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Messages - Loctavus

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301
DF Gameplay Questions / Re: Rat Pit
« on: April 02, 2008, 04:38:00 am »
quote:
Originally posted by Awayfarer:
I wish by dwarfs would quit eating the pets I gather for them. Why live food (particularly disease-ridden vermin) is preferable is a mystery to me.[/QB]

I think taming the darn things stops this, I had a massive cage full of rats just sitting there. I periodically had it dragged off to the kennel to have them tamed boost my tamer's skill a bit. These were the rats I had no idea what to do with, and they never got eaten, mostly because I had it hauled off to the kennel after every bout of hunting.


302
DF Gameplay Questions / Re: Rat Pit
« on: April 01, 2008, 08:53:00 am »
Huh, invincible rats.

Where is a good place to store them to be eaten? Will they get eaten if they're caged or do I have to store them in a clutter of animal traps in the stockpile, and just have lots of traps?


303
DF Gameplay Questions / Rat Pit
« on: April 01, 2008, 08:02:00 am »
I'm trying to come up with a reasonably compact way of dealing with the teeming vermin I catch in my traps. I've tried various combinations of pits and I'm wondering if my latest idea would work.

(yes I am obsessed with murdering vermin, and maybe some kittens)


__t  *** z1
__*¬*** z2
***X*** z3

_ is open space, and * is rock/walls

t is a pressure plate which opens the grate ¬. So, a dwarf is assigned to toss something into the pit stands on it to do so.  Rat lands in the water X, then the grate shuts behind it, leaving it trapped to drown. The body is also safely away from my dwarves when it rots. At least, in theory.

Would that work? Or Are Rats liable to get out of a 2z pit half filled with water and a grate?

It would be relatively simple to build, I'd have to mine out z2 and build a channel, fill it with water, place the grate and then wall it up again.

[ April 01, 2008: Message edited by: Loctavus ]


304
DF Gameplay Questions / Re: Various Questions.
« on: March 31, 2008, 07:34:00 am »
Yeah I had a few cage births after I stuck all my cattle in cages, along with a camel and a horse which were unlucky enough to be wandering around when I arrived. I let them go again to breed, when I was more confident that my dwarves could retrieve them back into a cage if I needed to do so.

I have some (lots of) other questions too, mostly to do with animals.

1) Vermin. I'm still looking for an efficient way to deal with them that doesn't involve letting cats roam around my fortress, but requires little direct handling from me. It'd be great if you could assign whole creature types to things as well as individual animals. like put all live rats here, etc.

How far can a rat fall and survive? I made a 1z deep pit to put them in, but rather embaressingly they all escaped when I started dumping them in there. Would filling it with water help? My current solution is to catch them in animal traps and then assign them to a cage I have set up beside my animal store. I even took the cage down after a while and dragged it to the kennel. So now I have a cage swarming with tame rats that I don't know what to do with. I might flog it off to someone when I can eventually figure out how trading works.

2) Taming wild/large animals, how is this done? Also, do you positivley -need- a dungeon master to train some of the more potent beasts, and if so, how the heck do you obtain one? I apparently have to catch them first, but how. Does this involve going out and taming them on site or do I have to catch them somehow? The only way I can see to do this is to wait for the stupid things to blunder into a cage trap. My hunter tends to get a bit knuckle happy and invariably brings back a corpse. But then, that's what he's supposed to do really.

3) Pets, benifit or bane? I've only been playing with the game since this weekend but I've already seen a few stories of entire fortresses going mad due to pet cats and dogs that get caught up during altercations with goblins. I've kept a tight reign on my animals so far, and not let any of my dwarves get attached to them.

4) This leads me to my next question, keeping dwarves fed and happy. I'm fine until immigrants start arriving. I'm not sure how to keep such masses fed. Also my dwarves are constantly complaining of bad water. That and they're thirsty. I did designate a drinking zone, and they -are- using it. But apparently not enough. Being thirsty is slowly making them angrier and angrier. This is my only real problem other than forcing them all into a barracks. Most of their bad thoughts were about miasma until I moved the refuse outside, my skulls were apparently quite stinky, even after the other bits rotted away. But the state of the water is getting quite bad. They're drinking from a brook too, not a pond.


305
DF Gameplay Questions / Re: Various Questions.
« on: March 30, 2008, 11:38:00 am »
Ok thanks for your reply.

I checked my woodcutter after finding there was nothing wrong with the axe. Somehow woodcutting had gotten turned off! Hopefully that should fix it, he's in bed at the moment.

I spotted a whole thread on killing dwarves (d'oh!) after writing that post.

Lastly, any help with the animal problem is appriciated. Do they still breed if they are chained up?


306
DF Gameplay Questions / Various Questions.
« on: March 30, 2008, 11:05:00 am »
Ok, this game is awesome, however I have a problem with my current fortress. I'm still learning the controls too, but here's some questions.

1)
Somewhere along the line, my woodcutter dropped his axe. I think this is from when he ran into a miasma but I'm just not sure. Examining his inventory shows dwarf blood on his back. I've tried building a weapon store under the fallen axe but nobody has moved it around like they seem to like doing.

Nor can I persuade him to pick it up again. I've assigned him axe in the military menu, but still he's not going to pick it up. It doesn't help that he's my only woodcutter and I need wood for a furnace, i'm up to my ears in copper ore.

2) How do I turn immigration off? I was doing fine until eight dwarves showed up with their kids! I'm still getting used to handling a small number of dwarves and they're eating all my darn food without being too useful. Alternatively, how can I turn excess dwarves into useful food?  :D

3) is there any way of fencing in cows without chaining them all up with ropes? I tried stuffing them in a room with a door but they all escaped the minute someone opened it, and I don't really want to keep them cooped up in cages, or running loose over the countryside.

[ March 30, 2008: Message edited by: Loctavus ]


307
DF Gameplay Questions / Re: Installing my fortress in a mountain
« on: May 21, 2008, 05:44:00 am »
For whatever strange reason, dwarves don't like slogging though mountain ranges to set up camp.   :roll:

I think this is hard coded into the game, but it's not exactly the surface you're embarking onto, just it's distance from the edge of the mountains. Cliffs might also have something to do with it. They just can't drag a cart up four z levels in one go. I believe you can have an entirely mountainside embark area, but it has to be reachable, and therefore on the edge of the mountainside. If you want bare rock all over it's just a matter of hunting around a bit for the right spot.


308
DF Gameplay Questions / Re: Can Siege Engineers go fey?
« on: May 20, 2008, 09:54:00 am »
As I understand it, anyone can go fey, I don't think it's nessicarily based on what they're good at, but what workshops you have available. So yes, a siege engineer can have a fey mood (I've never had a fey mood mind) and as far as I'm aware, he's equally likely to lock himself in in the clothier's workshop, kick your tailor out of it and then make an artifact sock  :p

He'd become a legendary tailor as a result though.


309
DF Gameplay Questions / Re: More Fields in Window?
« on: May 20, 2008, 09:51:00 am »
I've tried tweaking this myself and as far as I can tell you only make everything bigger. You can always try pressing tab in game though. That toggles the menu and the minimap, so you can have one of the two, or neither, giving you three times the view of your fortress when you need it. The menu still pops up when you select a tool or an option though.

310
DF Gameplay Questions / Re: Economy questions
« on: May 20, 2008, 08:52:00 am »
Right, well if it's not the lack of dwarfpower then it must be some kind of storage problem. It seems they can reach the barrels if the brewer can, so it's not that. You could always try a dedicated empty barrel storage near the brewer, see if that doesn't wake them up. I'd also check things like the allowed barrels/bins in your various stockpiles, see if that isn't affecting something if you changed any of them.

311
DF Gameplay Questions / Re: Economy questions
« on: May 20, 2008, 08:19:00 am »
I've not seen dwarves use coffers either, but providing you make them out of nice materials and to a reasonable quality they -do- increase the value of rooms you put them in, so making shiny coffers and putting them in dwarves bedrooms will make them like their bedrooms more and as a result, make them happier. You might get thoughts like 'admired own fine coffer' and things like that.

In regard to things just sitting in the workshops, this is irksome I know. In this situation I would peer at the jobs list (j). See if there is any store item jobs for the barrels there. It may be your haulers are overworked, distracted or lazy. I presume this is the workshop where they were made and there is no reason why they wouldn't be stored unless you deliberately forbid them or denied their storage.

So yeah, find out what your haulers are doing. And maybe drop them into a pit of rabid kittens. See if that doesn't liven their ideas up.

As for your liason guy, I'm not sure. I've seen them chasing around after my miners for seasons trying to conduct a meeting. My best suggestion is to wait, he'll sort himself out...hopefully. If not, or if he tries wandering off to do something else, draft the sod. Even a split second in the military seems to do wonders for their attention span.

[ May 20, 2008: Message edited by: Loctavus ]


312
DF Gameplay Questions / Re: Wealth vs Exported
« on: May 20, 2008, 08:32:00 am »
I'm curious about exported wealth, because mine always remains suspiciously at zero. I've given them upteen crafted items in exchange for stuff. Or is this value soley in profit?

313
DF Gameplay Questions / Re: miasma or vermin
« on: May 20, 2008, 06:59:00 am »
On the other hand, vermin make good dwarf kibble. I capture them with dwarf power and shove them in a cage. Besides, cats are a known cause of the dreaded downward anger spiral. I usually designate a couple of haulers as trappers and make sure the animal store is close to the food store. As long as I do it periodically it keeps the vermin down without corpses. Just don't designate a dwarf who's terrified of rats as a trapper. He'll have all sorts of memories relating to his paranoid fears. I just put a door on my indoor refuse as well, that tends to keep the miasma contained. Hardly anyone goes in there apart from my bone crafter.

314
A zone you could designate as a 'safezone' would be really handy, like a meeting place they'd assemble to if you set the order and they wern't in the military, causing them to cancel all tasks bar basic needs until you let them go.

315
DF Gameplay Questions / Re: Pathfinding
« on: May 21, 2008, 06:02:00 am »
This is why I now build my fortresses in layers rather than following the instinct of making big sprawling levels. The bonus of this is a relatively compact fortress, especially if you riddle the levels with stairs going between them. This takes full advantage of the fact that stairs have a distance of 1.

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