Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - varangian

Pages: 1 ... 4 5 [6] 7 8 ... 12
76
DF Gameplay Questions / Re: Making metal, making tools
« on: November 24, 2010, 08:42:30 am »
You should have embarked with an anvil and a few picks and axes. Start digging and when you hit rock you should be able to construct a Wood Furnace. Use the axes to cut trees and make charcoal in the furnace (you may dig up coal later but you'll still need charcoal). Use the anvil to set up a metal forge and set up a smelter nearby. Keep digging, find ores, smelt ores, make stuff at the forge. If you're lucky you'll find weapons grade ores otherwise it's wooden spears and the like until you can trade for the stuff. Lots of useful tutorials in this forum on the detail stuff but that's the general idea.

77
DF Gameplay Questions / Pet cemetery troubles
« on: November 24, 2010, 07:32:37 am »
So spring came to Furycudgel and a veritable swathe of cats and dogs decided to simultaneously kick the bucket. Some were stray wardogs who I had dumped. Some of the cats and dogs that were pets, and a pet Donkey who also decided that was a good day to die, were hauled off to the magnificent pet cemetery where there are 20+ coffins available for pet burial (there's a dwarves-only one next door).

However some of them are still lying about inside the fortress and no good will come of this. I've already had one bereft Fish Dissector getting stabby with an iron spear just from losing a pet and, although currently safely restrained, watching it decay will just make things worse later on. Is there a bug here? It seems to have been a problem in the past judging by the old threads I found. Settings and coffin availability are both OK, the corpses aren't forbidden and plenty of my 240 dwarves are enabled for burial and have time on their hands. Anything to do or should I just dump the bodies before miasma starts adding to the trouble?

78
DF Gameplay Questions / Re: Soldiers cannot follow order
« on: November 23, 2010, 02:44:05 pm »
Have you allocated ammo to the squads in the military screen? In these recent versions just having ammo available in stockpiles doesn't get your marksdwarves shooting as it would have done a year or so back. I made this mistake and until I read up about it in the wiki I was also cursing the idle wretches.

79
I haven't seen any way to do this either. However the m->e->P (Priorities) screen is quite useful as it not only shows you what each squad member has grabbed but also lets you bump particular squads up the pecking order. I find this handy as my approach is to start with a few squads who pick their own weapons and when this produces a few competent swordsdwarves with some kills then spin these off into a specialist squad. As these badasses are better fighters than the raw recruits who've replaced them in the old squad I make sure the new squad gets first pick of weapons and armour.

80
DF Gameplay Questions / Re: Put some *&%& clothes on!
« on: November 21, 2010, 07:37:52 pm »
I'm getting the same thing, except one step further.  My combination axedwarf + woodcutter (seemed like a good idea at the time) removes all his armour when he goes off duty, piece by piece — he'll run out, do some task, and then I'll see him returning his shield to a stockpile or something.

But the worst of it is, he'll eventually do the same for his axe.  At which point he can't even cut wood, so he'll just ignore any treecutting designations altogether.

I had a similar problem. Set up a squad of talented axedwarves the captain of which was a woodcutter who came with good axe skills, logically enough. He did his share of killing when the occasion arose and, when I stood the squad down for some R&R, returned to his first love of chopping down trees. To which end he discarded his fine steel batteaxe and scampered out with a chestnut training axe. I think he managed to cut down a tree with this but it proved tragically less effective against the goblins who ambushed him. He will be missed.

81
DF Gameplay Questions / Re: Foreign weapons and armor sizes
« on: November 21, 2010, 07:29:42 pm »
The wiki page @ http://df.magmawiki.com/index.php/Weapons#Foreign_weapons

covers this. Unless I've misunderstood dwarves can use them and you'll find the occasional immigrant who's got some skill with blowgunss or whatever, although I've never seen one actually arrive with one of the weapons he/she is supposed to be skilled in.

As for clothes if it's large or narrow then it won't fit dwarves. Although getting dwarves to put on any clothes, regardless of size, once the ones they're wearing have rotted away is challenging.

82
DF Gameplay Questions / Re: Ice (I think?) question
« on: November 19, 2010, 04:42:36 am »
Freezing/thawing happens instantly it appears. I learnt this recently when a couple of my dwarves and pets were flash frozen in an ice wall - they just happened to be walking through a partly drained pond at the wrong moment. However this just appears to be at the tile level, the actual spread of winter happens more gradually. Your world may differ but in mine freezing starts in the south of the map, so when I see the brook starting to freeze I deny access to dangerous areas and make sure any tree felling and so on occurs away from ponds/streams, and likewise in reverse when it thaws. This seems to work reasonably well.

83
DF Gameplay Questions / Re: Bookkeeper / Manager won't work!
« on: November 17, 2010, 06:25:42 am »
Have you changed the bookkeeper settings to medium or higher? The default low precision setting seems to amount to him thinking of a number and saying that's it, he/she won't spend much time in the study working that out. On higher precision levels you should see a stocktaking type job appearing from time to time and, once skilled enough, the stocks screen will always be accurate if you select highest precision.

As for the manager side of things are there >20 dwarves in the fortress? My understanding from the wiki is that the managerial functions only kick in past that point. You shouldn't need to turn off all other jobs for these nobles either, I don't overuse the manager screen but I set up regular brewing/cooking queues and my manager seems to be able to process these and still keep himself a proficient carpenter on the side.

84
DF Gameplay Questions / Is acne now part of the simulation?
« on: November 17, 2010, 05:58:05 am »
I ask because, after transferring my save to the .17 version, I'm now finding puddles of dwarf pus about the place. I'm used to blood trails showing up when dwarves decide to go for a paddle through the decaying remains of assorted intruders on the refuse heap but pus is a new one. No obvious source, unlike blood no one claims ownership of the pus, and I don't appear to have any dwarves with suppurating wounds that might be the other logical source. I do have lots of children though, the mayor alone has dropped 10 so far, so I wonder if the emulation of growing up has taken an unexpected turn.

85
DF Gameplay Questions / Re: Most valuable crafts
« on: November 17, 2010, 04:19:55 am »
Prepared meals, especially if you have quarry bush leaves.  That and serrated disks.  Seriously, they put all other crafts to shame.

Prepared meals are definitely a winner but I wouldn't dismiss crafts entirely. My current fortress has donkeys and horses galore and the regular culling produces lots of bone and horn to dispose of. One my bolts supply is taken care of I just get the craftsdwarves to churn out bone crafts, decorate with bone/horn, make totems and so on. They got to master level in due course and from that point on one bin of Finished Goods, filled with an assortment of bone knick-knacks and the odd goblet (as I'm also awash in gold), is all I need to haul out to the depot to pay for everything I want from the caravan and leave the trader with enough profit to make him a happy man/dwarf.

86
DF Gameplay Questions / Re: Easiest Way to Raise Happiness?
« on: November 15, 2010, 05:48:09 am »
For the general populace I've found that a legendary dining room (i.e. lots of chairs and tables, smoothed floor and engraved walls) is a good start. Get food production going and restrict cooking to your best cooks and before you know it you'll be churning out masterpiece lavish meals for the dwarves to chow on.

For an individual it's worth looking at their likes and seeing if you can provide them one or more things. My Captain of the Guard got depressed after the death of a friend and either got enraged if made to train or unhappy about being relieved from duty. But he liked donkeys and a fey mood had produced a masterpiece cage so I built the cage in his bedroom, chucked a donkey in it and he now thinks it's Royal quality and is over the moon. Fortunately the other nobles haven't cottoned on yet.

87
DF Gameplay Questions / Re: Urist gets stuck while filling a pond
« on: November 15, 2010, 05:38:07 am »
Yes, I realised an outdoor bath wouldn't be functional all year in my fortress's climate but I didn't worry as one bath a year is probably all the average dwarf can take. I hadn't counted on assorted pets, children and adults having such a strong inclination to encase themselves in ice when the chance arises. I rolled back to an early save and locked the door that would allow a through path through the bath but when the freeze came a new batch decided to sacrifice themselves to the Ice Giants. Looks like I'll have to wall the area off to make it safe.

Some kind of whirlpool spa with magma heating sounds exactly like the kind of perilous pleasure a red-blooded dwarf would want to use so I'll add it to my projects list.

88
DF Gameplay Questions / Re: Urist gets stuck while filling a pond
« on: November 15, 2010, 03:58:56 am »
Can't answer the dwarves getting stuck filling ponds, but freezing and thawing happens instantaneously, so it's not that your dwarf and cat weren't moving, they were just in the wrong place at the worst possible time.

Ah, my mistake. I assumed that because other stuff was modelled to minute and frequently irrelevant levels of detail that freezing would happen in a realistic fashion as well.

89
DF Gameplay Questions / Re: Military noobie question
« on: November 14, 2010, 03:08:49 pm »
This page in the wiki: http://df.magmawiki.com/index.php/DF2010:Military_interface

has pretty much all you'll need. The sections on alerts and defending burrows will be of particular relevance to your current problems.

90
DF Gameplay Questions / Urist gets stuck while filling a pond
« on: November 14, 2010, 12:52:33 pm »
So I set up a pond to give my dwarves a nice bath on the way to the sculpture garden and maybe learn how not to drown. This worked quite well but the water turned red from washed off blood so I decided to drain the pond into an underground room and add dimple cups to my agriculture base from the result. I re-designated the area as a pond to get it filled up again and pond filling jobs appeared in the list although no water seemed to reach the pond. Eventually I noticed a dwarf with a bucket standing in a water source zone (1 tile on land, 1 tile on a brook) and he had pond filling as his activity. The bucket had stale water[4] in it but nothing more appeared in it and a game day or two later Urist was still there, now hunger and thirsty. On cancelling the job he scuttled off for provisions but what got him stuck in the first place? The water source appears valid when I checked the zone - was it the water already in the bucket that stopped him?

On a related note the bath, which has steps either on each side of a central channel, later became a scene of tragedy as first a cat then a dwarven child became encased in ice. This seems distinctly odd as there was no water in it to start off with, though an ice wall appeared when winter came. How does a dwarf, let alone a cat, move so slowly as to get encased in ice? I could understand this if they had no means of exit and got covered in snow but they could easily get out.

Pages: 1 ... 4 5 [6] 7 8 ... 12