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 5 ... 11
31
DF Gameplay Questions / Re: Random Clothes Laying Around
« on: September 26, 2010, 08:51:23 am »
I don't know a way to look at an item sitting on the ground and see who the owner is though, so you can force this to happen at your convenience - if there is a way I'd be interested to hear it.
Use the "k" command.  Move the cursor over the item.  Make sure it's highlighted in the list (use + and - to scroll if it is not).  Press enter.   It'll show the item name, and the owner if there is one.

32
DF Gameplay Questions / Re: Hero Labors Turn Themselves Off
« on: September 24, 2010, 09:47:25 pm »
1.  When he/she gets five kills (and I think animals don't count).

2.  I think so, yup.

3.  None that I have found.

33
DF Gameplay Questions / Re: Regulating tasks
« on: September 24, 2010, 09:58:21 am »
Dwarves will never clean outside (or more correctly "above ground").  You can't make them do it.  At all.  Ever.

I think the only things that will clean above ground tiles are: rain and magma.

Addendum: Be advised that magma as a cleaning product is very corrosive.  (It really should have one of those little symbols with the skeletal hand dipping in)

34
DF Gameplay Questions / Re: Archery
« on: September 24, 2010, 09:52:56 am »
I have a hypothesis on the "Soldier (cannot follow orders)" thing when it is on a marksdwarf specifically.  I think that comes up when they WANT to do a dodging demonstration or whatever, but cannot because they are not assigned to train at a barracks.  I see this message often on my marksdwarves when I don't allow them to train at a barracks.  Once I allow training there, my marksdwarves never have this message.  So my guess is that they will NOT actually train at the shooting range more often by disallowing the training at the barracks.  They'll just waste more time with "Soldier (cannot follow orders)" instead.

35
DF Gameplay Questions / Re: My First Fortress - Help ! ;)
« on: September 23, 2010, 09:51:43 am »
I read on the wiki that sweet pods and cave wheat are brew only crops, yet there's no option in the z menu to brew them :? Is the wiki wrong, or am I doing something wrong?

What I mean is, the toggle cook option is there for them (I assume they can't be cooked) but not the toggle brew option, will he still brew them despite them being brewtoggleless?
If you are seeing the option to cook but not to brew, then you are probably looking at seeds, not the actual plants.  Plant those seeds, and when some plants are harvested, they will show up on your list.

36
DF Gameplay Questions / Re: Overall view of units in region?
« on: September 21, 2010, 09:42:54 pm »
It's "u" for "u"nits.  Make sure you don't damage your "u" key when you hit your head on it. ;)

37
DF Gameplay Questions / Re: AuotBackup (and a little help with corruption)
« on: September 20, 2010, 09:37:56 pm »
Just to clarify: the path should be something like:

DF/data/save/

And in that folder, there will be a few other folders.  One called "Current", which is always empty when I look in it.  There will also be "region1", "region2", etc.  Each "region" is a world (aka savegame).  When autobackup is on, it'll save something like "region1-spr-1051" which will be your backup file.  I find it best to store these off in some other folder, otherwise you could end up accidentally loading up your backup file when you start DF the next time, then when it autosaves that you'll get some crazy "region1-spr-1051-sum-1051" which is a backup of your backup.  Anyway, I hope that made sense.

38
DF Gameplay Questions / Re: Magma Clear Away?
« on: September 20, 2010, 08:24:16 pm »
Y'know, the first time I saw that picture, I misread it and I thought the elves at the bottom were "Elvis".  And then I pictured DF Elvis, with his cave spider silk outfit encrusted with green glass gems and suede shoes dyed in blue dimple dye.  Hauling a rock instrument made at the craftsdwarf workshop.  I could even picture him doing his hip swinging using the trade depot as his stage.  It made me laugh.

39
DF Gameplay Questions / Re: Dan Aris cancels Drink: Interrupted by Pike
« on: September 19, 2010, 08:22:13 pm »
Brew more booze.  If they're going to the river to drink, you don't have enough barrels of booze.  You might think you have a lot, but only one dwarf can drink out of a barrel at a time, and they take a surprisingly long time to do so, so if all the barrels are occupied any remaining thirsty dwarves will have to go elsewhere.
This cannot be stressed enough.  Lots of booze.  In many barrels.  In my games, I try to keep the number of units of booze greater than 25x the number of dwarves I have.  That means for 200 population, I try to keep 5000 units of booze.  This way, even if every barrel has 25 units of booze each, I know I have at least one barrel of booze for each dwarf.

If there are dwarves trying to get to water, it means there is a booze problem which needs to be identified and fixed.

40
DF Gameplay Questions / Re: Dealing with difficult patients
« on: September 19, 2010, 01:33:07 pm »
Please tell us more!
Oh, sure.  It's similar to the "danger room" discussed in a few other threads (and I think described in the wiki).  Except instead of wooden spears, I use steel spears.  I have all my "real" military squads train at the barracks with the wooden spear danger room. 

But I also have one squad of expendable dwarves, training at a different barracks which is out of the way of the rest of the fort.  That squad's uniform is set to NOTHING.  That barracks is surrounded by upright steel spears all attached to the same lever.  One pull usually results in a few dwarves wounded enough to need to rest and get diagnosed and treated.  I never have the lever set to repeat because that would lead to dead dwarves and therefore the healthcare workers won't work on them.  Also, useful dwarves going in to recover the wounded might get hurt.

Anyway, a few wounded dwarves end up getting diagnosed which keeps the diagnosticians from getting rusty.  The treatments keep the other healthcare dwarves from getting rusty.  If a dwarf ends up with "ability to stand lost", I lock the room until he/she dies.  Otherwise, I just allow the healthcare process proceed on its own.  Once all the hospital beds are empty, repeat the process.  Every now and then a dwarf ends up dying, but there is always another expendable dwarf available to take his/her place.

41
To provide more information regarding the civilizations screen:
You will always SEE the dwarven civilization on that screen.  BUT, if there are no significant leaders, it means the dwarven civ is dead, and you'll only get the first 2 migrant waves and no more, and you won't get traders.
Now, as for the other civs (commonest being human, elf, goblin, kobold).  Not seeing them on the list doesn't mean anything specific.  It could mean you haven't met them yet.  After you meet them, they'll show up.  Or it could mean that they don't exist.  Or it could mean that you embarked in an area where they cannot reach you (like an island).

42
DF Gameplay Questions / Re: Dealing with difficult patients
« on: September 19, 2010, 08:44:55 am »
I have a wounding area in my fort.  Very handy for preventing healthcare providers from getting rusty.

43
DF Gameplay Questions / Re: Only Autosave is working? (3.12 & 3.13)
« on: September 18, 2010, 07:24:24 pm »
For me, I've never noticed anything in my "current" folder.  My guess is that folder is used while the game is running, not in between.
The most up to date folder should be the "region1" (or whatever number).  It might not be the most RECENT (in terms of the date and time).

44
DF Gameplay Questions / Re: Chief Medical Dwarf
« on: September 15, 2010, 08:39:58 am »
I've had a few immigrants with very good "diagnostician" skills (2 high masters and 1 accomplished).  They do tend to do a good job.  I'm not sure how important skill level is with the other healthcare tasks, but with diagnosis it makes a big difference in my experience.

And it's not just the chief medical dwarf who will do the diagnosing, by the way.  All 3 of my diagnosticians will diagnose.

45
Outdoors (or more correctly, above ground) will not be cleaned by dwarven labour.  But rain will clean it.  If the rain can reach it.  Part of my fort is above ground, including a well.  The well area often gets bloody and vomity, so I removed the roof over a small area centered around the well.  It eventually, slowly, gets clean.

Pages: 1 2 [3] 4 5 ... 11