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Messages - soup_alex

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211
DF Gameplay Questions / Re: A vile force of carp has arrived!
« on: August 17, 2008, 05:41:06 am »
It's buggy dorf behaviour, moreso than the fish themselves. Not, Dabbling, and Novice swimmers simply should not charge into water. They should know better.
So really, dwarves need another line or two of behavioural programming to ask them whether they're trying to charge something that is IN WATER (or just a FISH of some type, if that's not possible), and if the reply is "1", to tell them NOT TO DO THAT PLEASE.
Is this (easily) user-modifiable? Or hard-coded?
Can I prevent Adventurers from taking "swimming lessons" by changing their combat behaviour?

212
DF Gameplay Questions / Re: Woodcutter can't make up his mind
« on: August 17, 2008, 05:31:13 am »
Odd, though I'm sure I've seen it happen with dwarves so I don't think you need to re-read pages 1-136,216,387,216 of The Modding Bible ;)

IIRC, the problem was actually labour-related... though that doesn't seem to be the problem here, if the silly man is actually doing the job when told.

...perhaps try unselecting woodcutting, removing his axe ("fight unarmed"), and then setting both back to normal per woodcutters once he's ditched it. Either that, or I suppose keep designating trees to chop down?! :-\

Hope that helps.

213
DF Gameplay Questions / Re: Lazy recruits.
« on: August 17, 2008, 05:23:38 am »
What the hell, is the "lazy recruit" problem my area of expertise, now? That's the second question on the subject in as many days that I've helped on.

...maybe I should enlist?!


[edit: Oh; you're most welcome, by the way!]

214
DF Gameplay Questions / Re: Quick Question about Cages.
« on: August 16, 2008, 11:47:22 pm »
This doesn't work. You can't "press enter to see his equipment" on anybody in a cage (not even your dwarves I think). You'll see the goblin's name in blue under "Contents:", but pressing enter does not open the equipment list.

For now, the Stocks method is the only way to strip a caged goblin.
QFT; Goblins are not boxes/bins (and more's the pity). This would be a really nice feature, though, or even better just a button to automatically disarm/strip caged enemies (because why would you want to liberate the left giant cave spider silk sock and not the right?)

215
DF Gameplay Questions / Re: Lazy recruits.
« on: August 16, 2008, 11:42:02 pm »
Make sure they're not all skiving off, watching the sergeant take a piss-break or something. Since I had this problem something chronic after my first six or so militarydwarves hit Elite, I've found the best way to make sure recruits will train as they're supposed to is assign each of them to a unique squad: that way, one dwarf who can think of something better to do won't hold back the remainder while they could be training.

Hope that helps!

216
DF Gameplay Questions / Re: A vile force of carp has arrived!
« on: August 16, 2008, 11:37:53 pm »
Two ideas that spring to my mind fairly sharpish:

1) You could try taking the blasted creatures' bite (bite?!) damage down from 1-6 Gore to something more reasonable in the raw file—although I think the main problem with fish (apart from really nasty bite attacks that always seem to latch) is their tendency to drag your poor dwarves into the water... which they seldom manage to escape from.

2) Construct an elevated gantry over the river and station some marksdorfs (harrass wild animals, natch) up there. Make sure the entry-ramp or -staircase is a tile or so back from the bank.


...bloody carp >:(

217
DF Gameplay Questions / Re: Where do I build cloth bags?
« on: August 16, 2008, 09:19:28 pm »
*facepalm*
It happens. You're forgiven for not knowing what Rope Reed was, anyway, as only those weirdo surface-farmers grow the damn things (Pig Tails are the dwarven equivalent, and just as good; though they can only be grown through part of a year)

218
Rrrrr, I hate fish (especially sea lampreys)! I wish there were a way to just bomb them, or poison the water.

219
DF Gameplay Questions / Re: Where do I build cloth bags?
« on: August 16, 2008, 09:08:05 pm »
Plant fiber and silk are types of cloth. If you want to make bags from the Rope Reed cloth you've bought from the elves, you'll need to specify (plant fiber > construct bags) at the clothiers.

220
DF Gameplay Questions / Re: Where do I build cloth bags?
« on: August 16, 2008, 08:45:23 pm »
Nothing at all, or just cloth bags?

In case you don't understand the production chain (don't mean to patronise; sorry if this is more in-depth than you need, it sounds like an unusual problem!), you first need either Pig Tail or Rope Reed plants, which are then processed (p) at a Farmer's Workshop into thread. Thread is then woven into cloth at a Loom, which should then be ready for use by the Clothiers to turn into most items of clothing, and bags besides.

...if it's just bags that you can't seem to make, have you tried cycling through the orders menu at your clothier? "Construct plant fiber bag" is near the very bottom of the list, I don't think it would appear on the first page.

221
Damn!
On my first visit to the mountainhomes, the Queen and the Mayor each gave me a quest: the Queen sent me to slay an Alligator, "Braidphrase", which was easy enough (or impossible, however you choose to look at it) because the silly sod kicked the bucket (froze to death) within a few steps of my arrival on the scene. Now, I would content myself with the Mayor's quest, but that involves charging into an Elven settlement (at war with, naturally) to beat up a Druid... who will probably prove just as difficult to find as the Queen is, now!

[edit: oh, never mind. I decided to have some fun with the elves anyway, but got drowned by carp along the way. Even though I've modded them to be much less dangerous. And they were in a murky pool.
SINCE WHEN DO CARP LIVE IN MURKY POOLS?!]

222
DF Gameplay Questions / Re: Quick Question about Cages.
« on: August 16, 2008, 07:38:32 pm »
I had actually searched and Red the Wiki before posting the topic. For some reason, none of the Goblin's equips are showing up in Stocks. I've tried anything I could think of.
Have you remembered to Tab through to the detailed list? By default, the stocks menu will only list items by general type.
Also, as Neoskel points out, you'll need to look out for "narrow" clothes and armour; thieves normally carry only an Iron (Copper for Kobolds) large knife.

223
Hallo!

Currently running an Adventurer game in a .39f-generated world, and I'd forgotten how difficult it could be to track down quest-givers in their respective towns. Humans mayors are simple enough to find, but Queens, Druids and the like (until recently I hadn't even known they could be found in Adventure Mode) seem to be engaging in grandiose games of hide-and-seek: after giving a quest, they become impossible to find again!

...so, am I missing something? Is there a sure-fire (or at least better than manually-searching-every-room (or tree cluster)) way to track down specific individuals within settlements? Or is this just something I'm going to have to get used to? :-\

Cheers,

Alex

224
DF Gameplay Questions / Re: couple of questions
« on: August 15, 2008, 09:33:00 pm »
Note: When you tell your military dwarves to carry waterskins, they will only drink out of them and no alcohol.
Thus, they probably spar more slowly.
Also, if your fortress is located mainly withing cold or freezing biomes, they become more of a nuisance than ever as the soldiers will perpetually attempt to fill their 'skins (which are already full, but the water is frozen).

225
DF Gameplay Questions / Re: Dog is a dwarves best friend
« on: August 15, 2008, 02:10:08 pm »
dog meat biscuits (with finely minced dog tallow)
Hmm, tastes like... dog?

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