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Messages - Teiwaz

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16
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 05:24:23 pm »
It took a while, but i think it *might* have worked: my test-dwarf equipped himself with new equipment as it was made, but ignored anything previously built which now seems to be unuseable. (Although his insistance on wearing two socks on one foot seems to have prevented his wearing an iron boot on that foot.)

I've built more equipment and assigned my other dwarves into new squads, and they seem more or less okay. Not sure whether that's because this has fixed the problem, or because there's now such a shortage of useable equipment, though.

17
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 04:46:09 pm »
Some human merchants killed the Hydra, but now the giant, 3-tailed, feathered tyrannosaurus has stolen a barrel from a donkey and is running around beating the humans over the head with it.

18
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 04:41:30 pm »
Do you have an arsenal dwarf assigned?

Did you let them put all the equipment away first?

Yes, and yes. But I now don't think that the issue is reserved equipment - there's a large amount of armour that was never moved from my forges that he's also ignoring.

Also, he successfully collected 2 socks (which are part of the uniform as it's set to replace clothing.) However, he's put both socks on one foot and left the other one bare!

I'm leaning towards turning off invasions and forgetting a military.

19
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 04:30:42 pm »
I deleted every squad and added an OCD dwarf to a new one. He didn't grab a ton of armour and weapons - but he didn't grab many at all. It appears that all the weapons previously claimed by an OCD dwarf from a squad that no longer exists are now reserved for their use, or something. I'm going to try melting down all that kit and remaking it.

20
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 03:31:40 pm »
Ugh, yes, I've begun to notice this becoming more widespread. How do I strip them? I tried resetting my squads but it just made matters worse - they dropped all their equipment, but then I reassigned them they ran off to get new equipment, and then went back around to pick up their old stuff, too!

Hmm. Have you tried assigning them "No Uniform"?

No luck. They just put on even MORE stuff when I restored them to their old uniforms. also tried setting the uniforms to "replace clothing," no luck. And it's still happening in today's new version. :(

This is becoming troublesome. I now have a Hydra, and a 3-tailed, eyelidless tyrannosaurus waiting outside my fortress, and I can't do squat about it because my dwarves refuse to put down their training axes!

21
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 02:53:20 am »
Ugh, yes, I've begun to notice this becoming more widespread. How do I strip them? I tried resetting my squads but it just made matters worse - they dropped all their equipment, but then I reassigned them they ran off to get new equipment, and then went back around to pick up their old stuff, too!

22
DF Gameplay Questions / Re: Getting dwarves to STOP TRAINING!
« on: June 19, 2010, 12:16:27 am »
Worked! Thanks!

23
DF Gameplay Questions / Getting dwarves to STOP TRAINING!
« on: June 18, 2010, 11:50:08 pm »
I have 2 dwarves which won't stop training. They're both peasants, and I'm trying to get them to work some pumps to build stamina and gain a noncombat skill so they don't complain about their squad going on leave. But nothing I can do will stop these guys from training - including removing them from their squad! I tried re-adding them to the squad, stationing the squad, and then removing them from it while they're on station, but they just go right back to individual combat drills.

...Also, they keep collecting more and more equipment. Multiple mail shirts, multiple axes, multiple shields. These dwarves are seriously OCD, or something.

Any ideas for fixing these guys?

24
DF General Discussion / Re: Above or below?
« on: June 17, 2010, 03:06:10 am »
Uhh... Teiwaz, that's the worst of both worlds, not best. What would be good is a belowground fort aboveground. Carved walls and floors ftw.

All my buildings are natural rock left alone when I carved out the cavern, and are fully smoothable/engraveable.

25
DF General Discussion / Re: Above or below?
« on: June 16, 2010, 11:47:29 pm »
Currently, I'm working on option 3: building an aboveground fort underground. As in, it's an aboveground-styled fortress with walls, buildings and towers, built in massive, carved-out chambers underground. Best of both worlds ...Except for the amount of extra stone you end up with. More than a third of my population are legendary miners, and I'm pretty close to converting them all into stonecrafters...

26
DF Suggestions / Re: Feces vote
« on: May 29, 2010, 11:14:03 pm »
Dwarf Fortress is a fantasy simulator. Dangerous things living in the sewers are a key fantasy trope.

Dwarf Fortress is a medieval industry simulator. Biological waste was a critical part of industry - from fertilizer, to fuel, to the production of leather, cloth, a building material, for cleaning, and for medicine, amongst other uses.

As for you prudish types, I have some required reading for you. Now stop worrying about the possibility of someone else maybe having some fun with the game in a way you find so shockingly inappropriate that it apparently gives you the right to impose your hang-ups on others.

27
DF General Discussion / Re: Current IRL Masterworks
« on: May 14, 2010, 07:18:18 pm »
http://www.guedelon.fr/

Guedelon, the reconstructed fortress of experimentation

This is a masterwork fortress.
It is constructed of limestone. It is encased in scaffolding of wood and bristles with schoolchildren. All craftsmanship is of uncertain quality.
On the fortress is the image of an arrow in paint. The arrow is pointing towards the bathroom.

28
DF Suggestions / Let us name squads!
« on: May 10, 2010, 03:21:10 pm »
Please let us (optionally) name our squads using the "name your fort / group" interface. It's annoying having to create and delete squads over and over just to get a name that sort of makes sense. If we could enter the squad names, it would help organization - so I cold call my archer squad which is on duty the "bowdwarves of summer" or something like that rather than have them called "paddlerash the tombs of mystery," which sounds like some bizarre frathouse initiation ritual.

29
DF Gameplay Questions / Keeping the millitary happy
« on: May 06, 2010, 12:58:52 am »
I have a millitary problem.

If I leave them on duty, they get upset about being on duty for too long, and throw tantrums.
If I leave them off duty, I have no military, and they don't train.
If I give them a schedule which gives them off-duty time, they get unhappy thoughts about "being relived of duty" and go berserk even faster than if I left them on duty.

Has anyone figured out how to keep their military happy / avoid "relieved from duty" unhappy thoughts? Do I just bite the bullet and build a mist generator in all the barracks?

Also, is there any way to get dwarves to use training weapons automatically? They seem to ignore them, and I've lost a number of dwarves to sparring accidents.

30
DF General Discussion / Re: Anyone else a bit thrown by caverns?
« on: April 16, 2010, 02:23:19 pm »
Recently, I've been experimenting with treating caverns like the "outdoors." the first thing I do is dig some stairs down to the cavern, and then I build my fortress cut into the space around and below the cavern layers. It allows me to get farming set up much faster, and underground "tree" mushrooms are abundant down there. The caverns can be kind of dangerous, but it allows me to have a proper undergorund fortress and get a well and food production up and running faster, which I'm finding is an issue again in this version of DF.

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