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Messages - LegacyCWAL

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181
DF Gameplay Questions / Re: Clothing
« on: April 12, 2009, 08:36:54 am »
Yeah, only if you modify the RAW.

Otherwise, turbans and scimitars and such are only found after killing other races, and unusable except as trade items (or to load up the occasional weapons trap.)

My clothier workshop only has options for the normal, standard, sensible, predictable - ie, "dull" dwarf clothing.

Scimitars are perfectly usable by dwarves.  They can't make them, but they can be used.

There are plenty of weapons that are unusable though.  Scimitars just aren't one of them.

182
DF Gameplay Questions / Re: Questions about Leather
« on: April 12, 2009, 08:32:38 am »
1) You don't.  Not without modding, at any rate.

2) Do you mean slaughter it?  If so, I don't think you can do it at all.

3) If it has skin, it has leather.  Somewhere.

183
I get to be the guy who just hangs out at the compound entrance with an auto-shotgun. 

Screw an auto-shotgun, I'd want the turret-mounted shotgun gatling that Futureweapons showed.

184
DF Gameplay Questions / Re: Possible to get Underground Trees?
« on: April 07, 2009, 10:11:12 pm »
I don't even know how to use points of interest, so I just looked around for it:

It's the big list of links to the left of the map.

185
DF Gameplay Questions / Re: New Random Questions, Again...
« on: April 07, 2009, 10:04:07 pm »
It will pass through constructed staircases, but not carved ones.

Your sure about the constructed staircases? I wouldn't want to make all those staircases just to find that it doesn't work.

It'll work just fine for making it aboveground and light.  So you'd be able to grow aboveground crops there, for instance.  Those tiles will be inside though, so they'll have the same effect on cave adaptation as carved-out stairs (i.e. none).

186
DF Gameplay Questions / Re: Trouble down below
« on: April 05, 2009, 04:40:30 pm »
Hi everyone

This is the first time in a long while since I have played Dwarf Fortress, and I have run into a  bit of a problem creating this fortress. I plan on creating tombs down at the lowest possible level, but for some reason my miners will not dig down to that one last floor. Percentage signs (%) show up on the first digging spots, but the characters do not blink. I have designated mining positions, and have been using up/down stairways to go from level to level. But no one will go down that last floor. Am I doing something wrong? I hope I am not sounding confusing.

Thanks

They won't dig below the bottom floor, so they won't put up/down stairs there.  Use plain up stairs on the bottom floor instead.

187
DF Gameplay Questions / Re: New Random Questions, Again...
« on: April 05, 2009, 04:23:08 pm »
No, it's inside/outside that prevents cave adaptation.  I've seen it, I've tested it.  It's inside/outside.

188
DF Dwarf Mode Discussion / Re: Cave adaptation and Outside building?
« on: April 05, 2009, 10:53:37 am »
There's still something I don't understand.  Is cave adaptation permanent?  If you relocate a cave-adapted dwarf to, say, Key West, is he doomed to keep covering that island in projectile vomit for the rest of his life?  Or will he gradually readapt to the outdoors?

It isn't permanent.  It can take a while to burn the cave adaptation out of them, but enough time out in the sunlight will eventually cure them.

I like to use an outdoor meeting hall to keep dwarves out in the sun, thereby preventing/curing cave adaptation.  The only downside is that the oft-suggested "dwarves stay indoors" option for keeping them safe during a siege pretty much doesn't work anymore...but then, it's pretty damned easy to find other ways to keep them safe.

189
DF Gameplay Questions / Re: New Random Questions, Again...
« on: April 05, 2009, 09:35:10 am »
I think (but im not sure) that the dwarves need to walk through the "aboveground/light" section.  glass roof on your dining hall is a good way to go.

A glass roof won't work because a roof of any sort - including glass or even grates - makes it inside.

190
I've seen decorated items going for less than their base value.  Everything from totems to, yes, apparently tunics.  However, I'm pretty sure I've seen them priced at less than their undecorated base value, so it isn't just ignoring them.  And it doesn't happen with all the traders.  So either there's a bug with trading, or else traders really, really don't like certain decorations.

Completely ignoring the decorations would give a value of 80☼, not 82☼.  So one of two things is happening with the decorations:
1) They're giving 1☼ per decoration, or
2) They're giving 1☼ * material for the glass, and completely ignoring the star sapphire.

191
DF Gameplay Questions / Re: Optimizing stockpiles
« on: April 04, 2009, 09:08:35 am »
Also, try mass-forbidding and then mass-reclaiming the stockpile.  That sometimes helps.

192
DF Gameplay Questions / Re: Mushrooms not being harvested
« on: April 04, 2009, 09:06:50 am »
Are all your farmers busy?  If so, try setting the options menu to "All dwarves harvest".

193
DF Gameplay Questions / Re: Furnace operator and melting metal objects
« on: April 03, 2009, 09:05:00 am »
No and yes, it should.  Currently it's a flat rate of 30% (or 33%, can't remember) metal returned regardless of skill.

I think it's 30%

194

Nothing to see here you people who donno bout HFS.  Go throw a cat off a tower.

That gives me an awesome idea!  And like all awesome ideas, it is shamelessly stolen from one of the greatest games of all time ;D

Spoiler (click to show/hide)

195
DF Gameplay Questions / Re: Which nobles should I always kill?
« on: April 02, 2009, 11:01:53 am »
Which is not necessarily a bad thing ;)


Some migrants have arrived!
*cue 7 soapers, 5 cheesemakers, and your 18th craftsdwarf*
Urist McJackass has mandated the construction of certain goods.

q->a->P

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