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Messages - Hyndis

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4351
DF Dwarf Mode Discussion / Re: Infinite water
« on: March 20, 2009, 04:06:38 pm »
Does this mean if I build a floodgate on the square that connected the murky pool to my failed U-bend the pool would start to refill? 

It would be slow going, but that would be a decent supply.  In fact, I could attach each natural pool to the cistern via a floodgate and pumps to help produce more water per rain. 

Murky pools refill with rain, but the amount of rainfall and how long the pools last depends on the climate. If you have a few pools and are very clever with rigging a cistern, you can actually collect quite an impressive amount of water from even meager rainfall.

4352
DF General Discussion / Re: Meat delivery system, by jakkarra
« on: March 19, 2009, 08:18:55 pm »
This does work, however stray tame animals cannot be butchered. When they explode they do generate a lot more bones than a simple corpse would generate, as every splattered body part will decay into a single bone, thus this is great if you plan on decorating everything with bones.

But they won't butcher the corpses.

4353
DF Gameplay Questions / Re: Barrel brewing frustration
« on: March 19, 2009, 08:15:49 pm »
Just limit the size of your food stockpile. For example, if your staple food crop is plump helmets, make a 5x5 stockpile that accepts only plump helmets. Create another small stockpile for each plant that you're brewing, such as a 5x5 stockpile each for pig tails, sweet pods, and cave wheat.

Then make a 10x10 stockpile for generic food items and drinks, but not plump helmets, pig tails, cave wheat, or sweet pods. This is where things like meat or other plants you import but do not grow on a regular basis are stored.

Then I make yet another stockpile, this one for booze and easily accessible, because all dorfs need booze.

This limits barrel usage because all extra crops simply rot in the field, so all other barrels will be available for brewing.

4354
Dwarven pathfinding to goblins is a bit broken. If there is not a clear and direct path to the target while they're trying to chase the goblin, they get stuck. This even happens if there is a path around the channel that is clear but its too far away.

Put them on stay close to station so they don't get stuck trying to chase unreachable goblins.

4355
DF Bug Reports / Re: Mining all of the ground underneath a tree causes
« on: March 19, 2009, 03:04:10 pm »
Yup, sounds like cave-ins are disabled or the tile isn't completely mined out.

I know when I'm doing digging around the surface I have to make sure the woodcutters have cleared the area first, or else its very easy for miners to be injured or killed by a collapse.

4356
DF Bug Reports / Re: D!@# cats
« on: March 19, 2009, 03:01:55 pm »
My cats go beyond just opening doors themselves if they are outside the house and the front door is shut they knock on by headbutting it until you open it.

My cats let me know if they want in by meowing or pawing at the window. The door is on the other side of the building however, so they seem me leave the room to head to the door, but they know what I'm doing in the house, as they walk to the door at just the right time to reach it at the same time I reach the door. They can also track my movement in the house by looking at the lights on in various windows at night.

4357
DF Bug Reports / Re: D!@# cats
« on: March 19, 2009, 02:58:16 pm »
It is because a lot of people believe that because for the most part you cannot train, or cannot easily train, a cat to do tricks that it is automatically stupid.

I've met people who thought my dog was stupid because I couldn't train him the paw trick.

Cats can only be trained if they want to trained. If they're not interested, they can't be arsed to do it. Unlike dogs who are far more obedient. Remember that while cats are social animals, they are not pack animals.

I have a cat who has figured out how to operate doors on his own as well as how to get into his food in pantry, even when the bag is sealed and tightly secured behind a cabinet door. Opening the door involves turning the knob and then walking backwards with it because the door opens out, and he does this on a regular basis, learned simply by watching me and other people use the doors.

4358
DF Bug Reports / Re: D!@# cats
« on: March 19, 2009, 02:55:18 pm »
That explains my (RL) cats perfectly... They just think I'm starving.

Are you serious that your cats bring the stuff what they catch to you? I thought that this is not possible, considering that the cat is a very dumb animal.  ;D I always learn something new!  :P

What, are you serious? Cats are pretty smart. It's very common for them to catch birds and mice and things and leave them on your doorstep/in your shoe/on your face as you're sleeping. It's considered a "gift".


When the cat sees you leave for the day and come back with food for them, they think you were out hunting and then brought back some extra food for them to eat. No, they don't understand food processing and stores and the Friskies company, all they know is that you leave for most of the day and when you come back, you fill up their food bowls.

So when they go out hunting and catch something, they're returning the favor by bringing it to you.

4359
DF Gameplay Questions / Re: Do war animals stop breeding?
« on: March 19, 2009, 02:50:09 pm »
All animals will breed unless:

1) The animal is in a cage. It can still give birth, but it cannot get pregnant.
2) The animal cannot reproduce, such as fire imps.


The animal being trained, chained up, or a pet has no bearing on having offspring.

4360
DF Dwarf Mode Discussion / Re: Your most badass dwarf ever
« on: March 18, 2009, 03:23:03 pm »
By the way, is it me or do people sparring with blunt weapons cause FAR fewer major injuries? I had a squad of hammerdwarves go all the way to champion status sparring each other, but when the axedwarves tried it, about halfway there two of the three had spinal injuries.

They cause just as many injuries, but blunt weapons rarely damage internal organs, whereas slashing or piercing weapons can easily skewer all the internal organs in one hit. Blunt weapon injuries are just far more survivable. Rather than lopping off limbs, its just a broken leg which will heal.

4361
DF Gameplay Questions / Re: Disabling "Mandates" ?
« on: March 17, 2009, 09:00:29 pm »
Of course, that method gives civilians unhappy thoughts for there being a lack of fortress guards.
really? i've never seen that thought before in civilians and I never have a guard...

Wait just one minute! I thought if you don't have a guard and crimes are piling up (mandate breaking) a hammerer come to your fort and beats the living hell out of your criminals, verify?
True.

False.

A hammerer with no guards and no sherrif means no beatings. Ever. The hammerer just sits around the meeting zone and chats with people.

4362
DF Suggestions / Re: Barrels
« on: March 17, 2009, 07:44:30 pm »
You can easily limit how many barrels are used for food by simply limiting the food stockpile size.

For example, I use a 5x5 stockpile for plump helmets. Once that is full, all extra plump helmets simply rot in the field. Similar story for other crops. There's really no reason to have tens of thousands of plump helmets or pig tails laying around. All other barrels are then available for booze.

4363
DF Gameplay Questions / Re: Disabling "Mandates" ?
« on: March 17, 2009, 07:27:19 pm »
It's not guards specifically, I think.  It's been awhile since I've seen it.  But dwarves get unhappy if a criminal goes unpunished.

Nobles get unhappy thoughts if a "criminal" goes unpunished.

The scapegoat gets a happy thought for going unpunished.



Just do not recruit any guards. Royal guards are fine, but not regular guards. Leave the office of sherrif vacant, and then you can utterly ignore mandates all day long. The worst thing that could possibly happen is a noble is driven insane by the ignored mandates and fling themselves off a cliff.

But that just saves you from pulling a lever.  :D


For added amusement, have your broker/manager/bookkeeper and your dungeon master have utterly excessive rooms. Stuff those rooms full of adamantine artifacts. Do not give the other nobles any rooms at all. Then make sure there is a deep pit close by your meeting zone.

All of those pesky nobles that do no work while demanding adamantine dildos will very quickly be driven insane by your useful nobles having nice things and fling themselves down into the chasm, thus taking care of the problem on their own.

4364
DF Gameplay Questions / Re: Mini-waterfall
« on: March 16, 2009, 06:53:33 pm »
Yes, but it would generate little mist and be prone to flooding.

The thing about waterfalls is that you want to make water pressure work for you. Thus, having the reservoir be a single Z level below your dining hall won't work. The room will flood. Instead, have a deep reservoir even if its not completely full, such that water falls a few levels before hitting the floor. In this model, you can build a single spire in the middle of the waterfall. Dig a 3x3 pit for the water to fall into. In the center, you'll want a floor at the level of your dining hall, with 1 square of empty space between it and the area the dwarves will walk on. Above that floor, have the single square be the source of the falling water.

It will take several pumps to get the water up from the reservoir before it'll fall, but the act of it hitting that floor should produce ample mist without it flooding the room, because it will have several Z levels to fall before it begins to pile up, and liquids can pile up faster than they can move horizontally. With several levels, the closer the water gets to the rim the faster it will move horizontally, thus preventing it from flooding the room.

4365
DF Dwarf Mode Discussion / Re: Metal Goblins? I'm going to die.
« on: March 16, 2009, 06:39:23 pm »
Also, I'd like to point out NEARLY invulnerable. Not completely.


One time I killed a bronze colossus entirely with ranged weaponry.  ;D



...it took nearly 2,500 bolts to do the job...  :o

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