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Messages - i2amroy

Pages: 1 ... 675 676 [677] 678
10141
DF Gameplay Questions / Re: 100% CPU Usage with nothing else?
« on: May 23, 2008, 05:23:00 pm »
Something that I found helps a lot is to turn off weather in the init file. Weather doesn't really affect actual gameplay that much, and it can reduce the amount of processing like you wouldn't believe.

10142
DF Gameplay Questions / Re: assigning rooms
« on: May 21, 2008, 09:13:00 pm »
quote:
Originally posted by Solara:
<STRONG>After you build a bed (or whatever), just 'q' over it. You should get the option to make it a bedroom and then assign it. (I don't have the game open at the moment so maybe someone else can tell you the exact keystrokes if you're still having trouble...)

[ May 21, 2008: Message edited by: Solara ]</STRONG>


The exact keystrokes are 'q' and then 'a'.


10143
DF Gameplay Questions / Re: Young 'uns
« on: May 21, 2008, 09:01:00 pm »
quote:
Originally posted by Samyotix:
<STRONG>As far as I know yes, foals yield slightly less meat and bones than grown animals.

Not sure about chunks. The amount of skulls you get for butchering foals and adult animals is the same - one   :)</STRONG>


Yes, chunks is the same. An animals size creates the number of meat/chunks you recieve from butchering it.


10144
DF Gameplay Questions / Re: Couple more or less technical questions
« on: May 21, 2008, 09:11:00 pm »
I have found that this works best for a corral.
 
quote:
Originally posted by kaypy:
<STRONG>If you would rather a pit than a cage, here is how I currently do it:

code:

###############
###############
##.........+,##
##.........#,##
##o........#,##
##X#########,##
##rrrX<+,,,#,##
##########,#,##
##,,,,,,,,,#,##
##+#######X#,##
##,,,,,,,,,,,##
###############
###############
key
o: drop critters here
X: door, dwarf passable, pet impassable, restricted traffic
r: passage, restricted traffic
+: door, dwarf passable, pet impassable, high traffic
,: passage, high traffic
<: exit

Critters will try to get out via the short, restricted passages (because they check for dwarf passability in pathfinding), but be blocked by the doors.
Dwarfs will enter and grab critters by the long, high traffic passages, but critters will ignore those open doors.
Hence, if you designate a critter for 're-ponding' a dwarf will just go down, take it for a short trip, and return it. You can also easily get out meat without releasing the horde.</STRONG>


[ May 21, 2008: Message edited by: i2amroy ]


10145
DF Gameplay Questions / Re: Little help modifying the game files
« on: May 21, 2008, 09:06:00 pm »
quote:
Originally posted by Samyotix:
<STRONG>Only some changes to those TXT files require you to start over, as far as I know.
I have no idea which though.

So maybe you can get sieges just by this:
1. open entity_defaults.txt
2. delete [babysnatcher]
3. save
4. play and pray it works :-)

[ May 21, 2008: Message edited by: Samyotix ]</STRONG>


Yes, it would work. When editing anything in the object folder, it is o.k. to edit things and then keep playing on the same world. The only exception to this is if you add or delete something. Doing that can cause some pretty big and annoying errors.


10146
DF Gameplay Questions / Re: Trading Artifacts
« on: May 21, 2008, 09:04:00 pm »
quote:
Originally posted by martinuzz:
<STRONG>Then why is it that I can order my bins of artefact weapons, armor, and finished goods to the trade depot?
I haven't actually tried trading them, but you can select them to be moved to the depot..
I don't know of that goes for loose artefacts as well, for I tend to keep em binned and safe.</STRONG>

Whenever you try to move a bin that contains an artifact, the dwarves move the bin but the artifact is taken out and placed where the bin was before they move it.


10147
DF Gameplay Questions / Re: Swimming Training
« on: May 20, 2008, 09:06:00 pm »
The 4/7 thing is right, I was just thinking that sometimes it can be very hard to convince a water level to stay at exactly 4/7. Another annoying thing is that 4/7 is considered dangerous terrain by dwarves. Also, one side effect I thought of would be to work like a bath, removing all of those blood stains and ichor from your dwarves.

10148
DF Gameplay Questions / Swimming Training
« on: May 20, 2008, 07:53:00 pm »
Now I have noticed that about the only time a dwarf will ever gain swimming skill (with the exception of an ocean map) is after a cave in or carp has pulled them into a river. Now this is great and all, but generally dwarves in those positions don't ever come out of the river to gloat about it. Now not having a swimming skill wouldn't be a problem on some maps, however, on some maps you would prefer your dwarf to be able to climb out of falling(or being pulled) into a river or lake. So I had an idea about a training chamber for swimming. It would look something like this

Top Room view

code:
XXXXX
XE..XXX
X.C.F^G
X..^XXX
XXXXX


Side View
code:
XEXXXXXXXX
X.C.F^G...
XX_XXX_XXX
XXG...G...
XX_XXX_XXX


E-Entry point for water, you could use screw pumps to fill the room
F-Floodgate
C-Floor Hatch
^-Pressure Plate
X-Wall
G-Floor Grate
.-Floor
_-Empty space

Steps
1. Militarize the dwarf you wish to train and station them in the room
2. The pressure plate outside the room triggers when the dwarf steps on it and activates a method to make its effect permanent. The permanent method then makes a screw pump activate to fill the room with water and closes the floodgate and floor hatch.
3. The room would fill with water and the dwarf would begin to drown, training swimming skill
4. The pressure plate inside the room would trigger when the water reached level seven and then activate a screw pump to turn off the permanent method.
5. This allows the water to drain out. (make sure to use high quality mechanisms on the floor grate and low quality on the floodgate)
6. The grate in the tunnel beneath the floor grate stops the dwarf from following the water to the chasm or whatever if he is sucked down the floor hatch tunnel. The grate in the corridor is an overflow tunnel for any water that escapes through the floodgate.
7. If the dwarf falls down the floor hatch tunnel, then they follow the side tunnel back to the fortress.
8. The dwarf leaves the chamber with an upgraded swimming skill.
9. Repeat as often as wanted.

A little complex, granted, and probably it would take some tweaking to get it to work right, but if it worked it would be a wonderful thing to have for those levels where you are dealing with lake fortresses and waterworks.


10149
DF Gameplay Questions / Re: Frozen well...
« on: May 20, 2008, 06:53:00 pm »
quote:
Originally posted by HungryHobo:
<STRONG>try magma under the water. magma will melt water 1 zlevel above it i think.</STRONG>

Ya, magma will melt any ice that it one z-level directly above it.


10150
DF Gameplay Questions / Re: All work and no play
« on: May 19, 2008, 07:37:00 pm »
Having a great statue garden is probably the easiest way to have your dwarves throw parties, however, throwing parties and building social relationships is usually the easiest way to set up the death and tantruming spiral that eventually leads to the end of your fortress. So be very sure that you want this to happen before you do it.

10151
DF Gameplay Questions / Re: Crash Question
« on: May 19, 2008, 07:26:00 pm »
o.k. Thanks

10152
DF Gameplay Questions / Crash Question
« on: May 19, 2008, 05:47:00 pm »
Does the empty line between creatures in the text documents need to be there? This is just to double check because if it does, I think that was what was causing my game to crash repeatedly whenever that creature showed up.

10153
DF Gameplay Questions / Re: reclaiming bolts?
« on: May 19, 2008, 05:59:00 pm »
Something that might work would be to add a reaction to the list that had the reagents of say 10 bone bolts and then created 10 bone bolts. If that worked, then the newly created bolts would end up in a single stack, wouldn't they?

10154
DF Gameplay Questions / Re: Magma Waterfall Question
« on: May 23, 2008, 05:37:00 pm »
quote:
Originally posted by Tanelorn:
<STRONG>
Pumping magma makes the magma pressurized - it will behave like water and fill any reachable tile that is at a z-level inferior, or equal to, the z-level of the pump.
Magma flood are therefore highly likely if you are not careful</STRONG>

Ha, I have done that one before!  :D


10155
quote:
Originally posted by Forumsdwarf:
<STRONG>Citizen militias have also reduced casualties.  I've had a single civilian take down an entire ambush of pikemen.  Turn on "Hunting", "Crossbow", and "Leather Armor" for your civilians to make a militia.  Militia will actually "kite" enemies, firing and retreating toward the fortress.  You can't even get your regular soldiers to employ this devastating tactic.</STRONG>

You have to be very careful to only do that on a map with no wildlife or only when you are being attacked, because if not then any dwarves that are set up to be militia will often go wandering off to kill some tiny squirrel on the very edge of the map.


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