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Messages - PencilinHand

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316
DF Gameplay Questions / Re: Wells
« on: January 24, 2009, 07:45:56 pm »
The first thing I would check is if the well is setup correctly and that the zones are right.

If it is a priority problem, you can also set them to only use drinking zones by [/b]o->z->d, where d toggles between "Prefer Zone Drinking" and "Zone-Only Drinking".

317
DF Gameplay Questions / The curious case of the Olm
« on: January 24, 2009, 07:31:38 pm »
I have just noticed, and am quite sure, that my olms are dieing for no apparently good reason.  Normally, I would think it is caused by cats but these things are in isolate rooms that no one and nothing(aside from vermin) can get into or out of.

Do vermin normally just die and leave remains around and I just haven't noticed the last few hundred hours I have been playing DF?

318
DF Gameplay Questions / Re: Selling Meals
« on: January 24, 2009, 12:45:11 am »
Prepared meals aren't listed under any of the sections except for "All", which is kind of annoying but there are ways to work around this limitation.

Well made prepared meals with good ingredients are worth horrendous amounts, like buy out a whole caravan with a half-dozen or so.

Dwarfs must be the ultimate culinary masters, yet they seem to have some of the strangest tastes for donkey tallow and dog meat....

319
DF Dwarf Mode Discussion / Re: Sparring not as safe as it seems
« on: January 21, 2009, 04:26:34 pm »
I usually start by train half in wrestling, armor(typically the first full iron plate I can get my hands on), shields (usually iron) and the other half in crossbow(whatever I have on hand).  Then swap them out as they become legendary.

After they are legendary in wrestling, armor, shields, and crossbow, I start them on hammers, and maces preferably first then axes and swords dependent on what I have on hand at the time.

I use Tweak to heal(yeah, I know cheating) the neurological damage every season or so, but it is seldom a problem by the time they are done with the initial set training quadruple legendaries.

320
DF Dwarf Mode Discussion / Re: Your Fortress entrance style
« on: January 21, 2009, 01:08:15 am »
http://mkv25.net/dfma/map-4421-pillarsnarling-sum-204

Entrance is only half finished, the fortress is about a third done overall.

I might restart from my earliest save for this spot knowing what I do know about the geography.

-----------

My primary purpose for the odd pattern at the ground level entrance is to force the pathfinding routine to always path the shorter route where I can station my defenders so they will be safe from arrow fire and still allow a caravan to approach.  I find the pattern does not cause traffic problems and makes for a nice choke point. 

Once the entrance is done, raising the draw bridges allows the dwarfs to continue the use of the dump above the entrance.  Below the entrance is the sparing and archery areas which when completed gobos would have to path below the the trade depo and through the sparing area in times of distress, at the moment there are no soldiers as I don't have the population for it.

The rows of catapults facing nothing are part of my "training and reeducation" program, by the time my dwarfs have completed their regime of training they usually have nearly maxed status(busy dwarfs party less...).  The purpose of the intensive training is to ready my fortress for a huge population influx by training 30 or 40 dwarfs really well in the necessities and everyone else gets to be commoners/soldiery/fun killing time.  ;D

321
DF Gameplay Questions / Re: Save Compatible?
« on: January 21, 2009, 12:17:44 am »
yeah, I read a bit about it.
Aren't they adding the ability to attack others? That is something I really want to do instead of waiting for them to attack me... any new on when it will be released?


The great and mighty Toady is completely redoing the wounds system, and reworking squads among other things for this next patch. 

I am not sure how far he is going to take squad control, though. 

However,we are currently in the Army Arc(scroll down) of the development cycle and part of the idea is to develop armies and raid/attack nearby towns. 

Evidence suggests overland armies and command are not going to be implemented in this next patch though(see Core 26. 27, and 28).

322
DF Gameplay Questions / Re: Sieges question...
« on: January 20, 2009, 11:54:01 pm »
Not the issue.

That better? I just have a very low tolerance for replies that are so blindingly obvious you'd have be an idiot not to notice. Such as the entire screen going black and saying "A vile force of darkness has arrived." or however it is written.

Then again, I have a 'hate club' in an online game...so I probably just naturally rub people the wrong way. Much like they rub me the wrong way.

For me, the response I gave you is an improvement over what I used to reply with. ;)

Thank you, that was much better.

It was probably either a bug or a task priority problem.

As for blatantly obvious solutions being suggested, usually in problem solving, it is best to start with the obvious(considering what you know) and work toward the obscure or unlikely.  Usually, this method leads to the quickest and most certain solutions.

Besides, I think most of us can confirm--I can at least--that sometimes it is the answer that is staring at you right in the face that you miss the easiest.

323
DF Gameplay Questions / Re: Megabeast on starting location
« on: January 20, 2009, 08:33:53 pm »
Also worth mentioning, megabeasts in starting locations can not be cage trapped currently.

324
DF Gameplay Questions / Re: Sieges question...
« on: January 20, 2009, 08:31:43 pm »
The obvious question to ask is if you designated a well.

And please don't respond with "...stop treating me like an idiot..." it discourages answers and is a little rude.

325
DF Gameplay Questions / Re: Sieges question...
« on: January 20, 2009, 02:19:33 pm »
Magma creatures wont venture too far from their volcano in underground tunnels, long feeders to your moat/smelters will keep them at bay.  If they are on the surface on the other hand....
  Lizardmen you say? if you are usuing deons dwarf fortress complete mod then you will be getting seiged by wild lizardmen fairly early on.
with underground tunnels you also could use steel grating to make sure they wont come... darf wiki suggests that fire snakes, wich are a kind of vermin, may be able to spam on any tile near magma, thought its kinda unclear... we need a magma tunneling expert :)

I am not a magma tunneling expert but I can confirm that fire snake vermin(which warp through anything in any direction) do materialize within maybe 10 or so tiles of a magma source(I think they only start after you have "discovered" the magma source).  Which isn't usually a problem unless you had intended to build your fort around a magma pipe and your stockpile of masterwork wood furniture is just the other side of a rock wall....

326
DF Gameplay Questions / Re: Oh Sweet Irony
« on: October 31, 2008, 01:23:29 am »
1. Cage all stray cats and all cats as soon as they are born, be sure to turn on animal hauling for everyone until they are all caged.  Note, it takes less time to cage a cat than to butcher them as the process of butchering generates several haul jobs.

As nothing can reproduce until they are fully grown, and no animal can reproduce inside cages(though they can give birth still), that should prevent exponential growth. 

2. Only set the stray female cats to be butchered.

These two actions should stop all growth of your cat population(though you will still get kittens from pets but you are caging them). 

3. Build one or more of the previously mentioned door/spike trap death chambers(again, focus on the female cats), until you have about 2 cats remaining as pets.  Note, that you may have to do the killing slowly(maintaining 1. and 2.) as the dorfs take tend to take the death of their pets kind of hard.

327
DF Gameplay Questions / Re: Catapults Still Useless?
« on: October 30, 2008, 01:47:14 pm »
On the plus side, siege engines have been reported as hitting things as much as "3 screens" away(I am guessing that is at least over 30 tiles and probably close to 45 tiles).

But yeah, about the only thing catapults are good for is an easy Legendary and public welfare.  But ballistas can kill anything(assuming it is firing down a 1 tile wide hall that is really long), making them ideal for "happy fun times."

328
DF Gameplay Questions / Re: Does lava evaporate?
« on: October 20, 2008, 01:22:23 pm »
Tweak has to be updated to the current version by the author and that isn't likely to happen soon.  There are a few out there who have managed to get parts of it working.  You can find them by searching the forums a but(just search: "tweak").


I have had this problem before.  My solution was to dig two 2 tile wide channels parallel(but not in contact or the destination) with the original and let them fill to ~7/7 magma.  Once this has happened channel out a few tiles right near the destination.  This should provide enough of a surge to overcome the evaporation rate.  Also, in the future, when you are moving any fluids, try to have it be at least two tiles wide as the resistance to flow very large for a single channel.

329

...it only took them 19 years!

Seriously what takes dwarfs so long to tie the knot?  These are two of my seven that started out as lovers and it has taken them this long to get hitched!  The one couple that I embarked with have 9 kids by now!  Do dorfs have commitment problems or something, sheesh.



330
He must have been pretty unhappy for some time because the bad thought associated with not meeting a mandate/request isn't that large according to the wiki.

As for "...Duke's mandate has ended." messages, I don't know.  Probably what happened is Companion stepped on some part of DF's programming toes and DF is doing its best to keep maintain business as normal.

Likely the only way to fix it would be to replace the Duke....

Though, there is a chance even that wont work, but I doubt it.

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