcs, Idlers and Immigration
« on: October 23, 2009, 04:38:39 pm »
Invaders never starve.

Your expedition leader is basically useless for the forseeable f uture. He might eventually decide to get out of bed. Lungs never heal but you only need one of them; he'll just get winded from time to time. The trick is convincing him to get out of bed.

Things to do with migrants:
 * More hauling
 * Soldiers
 * Megaprojects (large masonry designations)
 * Non-skill-reliant tasks (milling, tanning, butchery, furnace operating, animal training, etc.)

I've not experimented with the population cap much, but it always seems to work for me. Granted I haven't tried a hermit challenge.

Wooden and bone bolts have a 50% damage reduction applied before quality modifiers, compared to iron bolts. Same as any other weapon. Thing is, bolts have a ridiculous ability to score critical hits against vital organs, at which point the target is out of the fight anyway. Bone bolts also can be made in ludicrous quantities (40 from your standard orc, for example), which is helpful given the rate at which experienced marksdwarves fire them.

634
Similarly, when you've selected a material at a forge or glass furnace, the workshop seems to get locked into only making jobs with that material. There doesn't seem to be a way to say e.g. "make a green glass goblet, then collect sand" without quitting out of the workshop controls and re-querying it.

635
There's a list of required workshops on the wiki. Remember to build both magma- and non-magma versions when applicable.

636
DF Bug Reports / Re: Wagons in solid rock wall
« on: October 23, 2009, 12:58:32 pm »
Wagons behave a bit weirdly with respect to walls. There's actually a trick you can pull to get the animals pulling the wagon to step through a wall (and e.g. into a pool of magma) while the wagon itself stays in perfectly logical terrain:
Code: [Select]
#####
...^#~     .: floor
...^#~     ^: up ramp
...^#~     #: wall
#####      ~: magma
This is presumably one of the reasons why multi-tile creatures haven't been made yet: Toady still needs to figure out the logic to get them to move sensibly.

637
DF Bug Reports / Re: Dwarves refuse to work
« on: October 23, 2009, 12:56:00 pm »
What he means by boosting their speed is that he cheated to make his dwarves move faster.

Seeds go in bags. Seed bags can then be placed into barrels, but seeds do not go directly into barrels.

638
Magua: certainly it's handy to put your goods stockpiles right next to the depot. However, at the moment, the depot has infinite capacity for goods, while the stockpiles don't. This will probably be fixed at some point, but in the meantime you can use depots as quantum stockpiles if you don't mind exploits.

639
You want to plan your growth? Use the population cap settings in init.txt. Start out with a cap of, say, 15 dwarves. Once those 15 are ready for the next 15, you can up your cap to 30. Once those 30 are ready for the next 30, you can up it again...

Very simple, very straightforward.

640
DF Suggestions / Re: Obsidian Tanks
« on: October 23, 2009, 10:29:28 am »
Waaaaay outside the tech the game is going for. DF isn't steampunk.

Mobile vehicles have been suggested in many contexts, though, and you can bet that if there's an open 3x3 spot to build on one, somebody will strap a siege engine to it.

641
DF Bug Reports / Re: Dwarves refuse to work
« on: October 23, 2009, 10:26:01 am »
Still, try enabling masonry on all of your haulers and seeing which stones they use to make those constructions.

642
DF Gameplay Questions / Re: Elevation when choosing a site
« on: October 23, 2009, 12:03:10 am »
You're looking for a moderate change in elevation, which is not something the site finder can search for. Its search system looks at absolute elevation relative to sea level. So a floodplain would be low elevation, and mountains would be high elevation, and most of the other stuff is in the middle. To be quite honest, I'm not really clear what having elevation in the finder is good for right now.

643
DF Suggestions / Re: Seperate Masonry and Construction
« on: October 22, 2009, 09:47:11 pm »
Simple:

Stonecrafting takes over all Masonry workshop jobs and gets its own workshop ("Stonecrafter's workshop")
Carpentry takes over all Woodcrafting jobs
The old Craftshop is replaced by a Bonecarver's Workshop
Blacksmithing takes over all Metalcrafting jobs

Did I miss anything? This would make a simpler, more consistent job layout, in my opinion.

644
DF Suggestions / Re: Ponds: Fill until n/7
« on: October 22, 2009, 09:43:48 pm »
The biggest problem I see here is calculating the overall depth of a given section of water. Given connectivities can change at any moment, calculating the total depth of a given area could be quite expensive (even if, in the majority of cases, it wouldn't be).

645
DF Gameplay Questions / Re: irrigated tower-cap farm size?
« on: October 22, 2009, 06:13:44 pm »
Yes, but would it be better to leave a "fallow" undug level between each lever of your towercap farms?

Put another way, does digging out the level beneath your farm more than halve your tree grow rate? If so, then stacking farms right on top of each other is counterproductive.

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