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Messages - Snoman

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31
DF General Discussion / Re: Toady is god
« on: July 31, 2008, 11:12:11 pm »
Toady is teh awesomeze. I wonder what the project he was working on this past week was?
wasn't the last week his monthly week off after his monthly 3 weeks continuously working on DF?

32
DF Gameplay Questions / Re: sunsickness or whatever its called
« on: July 31, 2008, 07:15:54 pm »
It is curable by simply making them stay outside, but if they are already unhappy  it's probably a bad idea to try.  Why cure it though, if they got it that bad in first place they probably don't need to go outside to be productive. 
Unless you have your soldiers training outside, that sentiment will last until the first time you need soldiers. "Oh noes, my soldiers are vomitting and getting killed rather than deflecting and dodging!" ;)

Has anyone confirmed whether it is caused by inside / outside or if it is caused by light / dark?

EDIT: According to the discussion page on the wiki, cave adaptation is caused by not entering light squares, so you can prevent this from occuring by making a greenhouse with a glass roof.

you dont need the glass roof. once you expose a tile to the sky, it will forever after be considered light/aboveground. so you can floor over with plain rock if you want.

33
DF Gameplay Questions / Re: Plugging up the ceiling
« on: July 31, 2008, 07:03:52 pm »
Why not remove one wall on the topmost floor, build a one Z level staircase to the ceiling, floor over the hole, remove the outer staircase and replace the wall?

You're only building a single up and down staircase, and only have to remove those and replace the wall afterwards.

This is the best suggestion in the thread, heed it!

(Although I would suggest a ramp rather than a staircase as it needs no downstair built above it.)

Yeah I do this all the time and a ramp is definately the easiest option.

34
DF Gameplay Questions / Re: Dwarf Companion problems.
« on: July 30, 2008, 01:43:34 pm »
Nope, I used it fine before uninstalling it.
well with the patch that came out today or yesterday, its been working fine for me.

35
DF Dwarf Mode Discussion / Re: Smoke and Chimneys?
« on: July 30, 2008, 06:25:08 am »
Dwarves should be able to smoke heavy metals. In pipes.

"He needs to smoke a fat bowl of lead to get through the working day."
lol! that would be awesome! :D

36
DF General Discussion / Re: Dwarf Companion
« on: July 30, 2008, 05:56:01 am »
Yup, I have this problem as well. Changing agility in DC alters strength, changing toughness affects agility. Toughness cant be changed and if you try to put numbers in the strength field it crashes (for me it did anyway).

try temp fix for 39e:
in creature.py(158), change to following

Code: [Select]
strength = LongAt(0x424+0x14)
agility = LongAt(0x428+0x14)
toughness = LongAt(0x42c+0x14)

needs to be verified though.

I tried it and it worked fine so far.

I never bothered reading the code, but once I saw it I realised I so could have done that myself. :-[

37
DF Dwarf Mode Discussion / Re: Questions About Dwarven Economy
« on: July 30, 2008, 12:48:47 am »
I know there's an option for it in the Init files, but how do you activate it? When does it start?

The stuff I'm talking about is ideas for future versions. The dwarven economy as it is now, kicks in (if enabled) after certain population and wealth constraints are met. details are in the wiki.
 I've realised my idea has details to make it work that could be tricky, but I'm out of time, more later.

38
DF Dwarf Mode Discussion / Re: Questions About Dwarven Economy
« on: July 29, 2008, 11:48:16 pm »
<rewrite>
Feudalism just implies that nobles actually own the land and allow the peasants to tend to it in return for providing them with goods or services, like a share of their crops, and it otherwise works like a capitalistic economy.  The peasants are renting the land with their work, in a sense, but are still participating in the economy with anything they do outside of their determined dues.
</rewrite>

That sounds like it could be reasonable in the DF universe. The player could own everything that is made as a result of orders given by the player, the dwarves could be paid for their work and buy goods off the player. If I want a new industrial wing to my fortress dug and outfitted, I simply designate the way I would now, and the dwarves do it. basically as they do now right? But if no orders are given, idle facilities and workers could then be used by the dwarves for their own devices, possibly with a fee for using my facilities. Then you would have the option of playing much as you do now, or putting out a buy order for 20 steel plate armour and letting free enterprise fill the order (which you pay for from taxes).
 Best of both worlds possibly?

What do you guys think? Does anyone know if Toady has elaborated on where the economy is going to go? It seems a bit thin in the devopment page.

39
But if you train with a catapult aimed at opened space, stone can be reclaimed, so it's not entirely without purpose.

Yes, you must conserve that rare and valuable stone.

I just thought of a way to get rid of all that damn stone!

Also a great way to train up legendary seige operators. it takes no time at all. Although my training catapults were made of either masterful or exceptional quality components, which as far as I can tell affects the rate of fire. I trained up my legendary seige engineer on lots of ballista arrows.
 When I had 5 masterful catapults and 5 legendary seige ops all firing at once, it took the entire fortess to keep their stone stockpile replenished. So yeah, good way to use up stone. And you can of course have the stone stockpile next to the catapults only accept non-useful stone.

40
DF Dwarf Mode Discussion / Re: Questions About Dwarven Economy
« on: July 29, 2008, 08:16:50 pm »
If you don't build containers, they'll actually get rather upset.

I think a problem with the economy, aside from the lack of supply and demand, is the inability to have anything other than a command economy. Command economies, of course, are horribly inefficient and require lots of micromanagement to even function. What would be nice, in both a 'this is how it actually works' and 'wow I don't have to micromanage anymore', is if your dwarves could form private enterprises and start doing things autonomously in order to earn the best profit. Like woodcutters would cut wood on their own and try to sell it at a vacant stall, and then craftsdwarves would come and buy it, carve it, and then try to peddle it. Then your traders would come, buy up all the cheap merchandise, and proceed to peddle with the merchants (or once the caravan arc is underway, taking it themselves to foreign lands and trade it for cheap goods there, bringing it back to your fort to sell at high prices). Your miners could be contracted by the upper class to dig grand mansions in an area you designate as 'private land'. And then you can tax them all and use that money to buy private armies, or something. I dunno.

That sounds awesome. What about if you still wanted to do major work on your fortress? pay the dwarves to do it for you from taxes or something?

41
NOOO My magnificant ballista tower. All these years waiting for a siege and now I find they are useless. *Cries*. *Goes to suggestion forum*.

They're not useless if you put them on the same z-level as the goblins. I have a castle with a 3-wide path, about 100 tiles long, with channels dug either side, that way, everyone needs to go down the path to get in. As the path reaches my entrance it turns 90 degrees and then enters the gate of the surface castle. behind fortifications, just on the corner so they can see right down the whole path, I have 3 ballistas. I also have 5 legendary seige operators and a big pile of ammo right next to them. Whenever anyone I don't like comes down the path, I set to fire at will and nothing ever gets close.  ;D

For extra credit, overlap the ballistas so that the ballistas behind fire over the side tiles of the ones in front, resulting in a 3 tile wide firing apeture, that way all fire travels right down the whole path, killing all in its path, and it doesn't go off the side off the path due to being fired in at an angle.
Another tip: Dig the ballista room out of hillside and build your entrance fort over the top. That way the ballista room gets counted as "Inside Dark Subterranean" instead of outside. Then when you set your dwarves to not be allowed to go outside, you can still operate the ballistas, but dwarves dont run outside to collect all the booty dropped by the slaughtered goblins.

42
DF Dwarf Mode Discussion / Re: dwarves ignoring dump orders
« on: July 25, 2008, 03:01:29 am »
ok, so changing inside/outside didn't make any difference. but now one of the parts has been dumped. The rest are stacked up though.  ???

43
DF Dwarf Mode Discussion / Re: dwarves ignoring dump orders
« on: July 25, 2008, 02:32:46 am »
Hmm, well, they're dumping the rocks outside fine. and I have dump zones both inside and outside, but I'll try adjusting it and see what happens.

44
DF Dwarf Mode Discussion / Re: dwarves ignoring dump orders
« on: July 25, 2008, 02:24:23 am »
There is a clear path dwarves are walking over the ballista parts back and forth carrying stuff to other places. I've added multiple dump zones. the zones are getting rocks dumped in them. I've 19 idle dwarves right now. they are marked dump, but not forbidden.

Anything else it could be?

45
DF Dwarf Mode Discussion / dwarves ignoring dump orders
« on: July 25, 2008, 12:50:46 am »
I bet that this is a noob question.
I've got some non-masterful ballista parts marked as to be dumped, sitting in a stockpile, and yet my dwarves will not dump them. Stone gets dumped just fine though.
 I can't figure it out.

Any help would be greatly appreciated.

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