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Messages - WCG

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271
DF Gameplay Questions / Re: Military Screen Questions.
« on: September 05, 2008, 10:13:07 am »
I've added nightsticks to the game (blunt, 40 damage, hammer skill) so they're far less likely to kill criminals.  It still happens, though.  The low damage doesn't hamper their goblin-slaying abilities at all since they tend to rush hostiles en masse.

Can't you just make silver war hammers? (Then again, I have a lot of silver on this map. I don't know if you can make war hammers out of wood.)

And will the Fortress Guard stay inside if "Dwarves stay inside" is set? If so, they might still mill around at the front door, but better them than some civilian dwarf, I'd think.

Bill

272
DF Gameplay Questions / Re: Best way to defend a above ground settlement?
« on: September 05, 2008, 09:55:14 am »
OK, this is all very interesting, and it's clear to see that there are many different ways to play DF. Likewise, there are many different ways to defend an above-ground settlement. Experiment, and have fun!

However, at the very beginning of a fortress, manpower - er, dwarfpower - is at a premium. I don't want to spare even a single dwarf to the military. That's where wardogs come in handy. They're cheap (especially if you just bring dogs and then train them, which takes little time, even for unskilled animal trainers), and they're tough on goblin ambushes and murder on kobolds.

They're not always where you want them, of course (it helps to designate a meeting area where you want them to hang out), so bring a bunch of dogs. You can also assign them to dwarves who'll be most at risk (woodcutters, herbalists, etc.), though that doesn't always work, either. And tie kittens to restraints near your bridges and other choke-points. Goblins will usually attack them first, and the kittens will uncover snatchers and thieves. A little advanced notice is really, really nice!

If you plan to use traps at the start of your fortress, keep in mind that unskilled mechanics are very slow. I brought a proficient mechanic with me from embark, for that very reason. Later on, you'll have dwarves to spare, easily enough to form a powerful military force. But to get there, you have to survive the early years.

Great fun, huh?

Bill

273
DF Gameplay Questions / Re: unmovable rocks
« on: September 05, 2008, 08:59:46 am »
I've tried forbidding and unforbidding them and making a garbage pile and marking them as junk, but the dwarves ignore them.

You did make a garbage pit (from the 'i' zone menu) and not just a refuse pile (from the 'p' stockpile menu), right? Just making sure...

And although you can zone a pit without digging a hole, my dwarves would never dump anything there. Apparently, you MUST channel out a hole there, so the items drop down one level (at least). The garbage pit zone should include the hole and one square alongside it.

I've had a similar problem to that, and Paul has the right answer - make sure they are set to collect refuse outside. Remember to turn that off again though, it can cause problems later on...

What problems? If you mean that the dwarves will rush out to collect items in the middle of a battle, you can now set the game to automatically forbid corpses and the items they are carrying (under the 'o' orders screen, option 'F').

Other than that, I've never noticed any problems with collecting refuse outside. That's one of the first settings I make in a new fortress. (Yeah, my TWO fortresses, so far. Heh, heh.)

Bill

274
I just assign my amputees to the Fortress Guard.

I've got a peasant who lost an arm within seconds of migrating to my fortress (right in the middle of a goblin ambush) and hasn't gotten out of bed since. So now he's the lone member of my Guard. :)

Well, he deserves the easy duty, after giving so much for his fellow dwarves. I can't begrudge him a little food and water, even if I suspect he's just milking his injury for sympathy.

Bill

275
A few more possibilities:

E) I don't know how long you've been playing, but you do know that farm plots start out with no default planting assignment for each season, right? I mean, for the first year at least, every time the season changes, you must select which crops you want to grow in each farm plot. Otherwise, they'll lay dormant by default.

F) Outdoor seeds will only grow in the correct biome. Normally, you're just planting the seeds your herbalists have been collecting from that same area, but this can be a problem if you've bought the seeds or if you've built your farm in a different location (even if it's not too far away, you might have crossed a biome line). Unlikely, I suppose, but it's happened to me.

G) Usually, if I get cancellations of a 'build' command, it's because something is blocking that site (often an item which has been designated as 'forbid,' so the dwarves can't move it) or due to creatures nearby who scare my civilians. You might double-check that these aren't happening to you.

Good luck!

Bill

276
DF Gameplay Questions / Re: Disassembling stone blocks
« on: September 05, 2008, 08:27:09 am »
I think size of caravans is affected by the the amount of profit traders make from you. The more profitable you are for them, the more they'll bring you in subsequent years.

Well, they make a LOT of profit from my fortress. I'm a terrible haggler!

Thanks for the info, everyone. I'm not interested in modding the game, and this is pretty much what I expected. No big deal. I just thought I might have missed something.

Bill

277
DF Gameplay Questions / Disassembling stone blocks
« on: September 04, 2008, 06:01:47 pm »
I suspect I know the answer (unfortunately), but is there any way to disassemble stone blocks to get the ore back again? The dwarven caravan just brought me a bunch of stone blocks, but no ore at all. And I could really use some of this stuff (limestone, marble, magnetite, etc.).

I couldn't find the answer searching here or in the wiki, so I suppose it can't be done. But I thought I'd ask.

Incidentally, this was a huge caravan, and it was full of steel armor and weapons (this site has magma, but no flux and no iron ore, so far, despite extensive searching). I traded everything I had available and still couldn't get everything I wanted.

Isn't that unusual? I usually buy out the whole caravan without even putting a dent in my trade goods. And I had three goblin ambushes to boot (extra stuff to trade). I was disappointed in the caravans at my first fortress. I don't think I ever got more than two wagons worth of stuff. So I hope this continues!

Bill

278
DF Gameplay Questions / Re: killer cougars (koblold killers that is)
« on: September 04, 2008, 05:48:12 pm »
The easy answer is to look at every dwarf in your fort for one that likes the rhino lizard and then look at every bedroom for that one, and then build the cage in that room and make the lizard available as a pet.

Heh, heh. That's the right answer, no doubt, but it's quite tedious to do. I don't really want to examine nearly 100 dwarves, looking for one who might like rhino lizards. (And I may be wrong, but I don't think I've ever seen a dwarf who likes OR dislikes rhino lizards. I don't think I'd ever heard of them before I got one from this caravan.) And then, as you point out, painstakingly searching for that particular dwarf's bedroom...

And speaking of tedium (yes, I know I'm getting completely off-topic - sorry), is there any way to tell whose pet a war dog is, after it dies, without examining every single dwarf? I like to replace war dogs, but this is really a pain to do.

Bill

279
DF Gameplay Questions / Re: killer cougars (koblold killers that is)
« on: September 03, 2008, 08:53:22 am »
Heh, all my elves bring me is cloth....followed by more cloth...

I try not to buy much of the cloth they bring - and to buy all of the cages, etc. - to see if I can train the elves to be more useful. Not sure how it's working so far.

Bill

PS. They keep bringing me vermin in cages. I don't know what I can do with them. They're tame vermin, so no dwarf will eat them. And I don't even know what a 'two-legged rhino lizard' is.

280
DF Gameplay Questions / Re: Rock Crystal
« on: September 03, 2008, 08:45:50 am »
The only reason I've been wanting to make crystal glass is that I haven't yet.

I know, not exactly a great reason, but there it is.

That sounds like a good reason to me!

:)

Bill

281
DF Gameplay Questions / Re: Animals going extinct?
« on: September 02, 2008, 10:09:21 am »
Animals don't just spawn on your map, do they? In my first fortress, I had a cougar which would seemingly wander onto the map and then off again. At least, my dwarves never killed it - and there wasn't anything else dangerous on the map - but it would appear, disappear, and then reappear, pretty much in the same place.

Now, maybe you could hunt out an entire biome from the animals wandering into your fortress area, but that would seem unlikely, if this is true. I'd think there'd still be a remnant population elsewhere, especially if your map is only a small part of the biome.

But I don't know how this works.

Bill

PS. If you've got several different biomes in your map, will animals cross into other biomes? That cougar never wandered far, so I'm wondering if they're restricted to their particular biome, even when they arrive on your map. Anyone know?

282
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 02, 2008, 09:57:01 am »
(OK, I assume that 'interface improvements' is too vague, as well as being a 'perpetual goal.' But I'd really like to see Toady focus on improving the interface right now, more than adding new features.)

At any rate, I guess I'll vote for:

1) Multiple operations per screen. (I don't know what to call this, but I'd like to eliminate switching from screen to screen to do things. Like being able to see a terrain square from the mining designation screen, instead of having to switch to the 'look around' screen and back again. Or being able to zoom to a dwarf from the 'unit' screen, then return automatically to the same location on the unit screen.)

2) Zoom to announcements. (Individually controlled, of course, by calling up the announcement screen and picking one.)

3) Better control of announcements. (In particular, I'd like to turn off the constant announcements when my miners find a non-economic stone. Ideally, I'd like to choose which types of stone get announced and which do not.)

Bill

283
DF Gameplay Questions / Re: killer cougars (koblold killers that is)
« on: September 02, 2008, 09:19:40 am »
I was happy that the first elven caravan to my fortress brought a tamed giant jaguar,... but this animal hasn't done one thing since I released him. He hangs around the meeting areas, but has never shown the slightest interest in kobolds, goblin snatchers, or anything else.

Maybe that's because I didn't assign him to anyone as a pet. Then again, he got a whiff of dust from a cave-in, so his lungs and heart aren't too good anymore. I suppose I'll just let him lounge around begging for table scraps...

Bill

284
DF Gameplay Questions / Re: dwarven economy
« on: September 02, 2008, 09:15:38 am »
Wait, I don't have to assign rooms to all and sundry?!? HOORAY!

Just create a bedroom from a bed, and a dwarf will claim the room after sleeping it it. (If you don't make a bedroom from the bed, homeless dwarves will still sleep in it, but won't claim the room.)

Bill

285
DF Dwarf Mode Discussion / Re: Hmm, Is this normal?
« on: September 02, 2008, 09:12:21 am »
I can't wait for nobles to be needy, intelligently.  Instead of asking for crap that doesn't exist, how about insisting that some tree is sacred? Or the hunting of boars illegal? Or mandating production quotas for an actual purpose?

This would be great. However, I can certainly see nobles requesting items that aren't actually useful. If a noble likes gold statues, for example, then he/she could very well mandate their construction.

But requesting items made from a material not found on your map at all? That's a bit different. Even then, it wouldn't be a problem if you could keep your nobles happy another way (and your dwarves weren't getting hammered or jailed for it). Even a noble must be unhappy about some things,... but a little pampering should restore their good humor.

Bill

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