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Messages - Eater of Vermin

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106
DF Suggestions / Making Hospital Staff part of the Military?
« on: January 15, 2011, 03:18:39 am »
OK, so it sounds a bit odd at first.

But what if they were?  Then they could be formed as a squad and manipulated via the military/alert menu.

I hate wasting dorfs on only medical duties, especially early on in a fort when every hand is needed to man the pumps or assist in the Emergency Fortification Project.  Except for one, maybe two, "Orderlies" whose tasks are solely rescuing injured, feeding patients and cleansing wounds.

But if they could form a squad?  They could be on normal (non-hospital) duties most of the time (although because they still have the tasks enabled they could still do the odd hospital job if & when the mood takes them) but during/after a siege when their medical expertise is required urgently...

...well, activate the squad and assign them to the Hospital burrow. 

Perhaps set up an Alert called "Triage" for just this purpose?

Make sense?   :-\

107
DF Gameplay Questions / Re: Any easy ways to toggle hospital duties?
« on: January 15, 2011, 03:02:22 am »
I didn't think it could be done the way I'd like, but I was hoping.  *sigh*

FWIW, I do have a peasant permanently restricted to the Hospital Burrow, whose duties are purely feeding the wounded, retrieving injured and cleansing wounds.  With the custom profession of "Orderly."   She's permanently ecstatic, because everything in that burrow is masterwork/artifact and when she's idle she walks around staring at the walls & furnishings, blissed out of her pointy little head. :D

The hossie also doubles as my "Guard Barracks," for the Cpt. of the Guard's squad.  To be eligible for his squad, they need to be legless.  Well...  can't stand, anyway.  Mainly for ex-military types...    If they're permanently stuck in a hospital bed anyway, I may as well add them to that squad.  They don't do anything, but it does make them easy to find.  And one can hope.

I really don't want to assign any other dwarves there permanently or give them only medical duties; with <40 dorfs total in an obviously violent area I already have a serious labour shortage.  (And new migrants rarely make it through the gamut to the Fort.)

I'm thinking Brucemo's is probably the best way to manage things.  It's very close to how I'm already managing it and would make it easier.  :thumbsup:




108
DF Gameplay Questions / Any easy ways to toggle hospital duties?
« on: January 13, 2011, 09:34:35 pm »
So many forts and I'm still coming to grips with burrows and what they can do. 

Anyone know if it's possible to toggle a small, secondary burrow on/off?  I'd like to assign medical personnel to one based on the hospital, but only enable it when there's a need.  The hospital is usually either a boring tour of duty or "AAAARGH!  All hands on deck!" after all.

And it's a right pain in the arse adding/removing the personnel from the burrow as and when needed.

Hmmm...  it'd be nice if I could assign them to a pseudo-military squad, except with medical duties instead of military.  *sigh*


109
DF Dwarf Mode Discussion / Re: How do YOU kill your prisoners?
« on: December 25, 2010, 11:56:24 pm »
I have built a Stairway to Heaven.  That terminates in a drawbridge... hanging several dozen z-levels over my fort entrance.  Which, in turn, is basically just a floored over magma pit.

I store my prisoners there in cages hooked to a lever.   When the entrance is under siege, I release the prisoners into the drawbridge room, then open the drawbridge.   Creates a lovely magmasplosion!   :D

Takes a bit of time to reset, of course.  But that's all part of the fun.



110
DF Dwarf Mode Discussion / Re: Cats bringing home their "trophies"
« on: December 25, 2010, 11:35:01 pm »
I had a cat that would bring home her hunting. Unfortunately, she would bring them home still very much alive. Nothing like having your cat let loose a live mouse in your house. I prefer Toady's DF cats!

Yer.  Mine did the same.  Sadly, that's 'cos she's noticed your lousy (for a cat) hunting skills so she's bringing home live prey to teach you the basics.  Just like she would with her kittens.   ;)

Pity my Dorfs don't get hunting experience each time a cat drops off some vermin at their feet...

111
DF Dwarf Mode Discussion / Re: Wadja get for Christmas?
« on: December 25, 2010, 11:22:35 pm »
A hock of venison.

Not what I wanted, but next year I'll move the bear-traps closer to  the chimney.   ;)


112
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: December 22, 2010, 04:46:06 am »
...I never finish building anything.  Ever.

'Cos I know it'll all just end in magma anyw

113
DF Gameplay Questions / Re: eating vermin
« on: October 23, 2010, 05:52:27 am »
As said, all dwarves will eat vermin when they're starving.

However, I've noticed a few of my more...  "odd" ones have developed a taste for vermin even when there's plenty of tucker.  It can be a right pain in the arse when you're trying to catch/tame a small animal and a hungry miner keeps dropping in looking for lunch.  *sigh*

114
DF Gameplay Questions / Re: Interpreting the msgs in error.log?
« on: September 20, 2010, 09:44:10 am »
Thanks, fellas.

(It's nice to know I was on the right track; I'd actually meant "Is the bottom-most top LH corner 0,0,0?", as per common usage but the gremlins got me.)

 

115
DF Gameplay Questions / Interpreting the msgs in error.log?
« on: September 15, 2010, 02:48:17 am »
So it has been a while since I last played DF...  and it has taken me a while to get my head around 31.12   (Well worth it, though!)

But now I'm being spammed big time by announcements about inaccessible items. I think this is due to large cavern system, but I want to check that I haven't stupidly unforbidden something in the bottom of a well or river or...

So, I looks at the error.log and most of the items are this msg over 'n over again:

path fail: dwarf,Pickup Equipment,97,108,174 -> 5,152,133: Id #4934:Path Goal Grab Uniform:Station Mill Building at 68,94,173

OK. I assume 97,108,174 is where the dwarf currently is, 5, 152,133 is where he's trying to get to and 68,94,173 is...?

Come to that, how are the co-ords interpreted? x,y,z?  Is the bottom LH corner 0,0,0? 

My brain hurts...  ::)

116
DF Dwarf Mode Discussion / Re: Windmill animation
« on: March 21, 2010, 03:26:59 am »
 That assumes sufficient water is available in the first place.  ;D

117
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 21, 2010, 03:05:25 am »
Discovering how ramps actually work.

Or, more to the point, discovering that - under certain conditions - a ramp will not support that large multi-level area I'd been mining out with future intent to collapse...


118
DF Dwarf Mode Discussion / Re: Workshop layouts
« on: March 21, 2010, 02:55:04 am »
Because of pathing issues, my forts tend to be vertically based with the workshops in 3x3 cells crammed back to back in 6x2 blocks.  Between each block I run 3 wide corridors (with priority pathing down the middle) and lots 'n lots of stairwells. 

The level below is input & intermediary stockpiles, the level above is output stockpiles.

This allows for maximum cramming of workshops with good efficiency, but it certainly doesn't look pretty.

But pretty? These're dwarves!  Pretty is for elves and humans.   ;D

119
DF Dwarf Mode Discussion / Re: Windmill animation
« on: March 21, 2010, 02:36:44 am »
I like it just the way it is.

That's the way they work here in Oz, anyway... turn to face the wind and then start spinning.  For a top-down view, it's already as accurate as it gets.  Except, perhaps for the wind-vane to do the orienting.

I'm against the idea of having it as a vertical windmill.  Sure, it'd look cool but it'd increase the CPU loading.  All 9 tiles would have to be animated constantly while the windmill is running, instead of the current 3.

I'd much rather put the CPU cycles to getting some decent FPS from my 100+ fort than to try and make my windmill farm look... "pretty."   :P

(And before you write off an extra 6 tiles as "negligible," don't forget that some of us have windmill farms as large, if not larger, as their forts...)

120
DF Gameplay Questions / Re: How to make muddy ground with bucket?
« on: August 12, 2009, 12:58:01 am »
Mmmm... you could simply channel out the middle tile of the ceiling, designate that as the pond for filling, then wait.  If the pond/pit is close enough to a water supply that the bucket brigade can pour in enough water to get 2/7 on the tile immediately underneath before evaporation sets in, then the water will spread out out to cover the other 48 tiles eventually.

Derakon's method is the surest way to get each tile wet with the minimum amount of bucket-hauling.  Only one is needed for each tile, no evaporation losses.  It needs way more micro-management though. 

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