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Messages - PencilinHand

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331
DF Gameplay Questions / Re: War dog corpse doesnt get haulled
« on: October 12, 2008, 01:48:39 am »
Yeah, if it was a pet you have to have an open graveyard slot and/or a designated coffin as dumping won't work.

332
DF Gameplay Questions / Re: "Hot" Meeting Areas
« on: October 11, 2008, 07:33:58 pm »
That is freaking AWESOME!

333
DF Gameplay Questions / Re: Wait, did i just MAKE sand?
« on: October 09, 2008, 05:19:22 pm »
i thought you could only make sand not create it
Make and create are the same thing.

I would think that depends on the context, though they are very often used interchangeably.

Create, to me at least, carries added weight as the originator of something.

You can make an invention or work of art; but really, you create an invention or work of art.

Similarly, you don't create food, you make food.

334
DF Gameplay Questions / Re: HFS Question (Here be Spoilers)
« on: October 08, 2008, 02:58:39 am »
Nah, you get a trigger from each different z level, going by the experiences i had on my current map.

I think you have it there.

I'm 99.9% certain that you can't have more than one pit on a map.  As you can only have one pit per region tile, and maps can't span region tiles, I think the second "praise the miners" may be bug.
I seem to recall back in .38c days when I was using the embark viewer utility(the name escapes me) that I saw more than one distinct instance of admantium.  I am not 100% on this but I am pretty sure I am remembering right and in fact I seem recall multiple times when I saw this.  I think they were usually spread apart such that a 5x5 would not have reach them both. 


I may have to fire up .38c again to check.

335
DF Gameplay Questions / Re: Starting War
« on: October 05, 2008, 07:39:00 pm »
I have a fort which already has a king and most everything else you can get for it.  It is self-sufficient in every way except for wood(always needs more wood), otherwise I would have started war with the elves by now as they are a significant source of wood for me.

I think I will save scum and kill all merchants.  :D

336
DF Gameplay Questions / Re: Time Question
« on: October 05, 2008, 07:11:23 pm »
You mean in like, fractions of a season or something else?

337
DF Gameplay Questions / Re: Caps and Helms
« on: October 03, 2008, 11:48:41 pm »
Actually, the medieval armour wearers often wore leather, chain, and plate together as each had it's advantages.

338
DF Gameplay Questions / Re: How do I get the population cap to work?
« on: October 02, 2008, 05:16:53 am »
I had similar problems when I tried to limit my population as they kept coming for a year or more in game time after I set the population  cap; but, they eventually stopped coming.

It has to do with the way immigration is calculated.  That is, when the dwarven caravan comes by they compare your population to that of the population cap.  If the population cap is bigger then your fort is eligible for immigrants the following year. 

From personal observation I suspect there may also be some lag involved for the caravan to "spread" the word, so if you changed the population cap in late autumn then you might be getting immigrants from one year too as much as two further years in game time!

339
I have this problem as well.

As it stands now, I have over 1.8k quarry bush leaves, 1.1k syrup, 3.3k prepared meals, 2.3k drinks, 1k meat and fish, all spread out across 5 legendary dinning rooms, the prison floor and food processing floor but I haven't farmed in 6 years and have locked up all but two or three of a few selected domesticated species as my latest fort only has 21 dwarfs 8 of which are children!  I cant get rid of my food fast enough it seems.

340
DF Gameplay Questions / Re: Tile revealer
« on: September 30, 2008, 03:02:32 am »
So reveal works with .40d?

I thought it needed to be updated.

341
DF Gameplay Questions / Re: Preventing Cave Adaption
« on: September 29, 2008, 05:16:31 pm »
"Civilians Stay Inside" goes with "Light Above Ground" (which allways goes together) not with "Inside" / "Outside"
I am pretty sure here, because if i use "Civilians Stay Inside" on my fort everyone will stop working crying about forbidden areas, because of the Main Staircase and Corridors which are "Inside" but "Light Above Ground" .

That is basically what I meant to say.  Meaning it is possible to get the tags "Inside Light Above ground"  even if it is actually "under" something.  And that the "Civilians Stay inside" command does not relate to the "Inside" tag but to the "Light Above Ground" part instead.

I also said that cave adaptation may require frequent visits to "Outside" areas instead of "Light Above Ground" areas.

342
DF Gameplay Questions / Re: Fortress Guard: Yes or No?
« on: September 29, 2008, 05:04:42 pm »
Definitely: no. Fortress guard is useless as it is now.

What? They are the police force!

Who else puts criminals in jail?
The hammerer will just smash the offender to death if the guard doesn't arrest them first.

Also, like Greiger said, they occasionally do a pretty good job at handling small incidents like dwarves gone berserk or lone creatures wreaking havoc in your fort.
Equip them with crossbows for an even better effect.

And lastly, not having a guard pisses of nobles, making them even more unreasonable.

I think those are pretty good reasons to have a guard around.

If you kill the hammerer and nobles, then your problems are solved.

Haha, I just wanted to reply something like this.  ;D
Yes indeed, I never have a hammerer in my fortresses...punishments are way too hardcore in DF right now.  :)

I don't know, I always thought it was cool(in eerie, creepy sort of way) to have the Gestapo running around and bashing the heads in of those who don't jump high enough fast enough.  One of my managers, who was also a jeweler, was tided up in a meeting for the duration of a "Jewelers guild job" that was bugged and couldn't be finished(this was back in the .38c days). 

I knew this so I disabled all jewelry related jobs on all my dwarfs except for her as I figured she would be protected, but I was wrong and the hammerer promptly bashed her leg so bad she was bed ridden for over a year.  On several other similar incidents more than one unfortunate peon was beaten so badly they bled for months after dragging their bloodied selves to the nearest beds before succumbing to the inevitable.* 

At least it put the fear of God in the rest of the short little smiling faces.  ;D


*The reason it took so long to die is I have a rigorous training program that every incoming dwarf must pass before they are qualified to enter the work place.  The result is typically all of my dwarfs have 10+ status randomly added.

343
DF Gameplay Questions / Re: Preventing Cave Adaption
« on: September 28, 2008, 11:19:18 pm »
I'm pretty sure its not actually the light or above ground tag that does it, but the outside one. Either way, all of my outdoor meeting area's are usually open to the outside, and i rarely have problems.

I tend to think you are right.

That it is the "Outside" tag rather than the "Light" tag in the same way that the "civilians stay inside" order makes civilian dwarfs avoid areas that are marked as "Light" even if they are "Inside."

344
DF Gameplay Questions / Re: Fortress Guard: Yes or No?
« on: September 28, 2008, 11:16:03 pm »
Fortress guard should have the same requirements to train as regular military.

Having fortress guard or not is really a matter of if your nobles are easily annoyed or not.

I found that without enough fortress and royal guards my nobles liked to issue annoying mandates.  With enough of each they were a little more reasonable.

Probably the best thing to do would be set your regular military to spare and anyone who develops nervous system damage as either fortress or royal guards.

This way, you keep control of those who are worthwhile and the rest can be sheep to the slaughter, as they tend to run headlong into the missilery of your enemies.  Which is of course cool as all get out but tends to 'thin' the ranks a bit....

345
DF Gameplay Questions / Re: Preventing Cave Adaption
« on: September 28, 2008, 07:26:58 pm »
I wouldn't mind Cleaning being extended to one's own armor, so if soldiers have off-duty time they might get the puke and blood off themselves.

"Adds character...." 

Just like the torso of the last goblin leader adorning the roof of my fortress two stories up from where my trap eviscerated the rest of him.

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