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1711
DF Dwarf Mode Discussion / Re: Free, with purchase...
« on: November 05, 2009, 08:39:24 pm »
I found out, by acquiring several caravans full of dead animals in cages, that your butcher will actually bring the caged corpse to the butcher workshop and process the corpse without you having to build the cage, dump the corpse, and reclaim it.  Since animals in cages in a stockpile are essentially in statis, the corpses don't rot while they wait for him to do this.

1712
DF Gameplay Questions / Re: Hot/Cold tags on meeting rooms
« on: November 05, 2009, 08:31:24 pm »
Okay, yes, I see it now in mid-Spring.  You weren't half kidding about how far the crafts were stored from the depot.  I had to laugh at my mental image of Dwarves, capable of hauling a cast iron coffin all by themselves, racing to the depot with one ring held between the thumbs and forefingers of both hands.  You'd think they would at least carry two, one in each hand.   :D

I guess my arctic colony isn't so cold after all.  I don't see any COLD even on the surface, where the biome is Freezing.  Animals die in the caravans, too.  dtil says this on the surface in med-winter:

Temperature 1 8
Temperature 2 9985

dtil didn't seem to want to work with your version.
 

1713
DF Gameplay Questions / Re: question about geting rid of water
« on: November 05, 2009, 04:19:58 pm »
If you enclose the pump tower, it won't flood the city in of itself.  Losing power will result in a overflow of the reservoir underlying the city if you feed it by gravity.  You could make a second level of the reservoir which is wider than the first, essentially a floodplain, and put a pressure plate on it so that the gravity feed is shut off if the pumps aren't doing their jobs.  Of course, if the gravity feed is powering the pumps you've now shut down the city.  So that's not a good idea.  You could power the pumps by windmills, from the top, if you have wind on the map.

If the idea of a tower protruding from the surface of the water is discordant with your mental image of your underwater city, you could disguise it as a periscope, or an air intake, or ... :)

1714
DF Gameplay Questions / Re: I has a office - cant do job, need office...
« on: November 05, 2009, 03:20:20 pm »
I don't think much of trying to view images on websites that pop up ads for and adult sex site, with words mispelled no less, then grey-out the image with some other thing they want me to click on, and send more pop-ups which thankfully my browser blocked.   >:(

1715
DF Gameplay Questions / Re: Hot/Cold tags on meeting rooms
« on: November 05, 2009, 03:14:48 pm »
I have seen the 'Hot' tag.  It's present in the meeting room in Redtapers, which should be findable in the community games section.

I didn't notice any ill effects from it, but I only played the fort for a year, so...

Are you talking about the Meeting Area (20), Activity Zone #1?

1716
DF Gameplay Questions / Re: Hot/Cold tags on meeting rooms
« on: November 05, 2009, 01:17:02 pm »
How do you read the tags?  ???

1717
DF Gameplay Questions / Re: question about geting rid of water
« on: November 05, 2009, 01:07:40 pm »
If it is a continual flow of water that you desire, in order to supply power from waterwheels, you might simply pump it back out of the city and into the ocean.  One waterwheel can power nine pumps in a stack.

1718
DF Gameplay Questions / Re: question about geting rid of water
« on: November 05, 2009, 11:43:36 am »
Yes.

1719
DF Gameplay Questions / Re: question about geting rid of water
« on: November 05, 2009, 11:24:35 am »
On a map with an ocean, any fortifications on the edge will result in water leaking in, if they are below water level.  I have both read this and personally found it to be true.

1720
DF Dwarf Mode Discussion / Re: Dumping weirdness
« on: November 04, 2009, 05:03:25 pm »
Did he have a tomb.

No, he was just placed in an ordinary coffin like all the other dummies who thought it was smarter to rush downstairs from the fortifications on the top of the wall, across the enclosed garden area, down another flight of stairs, through the depot area, up the ramps, and beat on goblins with his crossbow than to walk three steps back from the fortifications and get more bolts from a stockpile on the same level.  And no, they were not set to chase opponents.  Next time I design a gate defense of that sort I am building a tower with doors so I can lock the stupid marksdwarves into their position during seiges.   :D


1721
DF Dwarf Mode Discussion / Re: Dumping weirdness
« on: November 04, 2009, 02:27:38 pm »
If you get really annoyed by it, you can use dtil to set the square to 7/7 magma.  After the clothing burns up, set it back to normal.  I did this with some clothing that belonged to a marksdwarf who died in the line of duty.  For some reason his spare clothing was never freed of his ownership.  Another who died did have his spare clothing revert to un-owned, and I don't know what caused the difference.

1722
DF Dwarf Mode Discussion / Re: Dumping weirdness
« on: November 04, 2009, 01:11:51 pm »
Cleaning up their rooms seems to be very low on their priority lists.  I have one Dwarf that took about three years to put away her smallish stack of discarded clothing, after she was given her own cabinet.

In the fortress I am playing most recently, Icywaters, I kept the economy turned off.  It is the first time I have ever seen Dwarves actually throw XX clothing onto the refuse heap.  Also, no one is hoarding narrow clothing. 

I am wondering whether providing Dwarves with a greater variety of valuable things, when the economy is on, would encourage them to collect those instead of mounds of soiled goblin clothing.  Or, maybe it's just broken.   :D

1723
DF Gameplay Questions / Re: Stealing stuff from caravans...
« on: November 03, 2009, 05:47:09 pm »
They don't get angry as if you stole the goods from them with the proper game method, but they think they got a bad trade deal from you because they go home with less value than that with which they arrived.  Also, the goods are not marked as stolen, whereas they are if you use the seize goods method.

1724
DF Gameplay Questions / Re: How do you scale your agriculture?
« on: November 03, 2009, 05:45:21 pm »
Set your cook(s) to making all three types of meals, in rotation, on repeat.  Make the prepared meals stockpile accept no barrels.  It will have to be large, and probably several of them.  Then when you go to select trade goods, put "roast" in the select spot.  Move those to the depot.  Sometimes you can buy out a caravan with just a small part of your stock of roasts.   :D

1725
DF Dwarf Mode Discussion / Re: Largest River Yet?
« on: November 03, 2009, 05:33:58 pm »
This was my site.

Embark:

Spoiler (click to show/hide)

Disembark:

Spoiler (click to show/hide)

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