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 - Sutremaine

Pages: 1 ... 14 15 [16] 17 18 ... 440
226
DF Dwarf Mode Discussion / Re: Trivial findings
« on: February 19, 2015, 06:56:40 am »
The two kids in the fortress will join in the fight if their parents are fighting as well. Nice to know.

Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.
They can keep going for a while, as they'll be brought food and drink. Eventually they'll get drowsy, and sometimes they stop just inside viewing distance and blank out completely, not triggering any food or water jobs. I'll have to see if a civilian alert unsticks them. Nice tip.

227
DF Dwarf Mode Discussion / Re: Dorfs putting their clothes in tombs
« on: February 19, 2015, 06:49:07 am »
We had a bunch of migrants last quarter, and three of them have some small appraisal skill and plenty of time on their hands. YOU HAVE BEEN WARNED."
Odds are that a caravan with wagons will boost a dwarf to Novice Appraiser before you even see the trade screen.

228
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: February 18, 2015, 06:36:26 pm »
I made an album with some of the screenshots that seemed relevant to this:

[snipped for brevity]
...I think I'll just train them up until they're not encumbered by their regular gear. Then the DT-identical speeds will be accurate for my purposes.

229
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 18, 2015, 06:21:19 pm »
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.

Fat dwarves are good. They're better at absorbing blows, and last longer when starving.

230
DF Gameplay Questions / Re: Forcing non-candy metal for artifact
« on: February 18, 2015, 06:17:03 pm »
Hmm. What other material does he want? If you let a dwarf start working and then forbid the primary material, the game will either use the next valid material or default to the first material it finds in the raws (in an unmodded game, this will be iron). So, if he wants some metal decorations, have him grab the platinum and then forbid the adamantine once he starts work.

This is something I haven't done in .40, but I don't think that aspect of the game has changed. Leave the worker at least one gathered material to work on, or the mood will stall and eventually fail.

231
DF Gameplay Questions / Re: linked levers stop working to floodgates
« on: February 18, 2015, 06:12:40 pm »
I need 3 or 4 level for a well to operate, even with 2 z levels of 7 below right?
No. If the bucket descends to a level without sufficient water to draw, it'll check the next one down until it hits a floor, bridge, or other obstacle.

232
DF Dwarf Mode Discussion / Re: Stress
« on: February 16, 2015, 08:59:00 am »
Hm. Maybe your civilians could get some military training in to the point where dead sentients don't bother them so much? Not really an option in a succession game, but in a succession game the 'ignore them' option is more viable.

233
DF Dwarf Mode Discussion / Re: Trivial findings
« on: February 16, 2015, 07:25:27 am »
If you can engineer a situation in which your military beat up an unconscious creature for eternity (or until they go mad of sleep deprivation), you can get the following benefits:

:Armour User skill
:Discipline
:Observer
:Excellent stat gains. This is the main draw for me.
:Daycare -- burrow the kids there and let them watch. It's great for their focus and intuition. Who knows, if you have a sufficiently fight-happy child, maybe they'll join in the beating.
:Dinner at the end of it. Animals don't get the skill benefits of fighting, but they do get the stats. Camel bacon for everyone!

234
DF Dwarf Mode Discussion / Re: Stress
« on: February 16, 2015, 07:17:24 am »
I'm trying to run a long term fort so naturally I'm experiencing the stressed dwarves problem right now.  The biggest problem is sieges - what happens right now is:

1) Goblins and trolls charge the gate.
2) Goblins and trolls get absolutely massacred.
3) Dwarves get really depressed cleaning up the bodies.

Can you not just ignore them until they go away? No bodies, no mess, no stress.

235
DF Dwarf Mode Discussion / Re: Stress
« on: February 16, 2015, 12:27:51 am »
Do all thoughts default to a strength of 1000?

236
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: February 16, 2015, 12:19:09 am »
Theoretically, yes.  Any depth of water will freeze to a full ice wall, whether it's 1/7 or 7/7, and any ice wall will melt into a full 7/7 depth water, so you can essentially create water in this way.
That's changed for arena mode at least, with the game now keeping track of the pre-freeze water level.

237
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: February 15, 2015, 08:57:09 pm »
How do you find the current speed of a dwarf? I can get the number that Dwarf Therapist gives, but that doesn't take into account encumbrance.

238
DF Dwarf Mode Discussion / Re: Stress
« on: February 15, 2015, 08:55:54 pm »
'Interested' is listed as a +1 on the wiki.

239
It can happen. Dwarves with good relevant stats or a liking for a relevant material or item* do produce high quality goods for their skill level.

Build that statue to keep it safe! Novices might produce masterworks, but they won't do so often.

*Colour preferences may or may not also come into play.

240
DF Dwarf Mode Discussion / Re: Stress
« on: February 15, 2015, 08:28:58 pm »
What's the maths on that?

Pages: 1 ... 14 15 [16] 17 18 ... 440