Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - KrazyDocK

Pages: 1 [2] 3 4 ... 11
16
DF Gameplay Questions / Re: Huh
« on: April 20, 2012, 08:33:02 am »
Do rock pots have any advantage over wooden barrels?

17
DF Gameplay Questions / Re: Another Help My Moody Dwarf Thread
« on: April 19, 2012, 08:58:07 am »
Possibly deactivating the hospital zone isn't enough?  Maybe try dumping then reclaiming the cloth in the hospital as well.

18
DF Gameplay Questions / Re: Display problems
« on: April 18, 2012, 08:36:31 am »
I've never run in fullscreen, but in looking at the init file, this ought to work:
[FULLSCREENX:0]
[FULLSCREENY:0]
and
[BLACK_SPACE:NO]

I hope that helps works.

19
DF Gameplay Questions / Re: Announcement log clearing too frequently
« on: April 16, 2012, 09:08:26 am »
Thank you for the reply.  It's not game-breaking, of course.  It'd just be nice to be able to fix the problem, or at least to know what caused it.  In future, I'll probably no longer crash-quit out, just in case that contributed to it.

20
DF Gameplay Questions / Announcement log clearing too frequently
« on: April 15, 2012, 02:58:55 pm »
The announcement log is a handy thing.  Every now and then I like to scroll up to make sure I didn't miss something important.  Lately, I've found my announcement log has been getting cleared way too frequently, as though it's not saving at all.  When I check it I can see maybe one day's worth of logs.  I used to be able to go back a few months.  Perhaps it is connected to the fact that I recently did a lot of quitting out without saving, though I'm not sure how that would lead to this problem.
Anyone know what might be causing this and how I can fix it?
Thank you,
KD

21
DF Gameplay Questions / Re: 30 migrants?
« on: April 10, 2012, 11:10:58 pm »
The main reason I make individual rooms for my dwarves is so they'll put their damn clothes away instead of leaving them all over the fortress.  A 1x3 room with a bed and a cabinet is what I make.  Really 1x2 would be enough, but I've always kept an extra tile just in case I needed another piece of furniture like a coffer or something.  Anyway, these individual rooms seem to do the trick to keep the clutter down.
KD

22
DF Gameplay Questions / Re: Military problems
« on: April 05, 2012, 08:33:18 am »
Regarding your military uniform, if you just create a uniform without specifying a material, then it should do what you want.  IE. just grab whatever is the best available.

23
DF Gameplay Questions / Re: magma sea and lakes
« on: October 20, 2010, 09:08:51 am »
Well, if you haven't changed the world gen settings, then the magma sea will be below the 3rd cavern.

There is no reliable way to avoid the caverns, since they could be anywhere (edge of the map WILL NOT help).  But fortunately, you can dig straight down, and if you dig into a cavern, just wall it up right away.  Then go around it now that you have identified it.  Eventually you will get to the magma sea.

24
DF Gameplay Questions / Re: Marksdwarves
« on: October 15, 2010, 09:14:09 am »
I then add ammunition to the squad, bolts (100), and leave it alone.  I do not specify any material at all.
100 is a horribly low number.  Apparently that how many are assigned to the ENTIRE SQUAD.  Setting 1000 seems to work well.  Now, I dunno if this will actually solve your problem, but maybe it will save you some grief in the future.

25
DF Gameplay Questions / Re: Keybinding screw up
« on: October 15, 2010, 08:27:57 am »
This is a common problem that comes up with mac users... I assume you are using a mac?  Even if not, this solution should still work:

http://www.bay12forums.com/smf/index.php?topic=62772.msg1443744#msg1443744

As stated, it won't actually fix your normal "delete" key, it'll make your OTHER delete key function like a backspace.

26
DF Gameplay Questions / Re: Dorfs not using barrels for food
« on: October 09, 2010, 01:16:01 pm »
The stockpile reserve bins/barrels are RIGHT ON THE (q) screen. Bin reservation numbers are controlled by cvCV, and Barrel reservations numbers are controlled by erER. Make sure your food stockpile doesn't have max bins and no barrels in it. This happens when you change stockpile types (ie, it was a cloth stockpile, then you changed it to a food stockpile).

Just to clarify, the above information is NOT the Reserve Barrels/Reserve Bins function.  It does describe a very useful function for individual stockpiles, the Max Barrel/Max Bin function.  I use it specifically to allow NO barrels on my prepared food stockpile, for example.  Or to allow no bins in your ammo stockpile if you don't want to.

Reserve Barrels/Reserve Bins can be found by pressing "p" (the stockpile command).  You'll see it about 2/3 down the screen.  Reserving barrels allows you to set a certain number of barrels NOT to be used for storage so that you'll have some available for other purposes (like booze production).  I have no idea what purpose reserving bins has.

27
DF Gameplay Questions / Re: Hospital / Unconciousness Help Needed.
« on: October 01, 2010, 08:56:13 am »
Another thing you could try is just giving it time.  I had a few dwarves with forgotten beast blood on them which caused a (fortunately temporary) syndrome of falling unconscious and possibly other things.  It eventually went away on its own.

Pets requesting diagnosis will not get any help.  Animal healthcare probably hasn't been implemented yet (even though they still show up on the healthcare screen)

Now you also said you have some dwarves requesting diagnosis, and some dwarves with job "rest".  Presumably the same dwarves have both.  If they are walking/crawling/hobbling to a hospital, you just have to wait until they reach the bed.  If they fall unconscious and have the "requesting diagnosis" thing, they should be carried.  Oh, and make sure they can be reached (no locked doors, etc. in the way).  Again, you need to give them time for that too.

28
DF Gameplay Questions / Re: Flux stones and a beginner to smelting
« on: October 01, 2010, 08:32:30 am »
I usually have more trouble finding iron on my maps, than flux.  Marble layers exist in and around my caverns almost every time, but they're generally full of malachite (copper) rather than iron ores.  I make a lot of bronze in those cases.

In fact you will NEVER find any ore of iron in marble (a metamorphic stone).  According to the wiki:

The three ores of iron, which are Hematite, Magnetite, and Limonite, can only be found in sedimentary layers, with the exception of hematite, which can occasionally be found in igneous extrusive layers.

So, yeah, seek sedimentary stone layers.

29
DF Gameplay Questions / Re: Stupid dwarfs and their stupid weapons
« on: September 29, 2010, 09:08:30 am »
Dwarves can bestow names on weapons they're attached to. This is supposed to give the item artifact-like qualities. Getting the message that they're getting attached to it means that it will eventually be given a name and have better bonuses.

Really?  That'd be neat if it was true.  What's your evidence (of the better bonuses to named weapons that is)?

armor isn't a problem, I'm pretty sure that they A, don't get attached, and B, automatically upgrade anyway

I have seen dwarves getting attached to shields and mail shirts before (but not naming them).  I'm not sure if this interfered with upgrading automatically as I honestly did not look that closely.

30
DF Gameplay Questions / Re: Strange moods
« on: September 26, 2010, 08:59:33 am »
I'm not quite sure if you have 2 glass furnaces or not, but if you don't you need another.  Here's why:
Your current glass furnace is occupied by your possessed dwarf.  The "collect sand" job must be done at a glass furnace.  Therefore, you need a 2nd glass furnace (it doesn't matter what kind) to issue the "collect sand" job.

Pages: 1 [2] 3 4 ... 11