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Messages - nirodragon

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136
DF Dwarf Mode Discussion / Re: There's something about that brook......
« on: October 01, 2008, 12:45:41 pm »
I've received a complaint about this thread, and indeed, there's some silliness.  Yanlin, the sig discussion would have been better started in PMs.  Coupled with other comments since your return (eg this), I'm not far off banning you permanently.  Refrain from harassing people.  nirodragon, your new personal text (and your old one) is inflaming the overall situation.

Understood.

137
Quantum stockpile?

138
Well, now that I have some suggestions on how to manage the food and drink, how do I manage my seeds without accidentally dumping the entirety of a certain kind?  I want to use the stocks menu, but that shows every seed individually - that would be a real pain to go through and dump 800 or so of my 1000+ seeds, one by one.

EDIT:  It seems, now that I look at it, that my dwarves cap the stocks of each seed at 200.  This should make it far easier to not worry about ending up with 14,000,000 plump helmet spawn....w00t.

139
As soon as you get cocky and stop farming, you notice everyone in the fort is starving, and you have 5000+ drinks of alcohol and 0 food in the stocks.

Then you stop everything, produce plump helmets, and 20 dwarves die from starvation.

Stop farming, yes.  Get cocky, no.  The storage rooms are on the main level of the fortress, I'll see if the stocks are getting low in plenty of time.  Besides, I check on the numbers every time I go to brew/cook/mill/butcher anything.

Thanks for the warning, though.

I throw them at traders. Exports might count for something. And if not, at least they're not taking up space that way.

I get literally everything I want from the traders by exporting food anyway, and I'm still overflowing.  In fact, I just traded about 1000 prepared meals to the human caravan, and left them only with some cloth, rope, and crafts that I didn't want to take from them anyway.

140
DF Gameplay Questions / And I thought it would be hard managing cats......
« on: September 29, 2008, 10:27:59 pm »
I set up a farming system, and now I'm up to my ears (human height, not dwarf height) in prepared meals.  What am I supposed to do with them?  I have three 11x11 rooms dedicated to storing them already!

Yes, I know - just stop farming for a while.  The thing is, I already did.  I want to know what I'm going to do with what I already have.  Besides, while I have around 3000 prepared meals, I only have about 150 drink.  That's a bit of a gap, considering drink seems to go away faster than food.

Right now, I've stopped all food crop production except that which can also be brewed.  The only thing I have to figure out now is how to deal with my 2500 seeds.

141
DF Dwarf Mode Discussion / Re: The worst artifact ever
« on: September 29, 2008, 10:13:35 pm »
Code: [Select]
Zaslanlar, "The Crystalline Birds", a feather tree bin.

This is a Feather tree bin.  All craftsdwarfship is of the highest quality.  It is encircled with bands of Feather tree.  This object menaces with spikes of Feather tree and Lace agate.
On the item is an image of a dwarf and dwarves in Feather tree.  The dwarf is surrounded by the dwarves.

How, exactly, am I supposed to keep track of this freaking thing, unless I empty it, drop it in a room, and build a shrine around it?  And for a grand total value of 7200???  AAGH!

142
DF Gameplay Questions / Re: Military Murder?
« on: September 29, 2008, 09:51:33 pm »
...

How long does this thought last?  Is it something that never goes away, or does it vanish in a season, never to return?

EDIT:  Yeah, I checked the killer's profile.  He's already over it entirely.  D:  Cold-blooded monster.

143
DF Dwarf Mode Discussion / Re: There's something about that brook......
« on: September 29, 2008, 09:50:38 pm »
From the diagrams of the horseshoe problem that I'm seeing here, I can say that I do not have a horseshoe issue.  Also, it's not that there's infinite water.

Rather, it's that I was surprised because I was pumping water into a brook faster than it could drain off of the edge of the map, considering the brook input taking up a good bit of the output capabilities.

I might have to take a shot at creating the horseshoe, though; it might be fun if I can put some sort of control on the exit point - assuming the bug isn't fixed yet, of course.

Side view of my system:
Code: [Select]
P~~WA
XX~~~
XXXXX
P = pump output
~ = water
W = wall
X = ground
A = open space

As I figure, I just made the brook's input actually exceed its output.  This would never have happened at all if I hadn't partially flooded my fortress - the amount of water I was pumping out was far more than the system was intended to deal with.

144
DF Gameplay Questions / Military Murder?
« on: September 29, 2008, 06:01:41 pm »
I was under the impression that any murder would be punished by the Sheriff.

It seems, however, that deaths due to sparring injuries are not considered murder.

What's that all about?  The one responsible even lists the dead soldier in his list of kills!

145
DF Adventure Mode Discussion / Re: Money, money.... junk?
« on: September 29, 2008, 12:41:06 pm »
...

I iz confooz'd.

146
DF Dwarf Mode Discussion / Re: There's something about that brook......
« on: September 29, 2008, 12:39:50 pm »
Yanlin:  If you'll take a look at the full quote, it is a quote of my REPLY to when you said that, in which I directly quoted you via quotation marks ("), since that post was a direct reply to a question (troll) that you aimed at me.

Now, I was going to remove my tag as your apparent nemesis when I logged in today, considering your lack of harassment over the last week or so, but obviously the tag is now staying being modified appropriately.

That said, STOP TROLLING EVERY TIME YOU REPLY TO MY POSTS.

I'm not going to argue when you inevitably reply that you aren't trolling, that's just step two of the troll.

Check my new tag, it'll tell you all you need to know.

147
DF Adventure Mode Discussion / Re: Money, money.... junk?
« on: September 29, 2008, 01:38:06 am »
"Too cheap to buy a surge protector?" in the thread where I mentioned my files being corrupted when my house was struck by lightning.

THAT is signature material. The combination of the quote and your house getting hit by lightning is so... Awesome.

Good idea.

148
DF Dwarf Mode Discussion / There's something about that brook......
« on: September 29, 2008, 01:26:25 am »
.....

o.O

It's flooding??????

I had a system set up to drain excess water out of my obsidian factory.  The water is shunted through constructed walls to fall back into the source (a brook) via two channeled brook tiles.

This system also happened to become the saviour of my fortress, helping to prevent, then reverse flooding due to an oversight.

The only thing is this - nobody ever mentioned that pumping water into a brook in this fashion could cause un-channeled brook tiles to flood if done too quickly.

...

There's a massive area of mud and such around the channeled-out tiles, outside the containing walls.  And for those who might ask, yes, I did build a ceiling above the channel via floors one z-level up.

Wow.  There's nothing like a few screen-lengths of 'muddy brook' the distract a person.

Does mud go away outside, like blood and such, or is it a different type of thing?

Code: [Select]
Level 1
XXX~~~X
XXX~~~X
XXX~~~X
XXX~~~X
XXX~~~X
XXX~~~X
XXX~~~X

Level 2
BBBBBBB
WWWWWBB
~~~HWBB
~~~HWBB
WWWWWBB
BBBBBBB
BBBBBBB

Level 3
AAAAAAA
AAAAAAA
FFFFFAA
FFFFFAA
FFFFFAA
AAAAAAA
AAAAAAA

~ = water
H = channel
F = floor
X = solid ground
A = open air
B = clear ground

All of the clear ground (B) is now muddy, including the brook tiles.  D:

149
DF Dwarf Mode Discussion / Re: Fortress design/layout and barrel problems
« on: September 27, 2008, 11:17:08 am »
Well, if you were in a woodland biome you could just set a bunch of peasants on making barrels in your sweatshop, but you might have a problem if you're out of wood. Try to make sure you don't have any empty barrels sitting around anywhere, and if needed, reserve barrels for alcohol only.

Also, about the fortress layout, I have a suggestion:

Just make wide hallways and put related workshops together. Build bedrooms and dining rooms on the same level, in a stone layer. By related workshops, I mean things like a wood furnace, a smelter, and a metalsmith's forge. Just put them in nearby rooms. Other sets of related workshops include things like a butcher's shop and a tanner's shop, although putting those two outside might be a good idea if you have a lazy butcher.

If you can, make the halls 3 squares wide. Try and make it so each workshop can be sealed off in case an Ultra-Mighty carpenter claims something and wants crystal glass. Make a very large (think between 30x30 and 90x90) room in a stone layer. Build bedrooms around it, branching off from it. Make sure the walls between the bedrooms are two squares thick, so they don't overlap (overlapping decreases value sharply), and make sure they all have doors. Smooth and then engrave the whole thing, put decorated tables and chairs in the center room, and make it a dining room and meeting area. If possible, build a well in it. This configuration works very well if you want happy dwarves.

Also, try and capture large animals alive. Don't declare things available for adoption. Get a herd of about 10 to 30 large animals (camels, elephants, whatever your map has) and then use them for food and skins. This can really be a big help early in the game, before you can buy so much leather. If you have a map with spiders on it, leave parts of their habitat untouched so you can harvest their webs at a steady pace. If you don't have webs, farm some plants you can make thread out of and some you can make dye out of. Getting a stable cloth or leather industry pays off.

A good way to make money is with prepared meals. If possible, try and get very high quality ones made with things like Dwarven Syrup. Otherwise, expensive meat (elephant meat and things, not cat meat) will do fine too.

Overlapping floorspace does smash value, but shared walls do not.

150
Starving 'em out or drowning are your best options. There is no interface option for "Go Apeshit On Their Elven Asses" present.

That is exactly what the option should be called, too.  Have something clever for humans and dwarves too.

Trade depot menu -
Code: [Select]
g: move goods to depot
t: trade
A: Go Apeshit on their elven asses

(human traders)
g: move goods to depot
t: trade
A: Kill the idiots!

(Dwarven traders)
g: move goods to depot
t: trade
A: Treachery!

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