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 - soup_alex

Pages: 1 ... 23 24 [25] 26 27 28
361
DF Dwarf Mode Discussion / Re: Cats; Tribbles?
« on: July 29, 2008, 09:19:54 pm »
My forts have never suffered from catsphyxiation. Even with several rogue adults, their reproductive output is nothing compared to that of my dog army (puppies remain caged until they're ready to become "processed" at the kennel).

362
DF Gameplay Questions / Re: What happens if I kill the king...?
« on: July 29, 2008, 09:15:35 pm »
Usually, the penalty for regicide is becoming the new king or queen.

"I must slay the nobles!"
"No, Urist. You are the nobles."
And then Urist was a Mayor.

363
I read that the error, apart from carp having a ridiculously powerful attack for their size, was something to do with fish gaining attribute buffs from swimming as they improve in that "skill", though they were innate swimmers to begin with (swimming is pretty much all that fish actually do from a land-lubber's perspective, anyway). This has (apparently) been fixed in the new version.

364
You know what tastes really good with crenellated walls? A dry moat.

365
DF Gameplay Questions / Re: my recruits wont sparr
« on: July 29, 2008, 08:55:45 pm »
Barracks are also a nuisance when wounded soldiers take over a bed there to rest in when there are plenty of "hospital" beds elsewhere. I'm defeating this problem by micromanaging bed allowances, and assigning beds to all non-military dwarves (which of course means that a migrant storm becomes an even greater pain in the arse!). Maybe I should just let them rest where they like, though; they seem much better at not half-killing each other when training than my last few forts, and those that do get injured seem to recover fully before even needing a dose of water.

366
DF Gameplay Questions / Re: my recruits wont sparr
« on: July 29, 2008, 10:21:13 am »
"Marksdwarves", or dwarves you've ordered to pick up crossbows, still seem to train in wrestling if you haven't given them any bolts (or targets either, maybe).

I have similar problems: sometimes a raw recruit can go from zero to Great in hardly any time at all, whereas I'll often still see a "Dabbling Wrestler" or two creeping around the dining room (or otherwise slacking off), even years after the last draft.


Lazy dorfs = INFURIATING.

367
DF Gameplay Questions / Re: How do I view the stockpile contents?
« on: July 29, 2008, 10:15:06 am »
Don't worry, your English is excellent!

As far as I know, there isn't an easy way to check items in stockpiles (unlike (t) over a workshop/building, or the (r)oom menu), and you'll have to survey each bin/barrel/etc. manually with the loo(k) key, or else read the stocks list in the status (z) screen.

Sorry. Annoying, isn't it? :-\

368
DF Gameplay Questions / Re: Where did my axe go?
« on: July 29, 2008, 10:10:02 am »
Erm... exactly!

(Oops. Hammers on the brain. Hammerbrained.)

369
DF Gameplay Questions / Re: Where did my axe go?
« on: July 29, 2008, 09:40:03 am »
I once lost an axe to a wild ox my axedwarf attacked - the axe got stuck in it, and then the ox left the area with it.  So, an injured opponent might have fun off the map with your axe, never to return.
That's something I hadn't thought of, there have been plenty of fights with goblins, and though I haven't noticed any escaping it's possible one ran off with the axe stuck in it.
...and that's why everybody needs some skill at wrestling! I'd be gutted if I managed to have a masterful, gem-encrusted hammer "stolen" in this manner.

370
DF Gameplay Questions / Re: Punching a hole in the roof
« on: July 29, 2008, 09:27:33 am »
It might also be worth noting that when ice thaws, it always contains 7/7 water (even if there was less when it was frozen—this means it is possible to generate your own water from water in temperate and near-temperate biomes, though it's a slow process), and water sources (lakes, ponds etc.) that you've managed to drain completely in Fortress Mode will actually refill with water if you abandon the site and then reclaim it (whilst also preserving any water you'd taken from the original source, e.g. for a well. I didn't completely wall-off my well shaft from its access tunnel all the way up, one time, and upon reclaiming watched a once-dry lake suddenly filled with water ejecting its contents into the bottom of my well... which flooded).

371
DF Gameplay Questions / Re: smooth/engrave constructed walls?
« on: July 29, 2008, 03:39:09 am »
As has been mentioned, you can't smooth/engrave Constructed walls or floors, which can be extremely annoying (though you can still carve fortifications into them). If you want to dolly up a room that features Constructed walls/floors, you'll need to add some quality furniture (statues etc.) if you'd normally rely on engravings.

372
DF Gameplay Questions / Re: Quick bridge question:
« on: July 29, 2008, 03:13:44 am »
Apart from a ramp leading back out to the besieger's side of my dry moats, I sometimes also incorporate a steel floor hatch leading back to my main holds via a narrow access tunnel.

373
DF Gameplay Questions / Re: Unmovable used Bolts
« on: July 29, 2008, 02:59:33 am »
Just be careful about the elves - they don't like ... bloody bolts.
Oh, but I'll bet they really do! The bloodthirsty, black-hearted (tree-hugging) bastards!!

374
DF Gameplay Questions / Re: Drowning the Traders?
« on: July 28, 2008, 07:07:11 pm »
Perhaps elves now have an improved "fording depth" by their size advantage over dwarves. I know that Unicorns were, if not still are, fully amphibious fighing machines...

375
DF Gameplay Questions / Re: Unmovable used Bolts
« on: July 28, 2008, 07:01:44 pm »
I am pretty sure you are wrong. With four immigrant hunters (who start with 25 steel bolts) I was able to melt down the expended ammunition into a bar of steel. There were no other steel objects melted down in that map, so the steel could only have come from bolts.

Hmmm, I smell another experiment!
From the wiki:

"Material size is a property of finished goods. It determines how many units of raw material are required to build or construct the finished good, and how many are recovered when it is melted (if possible)...

...Metal

Material size >= 9 requires 3 metal bars
Material size >= 6 requires 2 metal bars
Material size < 6 requires 1 metal bar"

You're right, my equation was off: when you melt you actually gain a tenth of the material size for that item in metal bars.

bars from melting = (material size/10) x number of items melted
1 = (0.1/10) x 100
1 = (0.01) x 100
So, without going to through the raws, we can deduce that crossbow bolts are size 0.1 ;D

Pages: 1 ... 23 24 [25] 26 27 28