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Messages - Sutremaine

Pages: 1 ... 66 67 [68] 69 70 ... 440
1006
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 19, 2013, 02:17:33 pm »
Pathing might be broken. Strike the caverns!

1007
DF Dwarf Mode Discussion / Re: Waht to do wirh lead?
« on: November 19, 2013, 02:12:12 pm »
I think ill just dump the lead, i almost depleted the galena and the noticed i have tetraedrite close to the magmaworks, so ill make copper crafts
Where are the lead bars, relative to the magmaworks? If they're pretty close, then make lead crafts and save the copper for something else. Despite its weakness, it is weapons-grade. If the lead bars are far away, build a regular forge nearby and let your metalcrafter slowly hoover up the bars. They'll need a steady supply of studdable items, though -- how about some copper bolts?

1008
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: November 19, 2013, 01:57:12 pm »
Re: stat boosts

Testing has shown that it's the time taken on a task that determines stat gain, not skill level. I don't think time spent on a job but not actively doing it counts -- if your miner spends 500 ticks walking to a tile and 50 mining it out, you probably only get 50 ticks of stat gain. The testing was done on a pair of engravers, with one having high speed and one having low speed. Despite engraving the same number of tiles, the slower dwarf got a bigger stat boost.

Physical stat boosts are sufficient to have a no-skill dwarf turning out high-quality goods on their first few attempts, so if you always have a couple of idling dwarves you can put them in the military to make them better crafters later on. They'll also pick up some combat skills, which is nice.

1009
DF Dwarf Mode Discussion / Re: So im at "peace" with the goblis.
« on: November 18, 2013, 04:22:41 pm »
All that P means is that you're not actively at war with the goblins. Because of the child-snatcher tag, they'll always be hostile.

1010
DF Gameplay Questions / Re: Any tips on seed management?
« on: November 18, 2013, 04:04:24 pm »
The problem with that is that if seeds are in a stockpile, they will be put in bags if bags are available.

1011
If he's got the wood, rough gems, and cut gems, but is still not picking up the leather, you may need another cut gem or two. Gizzard stones are also valid.

1012
DF General Discussion / Re: DF on laptops: Resolution vs Size
« on: November 17, 2013, 01:04:40 pm »
I'd go for resolution, since it allows you to fit more tiles on the screen.

1013
DF Dwarf Mode Discussion / Re: Why so damn many possesed moods?
« on: November 17, 2013, 12:54:36 pm »
Dwarves who are at Fine or above will never go into fell or macabre moods.

1014
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: November 17, 2013, 08:25:15 am »
You can place another gear between the gear below the single windmill and the building being powered, at a loss of 5 power (4 if you would have been putting an axle there anyway). If this doesn't overload the system, great. If it does, put the gear somewhere else in the system and engage it when you want the pump deactivated.

1015
DF Gameplay Questions / Re: [0.31.25] I think I've run out of migrants
« on: November 14, 2013, 06:58:44 pm »
I have lost that message, yeah. What is the name of the hack? I don't see anything in the list running it now.
I don't have it in my 21.25 folder, but here's the text from the lua file for the 34.11 version:

Spoiler (click to show/hide)
I can't get it to work in 21.25, but I can't get any of the existing lua scripts to work either. You should probably go ask in the DFHack thread. :)

1016
DF Gameplay Questions / Re: [0.31.25] I think I've run out of migrants
« on: November 14, 2013, 05:46:56 pm »
I had that problem (have you lost the brown 'fortress has attracted no migrants this season' message as well?). I think a DFHack fix existed for 31.25 -- it's the same as the one for 34.11, and clears out the unit list.

1017
DF Gameplay Questions / Re: Any tips on seed management?
« on: November 14, 2013, 05:42:11 pm »
Link your seed-producing workshops to a stockpile that doesn't permit seeds or containers. The seeds will stay in the workshop.

For loose seeds produced by eating, you can make a stockpile closer to the farms than the seed-producing workshops. Alternatively, you could leave them lying around until the traders come, and then use the distance from the depot to determine which seeds are in the workshops and which ones are lying around.

Depending on the size of your fortress and/or your efficiency in repelling sieges, you can rely on trading for booze barrels or muck roots and bloated tubers (neither of which produce seeds themselves). Mead can provide a small amount of seedless alcohol, though by itself it won't supply more than a few dozen dwarves.

Another option is to get up to the 200 limit on a seed type, so that no more are produced. Once you're up to the limit, you can use caravan-bought seeds on your farm plots so long as you never dip below 200 seeds. Plump helmets are the easiest for this, as the dwarven caravan brings both the seeds and the plant itself.

1018
DF General Discussion / Re: When did YOU migrate to Dwarf Fortress?
« on: November 13, 2013, 08:37:55 pm »
for those around during the 2D era, did candy exist back then?
Yes, but mining any of it would kill off your fortress eventually. Every season, the game would roll a random number between 0 and 99. If the amount of ore mined was greater than that number and you weren't under siege, you'd be kicked to a special Game Over screen and be unable to reclaim the fortress.

1019
DF Dwarf Mode Discussion / Re: Why so damn many possesed moods?
« on: November 13, 2013, 08:25:24 pm »
It's random.

Some stats would be helpful though, as 13/20 possessions is much more likely to be noted than 13/20 fey moods or 13/20 secretive moods.

1020
DF Gameplay Questions / Re: Pink I showing on both Region and Local??
« on: November 13, 2013, 08:23:21 pm »
Vegan fortress near a tower* (or anywhere for that matter)? Pfft. I have a tower nearby, and the elves bring me giant tigers. It'd be irresponsible to let that go to waste.

*The I is a vague visual representation of a tower, in much the same way as a [cabinet] is a vague visual reprentation of a goblin fortress. But unlike a tower, it doesn't really matter how close a goblin fortress is. They're willing to walk across the whole world to reach you.

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