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Messages - WCG

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256
DF Gameplay Questions / Zoos
« on: September 07, 2008, 09:01:01 am »
Regarding zoos, the wiki says "Take care not to cage animals there one of your dwarves finds disgusting!" Is that correct?

I bought a tame 'two-legged rhino lizard' from the elves (accidentally - it came with a cage I bought), and I've got several dwarves who are disgusted by 'lizards' (none who mention this particular kind of lizard, if that matters). But I put the critter in a cage in my dining room - along with all our puppies and kittens - and I've never had a bad thought from it.

Do dwarves get bad thoughts from caged creatures, or just from those they see running wild?

Also, you can make a room from a cage, but you can't actually designate it as a "zoo," can you? I couldn't seem to find that option, anyway. Will dwarves go there to admire the animals, anyway? Or should I make it a sculpture garden - which just happens to contain many caged animals - instead?

This will be near the top of my fortress, so there won't be much traffic through the room (i.e. they'll have to go there deliberately).

Bill

257
DF Gameplay Questions / Re: It's raining fish!!!!
« on: September 07, 2008, 08:44:01 am »
Here's the problem - dead olms are appearing at random in the tunnel, and in the chambers 1 to 2 z-levels above the tunnel.

Olms are vermin, aren't they? I see them in my subterranean river, but my fisherdwarf never catches any. So,... do you have cats? Maybe the cats are killing them and leaving them lying around the place.

If that's a problem, either get rid of the cats - which might cause a vermin explosion - or hire some trappers. (But I don't actually know if trappers can even catch water-based vermin.)

Bill

258
DF Gameplay Questions / Re: Avoiding Cave Adapation
« on: September 07, 2008, 08:29:19 am »
Well, since the "forbid on death" option was added, I haven't had to use "dwarves stay inside" once.

I still use it to call my dwarves into the fortress. Even when I've stopped woodcutting, herbalism, and fishing, my idiot dwarves insist on smoothing walls from the OUTSIDE. And they'll use any possible method of exiting the fortress, even if it requires heading directly into a bunch of bloodthirsty goblins!

Note, too, that I can't just seal off the fortress entirely, because then the goblins just mill around at the edge of the map. It takes some micromanaging to get the goblins to attack without letting my dwarves commit suicide.

Quote
I don't necessarily build doors into the structure on the surface, I use stairways from the underground portion of my fortress.  My dwarves have to pass through my Legenday Dining Hall to get from their rooms to the surface, even though their rooms are ON the surface to start with.

Right. I'm always careful to minimize the number of entrances into my fortress, too. On the other hand, I've found it useful to build distant 'boltholes' - alternate entrances in other parts of the map - so that my dwarves can escape ambushing goblins who get between them and the main entrance. These make nice traps for any goblins who chase after them, as well.

Of course, these also provide extra exits for those dwarves who insist on running out into harms way. And during one attack, I had two dwarves who couldn't make up their minds which entrance to use, and so dithered back and forth until a goblin bowman shot them.

My dwarves aren't too bright, you know? :)

Bill

259
DF Gameplay Questions / Re: unmovable rocks
« on: September 07, 2008, 08:11:55 am »
Too many garbage zones? Really, they act as quantam storage at the moment, so you shouldn't need more than one.

I could get by with one if I want my dwarves carrying stones clear across the fortress. Instead, I put them close to the area I want cleared, then delete them afterward.

As you say, they act as quantum storage, so the small piles of stones don't bother me. I just want them cleared off of my other stockpiles as quickly as possible.

Quote
Also, you don't need a zone designated over the hole (if you have one), just next to it. Finally, I can confirm that dump zones work without holes, as I used them without holes before I knew of their true potential.

Hey, I believe you. I just don't understand why they wouldn't work for me. (As soon as I channeled out a pit, though, dwarves started dumping stone there.)

So,... if you don't have to designate the zone over the hole, why do dwarves dump the items in the hole (since you just said that you don't need the hole at all)? Why don't they just dump the items on the ground that you HAVE designated, since this is apparently what they do when you don't dig a hole?

You're saying that dwarves will dump items in the designated zone UNLESS there's a hole next to the designated zone (in which case it will be dumped there, instead)?

Bill

260
DF Dwarf Mode Discussion / Re: Fortress Names
« on: September 06, 2008, 12:29:45 pm »
Personally, I feel a fortress name is not good without hilarious randomness. If I get a serious-sounding name like "Stonekeep" or something I abort and embark again until the name is silly enough.

My current fortress is called Avalsolon - "Loveflags." I thought that was certainly weird enough!

:)

Bill

261
DF Dwarf Mode Discussion / Re: Losing interest around 50 dorfs or so
« on: September 06, 2008, 12:08:10 pm »
Part of the issue I have is redundant / non-useful jobbed dwarfs.

The military is great for that. And if you don't rely so much on traps, you can actually use a large military. (I had a dragon visit my fortress just recently. Yeah, it actually said "Dragon Guest." But he'd barely started into my outer perimeter when he stepped on a cage trap - a wooden cage! - and that was it. Of course, I'm taming him now, but still, it was a bit too easy.)

This is only my second fortress, but with 90 dwarves, I'm actually finding there's less micromanagement than when I started. Everything runs pretty smoothly without it. I enjoy the beginning of the game because of the exploration and construction. But there's plenty more exploring I can do, and certainly a LOT of construction possible.

Still, I'm always tempted to start a new fortress, just to try out something different.

Bill

262
DF Gameplay Questions / Re: Underground gardens, will it work?
« on: September 06, 2008, 11:49:39 am »
Hmmm, perhaps you could designate high/low/restricted traffic zones so that your dwarves will reuse the same paths to gather the bushes and not trample any more tiles than they have to. Traffic zones won't stop a dwarf from going to a tile if they really want to, but if they're trying to get somewhere else (i.e. a bush) then you can force them to use certain routes.

Thanks for the suggestion.

I thought about that, but the bushes are scattered among the tower-cap saplings. Right now, my dwarves aren't using the area to get from one place to another (where traffic zones might work to keep them on a specific 'path'). If the herbalists can do their work at all, they'll have to spread out. I don't see how traffic zones would help with that.

Bill

263
DF Gameplay Questions / Re: Avoiding Cave Adapation
« on: September 06, 2008, 11:44:29 am »
In my current fort, 75% of my dwarves live above ground.  It doesn't matter if they've got six stories of building above them, as long as there's a constructed floor overhead instead of a natural floor, this counts as "outside" for the purpose of avoiding cave adaptation.

The problem is that dwarves won't enter these areas when "dwarves stay inside" is set. I get tons of announcement spam from this sort of thing, and my dwarves bunch up at certain spots, too.

It would really be nice if 'inside' meant 'inside.' But then, rationally speaking, putting stone floors over an area should cut off the light, too. :)

Bill

264
DF Gameplay Questions / Re: Do furnaces generate smoke?
« on: September 06, 2008, 11:33:21 am »
About a week or two ago I posted about having more buildings cause negative effects.

One of them was that furnaces could produce smoke, which had a negative miasma-like effect, meaning that you'd need to strategically situate your Furnaces to avoid producing Smog-districts in the fortress.

These are dwarves. Maybe they should get happy thoughts from breathing furnace smoke.

:)

Bill

265
DF Gameplay Questions / Re: Some Newb questions I've not seen answered
« on: September 06, 2008, 11:31:08 am »
3: Oh!  Is there a min/max size to this?  Does it have to be an equal length/width?  ie 3x3 not 1x4?

No, no min/max size requirements.

Just to make sure you understand, shrubs are designated by a double quote ("). If there aren't any green shrubs (brown ones are... dead or something) in the area you designate for plant gathering, there won't be anything to gather. That might be why it "flashes once but doesn't stick" for you. It will do that if there aren't any bushes in the area you choose.

As Amen Brick explains, this works just like tree cutting (except that the trees, of course, are shown by different symbols).

Bill

266
DF Gameplay Questions / Re: Underground gardens, will it work?
« on: September 06, 2008, 11:23:25 am »
Quarry Bushes, I think?

Could be. I don't know how I could tell, since they look like any other bush. And I don't see anything about it on the wiki.

I haven't been sending my herbalists after them, since I didn't want them tramping on the young tower-caps. But I might try it later.

Bill

267
DF Gameplay Questions / Re: unmovable rocks
« on: September 06, 2008, 11:10:14 am »
Odd.  I've used garbage dump zones with no pits forever and Urist McGMan happily will pile everything I designate to dump into it.

You don't need holes to make a garbage dump. The only thing that you need holes for is pits/ponds to dump animals or water in.

Well, this IS odd. I made three different garbage dumps without channeling a hole and no dwarf ever used them. These were right next to tons of rock that I wanted to clear out of a bunch of stockpiles.

My other garbage dumps, which did have a hole in which to dump items, were always being used. In fact, the few stones that were removed from the other location ended up being carried clear across the fortress to one of these dump sites.

I use garbage dumps all the time for quick cleanup operations. Usually I just build one for temporary purposes. They've always worked fine, except when I didn't dig a pit. In those cases, not one item was dumped there.

As you say, it's odd. I don't know what the difference might be.

Bill

268
DF Dwarf Mode Discussion / Re: Don't you hate that?
« on: September 05, 2008, 11:14:30 am »
This is my own fault, but I built a bolt-hole - and goblin trap - at the far end of my map and had one goblin ambush party enter at each end, both intent on killing the guard kittens. I raised the bridge at one end, and the first group all died on the traps inside.

At the other end, I waited until the 'Pull lever' job was activated, and then went to watch the fun. But the bridge stayed down, and stayed down, and... the goblins started to escape. The lever-puller must have gotten tired or hungry or something, and the job had switched back to 'inactive.' OK, that's frustrating, but when I went back to the surface, I discovered that half of my dwarves had left my nice, safe fortress and were rushing across the map to get to the bloody goblin gear, despite the fact that there were a bunch of angry live goblins to go with it! Doh!

Yeah, none of my dwarves had outside jobs, so I hadn't worried that they'd be outside. But I'd completely forgotten to set the automatic 'forbid' on corpses and their items! My dwarves could still have escaped, but the first one, instead of running towards the fortress (and safety), ran to the edge of the map (and a gory death) - apparently just because it was exactly the opposite direction from the goblins (instead of slightly at an angle).

Two others ran back and forth (dithering about which entrance to use, the safe one or the one with the goblins coming out!), until a goblin bowman crippled them both. They lay bleeding for a long time, until the goblins finally waltzed over and put them out of their misery.

Yeah, it was my own fault, which just makes it worse. I hate when I forget something like that!

Bill

269
DF Dwarf Mode Discussion / Re: how is your underground river?
« on: September 05, 2008, 10:40:12 am »
This is the first underground river I've seen, but mine starts at the edge of the map and travels a relatively-short distance before falling into a bottomless pit. I was actually expecting some shoreline, but there's nothing like that. Just moving water and the pit.

When I arrived at the embark site, there were a couple of (unseen) cave crocodiles which immediately died. Were they in the river and just swept into the pit, do you think?  It's a bit disappointing, because there seems to be nothing in the river now. But I'm going to dig out a riverbank area soon and see if something will spawn there (or arrive in the river from off the map).

At the very least, it will provide a place for my fisherdwarf (before something eats him).

:)

Bill

270
DF Gameplay Questions / Re: Underground gardens, will it work?
« on: September 05, 2008, 10:28:54 am »
Your best bet would be to find a nice soil layer, and channel out the roof of it - trees and shrubs will definitely grow on an underground soil layer which is suddenly exposed to the sky.  Happens pretty quickly too.

Shrubs don't seem to need the sunlight, either. After my guys found an underground river, I dug out a huge room in the soil on the other side of the map, without breaking the surface. I got tower-caps sprouting up immediately, which was nice, but I'm also getting shrubs. I didn't expect that.

I don't know what kind of shrubs they are, but they're growing in a completely subterranean environment which has never been exposed to the light.

Bill

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