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Messages - varangian

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121
DF Gameplay Questions / Hydrophobic dwarves
« on: October 15, 2010, 05:09:44 am »
Many of my dwarves periodically tell me that they've 'Cancelled job clean self: Area inaccessible". I really don't what to know what inaccessible area is being talked about but I thought I'd get them cleaned up. So I set up a really nice outdoor sculpture garden, much larger than the existing one, with a caged bronze colossus centrepiece as an additional talking point. Then I dug out a pond, 1 tile across, in the corridor to the garden. The dwarves duly filled the pond up, though to 7/7 instead of 6/7 as the wiki said ponds get filled to.

This, I thought, shouldn't be a problem, at least for many of them. Outside the fort there's a 7/7 brook, 4/5 tiles wide, that numerous dwarves merrily splash through whenever there are logs or other items to retrieve. However no dwarves will venture there, even when I remove the designation for the other sculpture garden. I assume it's the water that's the problem and I'd expect the poor swimmers to avoid crossing it until the level drops down, but there seems to be some more fundamental problem. What could this be?

122
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 14, 2010, 11:50:13 am »
go to his inventory, scroll down to his quiver, hit enter.

It should show the bolts he's using there.

Thanks, I did remember that eventually and found they were using metal bolts for their archery practice. Still can't make any sense of the ammunition equipping screen, I've tried toggling settings but it doesn't seem to make any difference. On the day Toady makes the various menus all work in a clear, consistent and logical fashion I will make a generous donation. I think my money will be safe for a very long time.

123
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 14, 2010, 08:42:28 am »
last i heard the whole thing was bugged and you could end up shooting out all your metal arrows and using wood in combt and there was basically nothing that could be done, but that was a while ago.

Well there's always that. Although since explicitly equipping squads I've noticed some of them toddling off to the archery range and loosing off some bolts, haven't caught them doing that before. But are they using the right bolts? Who can tell, whilst I can see detailed descriptions of ancient smears of blood on a dwarf's left testicle the inventory screen doesn't tell me what kind of ammo he's carrying. Grrr.

124
DF Gameplay Questions / Quick question on ammunition equipping
« on: October 14, 2010, 08:15:08 am »
My military haven't had much to do so far but I read up the wiki article on squad management and thought it was time to get more organised. So I go to the m->f screen intending to set my marksdwaves to use bone/wood for training and metal for combat. I had reckoned without the world's most perverse interface, cunningly designed to make a simple job confusing.

So for a given squad I add a new bolts item and set the material type to metal. The letters CT appear next to them. At the top I'm told 'C: Use in combat' and 'T: Use in training'. This suggests that pressing 'C' will set the selected item for combat use but doing so causes the 'C' to disappear (I was expecting something like a colour change to green, similar to cooking permissions). Similarly with the 'T', though I might assume I don't need to touch that as I don't want to use these bolts for training.

I'm guessing (the wiki didn't help here) that the CT actually indicates that the given item will be used for both combat and training and that pressing 'C' is in fact stopping the use of these bolts for combat, despite what the key legend is telling me. But I thought I'd better find out before sending the a squad out to fight the next Giantess with nothing but harsh language.

125
DF Gameplay Questions / Re: outdoor farming
« on: October 11, 2010, 10:57:51 am »
So, i guess it was my own fault.
I had made an underground farm, and removed the ceiling, to make it outdoor. I guess strawberries wont grow there..
Is there anything that i can grow like this?

Join the club, the definition of indoor as 'not exposed to the elements' does not apply in DF. I once built a lovely greenhouse to grow my outdoor plants in safety before learning the same lesson. You can always roof it over again and have a perfectly good indoor farm.

Different plants need to be processed in different ways and it's not easy to figure out what and where to do it. Fortunately the wiki article http://df.magmawiki.com/index.php/Plants provides all you need to know. From it you should be able to figure out what outdoor plants your dwarves are likely to gather and start up a proper outdoor farm once you've got some seeds banked. Longland grass and strawberries are my favourites as they can give a bit of variety in the drinks cabinet. And strawberries roasted with donkey tallow and prepared goats' intestines makes a delicious meal. Or so my dwarves tell me.

126
DF Suggestions / Minimum stock levels - taking from workshop
« on: October 07, 2010, 07:45:47 am »
Sorry if this has been suggested before, did a search and didn't find anything but that doesn't mean it hasn't come up using different terminology. The basic idea is straightforward, to avoid those irritating situations where you schedule a bit of plant processing to bags and brewing drinks only to find that there are no bags or barrels around. Then you schedule some bag and barrel making to find there's no cloth and wood around. What I'd like is self-motivated dwarves who'll get on with jobs, like hunters do, providing they've been given some targets to work to. A way that came to mind is this:

1. When designating a custom stockpile have an additional option to say that it takes from a chosen workshop. In so doing the items allowable items in the pile would only be those the workshop could make.
2. For each such item set a minimum stocking level, with zero being the same as forbidden.
3. When the size of the stockpile is set it must be at least big enough to take the sum of all the minimum stock levels set.
4. Only items produced by the linked workshop are allowed on the pile. When the workshop produces an item for which the minimum stock requirement is already met it will be taken to a generic stockpile (or clutter the workshop).
5. Dwarves only take items from the pile if said item cannot be found elsewhere.
6. Other stockpiles cannot take from workshop linked stockpiles to avoid unintended over production.

Conceptually the system would require a manager and a bookkeeper in the fortress, the latter to monitor stock levels and notify the former of shortages. Jobs would then scheduled by the manager at the appropriate workshop. It might be sensible to limit the maximum size and number of such stockpiles, only one per workshop and a limit to the total number the fortress could support to avoid absurd stock levels (do that manually if you must), the idea is to make sure you've always got a few doors, beds and so on available if you need one in a hurry.

For things like wood obviously this model doesn't work but what you could do is allow wood stockpiles to have a minimum stocking level and then designate a logging zone. When the stock ran low the woodcutters would go to the logging zone and chop some more wood. I imagine this is within their capabilities as if hunters can track down goats running round the map then woodcutters should be able to home in on static trees.

127
DF Gameplay Questions / Re: Hunting, how long is too long
« on: October 06, 2010, 11:35:47 am »
I don't think you need worry about Hunters/Rangers/Trappers. I never have anyway. Providing they've got the equipment they need they'll just wander out when they feel like it and come back when they've made a kill/capture or they're tired, hungry or thirsty. Sometimes they sleep in the dirt and get unhappy but give them a nice bedroom and a well stocked booze cabinet and such minor discomforts are of no consequence.

128
DF Gameplay Questions / Re: Siege operators - still cowards?
« on: October 06, 2010, 11:21:06 am »
They'll still flee in utter pants-wetting terror.
...
Personally, I find siege engines to be an extremely specialized way of killing threats to the fortress, and only use them when my melee or ranged militaries cannot approach the enemy, such as when facing forgotten beasts that spew poison, or when attacked by great demon spiders (from my own mod).

Thanks, I feared that would be the case. Last time I tried using them I found that by the time Siege Operators got their nose out of the beer barrel and reached their weapons it was just in time to run away as by then the goblins were knocking on the door. Perhaps Toady should add Artillerist as a military specialisation one day to make them more useful.

129
DF Gameplay Questions / Siege operators - still cowards?
« on: October 05, 2010, 01:22:02 pm »
Last time I played DF for any length of time was about a year back at which time I could set up catapults and ballistas and let dwarves take potshots at any passing wild life until they were experienced siege operators. Then, when the goblins turned up, said siege operators would leg it swiftly away despite them being (more or less) safe behind fortifications with vast numbers of traps and the militia between them and the sharp end of a goblin spear.

Now I'm setting up my .14 fortress ready to transfer to .16 when goblins will once again be visiting. Will siege operators still run away screaming or do they now stick at their post and see how many goblins they can hit? Would drafting them into a special siege squad stiffen their backbones?

130
DF Gameplay Questions / Re: Military patrols, how long is too long
« on: October 05, 2010, 12:17:39 pm »
I wouldn't worry about it. I had my squads on a month on/month off schedule and they still whinged about a long patrol (spent in the barracks, watching demonstrations and drinking booze from the handy stockpile) and then complained about being relieved from duty. Regardless of this they're all ecstatic on account of the great bedrooms, tastefully arranged statues and fine own cabinets I've provided. Unhappiness from military duty (at least any that doesn't involve losing limbs) seems to be of minor consequence providing you attend to their other needs.

131
DF Gameplay Questions / Re: Military Unhappiness
« on: October 04, 2010, 10:02:25 am »
I have all my dwarves on rotating schedules, training two months, and getting one month off.

Does the schedule have much effect? I set up a month on/month off schedule for my first squads and, not having read the wiki, expected them to toddle off of their own accord in training months to a barracks to spar, as they would have done a year or so back when I last had a serious play. Of course nothing happened so, having read the wiki, I then changed the settings at the barracks to train squads. This got them training but all that seems to happen is the schedule changes them from Recruit to Milker and back again but they just keep on watching Dodging Demonstrations etc. in the barracks regardless. To get them off duty I have to cancel the barracks setting, so it seems I might as well leave the schedule empty as I'm managing their activities manually anyway.

132
DF Gameplay Questions / Re: can't produce soap
« on: October 03, 2010, 05:19:09 pm »
I put in work orders for soap, and I've seen it appear on the queue and slip off the queue, but the amounts aren't increasing in the hospital or z-stocks. So where did it go?

Maybe a bit obvious but do you have a designated manager with a little office to work in? I can't remember whether you can access the menu and set up jobs that won't be actioned because you don't have a manager, but that would be a very DF kind of thing. If do have everything necessary then you should either be seeing progress reports and an announcement when the order is complete or periodic red messages saying why the soap maker can't fulfil the order.

133
DF Gameplay Questions / Re: How much is enough for a moody dwarf?
« on: October 03, 2010, 06:01:06 am »
The wiki says such sketches indicate a need for cloth or thread. I discounted the former as there were many bins full of assorted cloth available that I'd acquired in trade, thread was the only thing I had limited supplies of.

134
Do you have any suggestions for a reasonably-safe way to prevent cave adaptation in the civilian population?

The wiki suggests an outdoor sculpture garden and I've tried that with reasonable success. Most of my dwarves are able to tolerate sunlight for a while and get happy thoughts from looking at the sculptures in the process. The garden is on the surface inside the main perimeter with additional defensive walls so it's no more dangerous than anywhere else.

135
DF Gameplay Questions / How much is enough for a moody dwarf?
« on: October 03, 2010, 04:02:00 am »
Urist McSecretive snagged a craftdwarf's workshop and swiftly grabbed some ore and gems. According to the wiki her sketches of stacked cloth, skeletons and stacked leather indicated a need for thread, bones and leather. The fortress had plenty of bones available and bins full of leather but I slaughtered a couple of my (many) surplus donkeys, which she liked for their stubbornness, to be on the safe side. Of thread I had [41] and couldn't produce any more until the next harvest. I thought this should be enough but Urist just sulked in the workshop before going insane.

If I interpreted the information given out correctly the next thing Urist wanted was the thread and only 1 unit was need. Now it's fairly obvious what 1 unit's worth of rock is, it's a rock, but is a unit of thread the same as thread[1] or is there a minimum quantity needed to satisfy the needs of a moody dwarf? Urist had no particular preferences when it came to cloth so I assume it was the amount that was the problem, so if I knew what that was I could make sure I always had sufficient in stock for next time.How

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