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Messages - slink

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256
They are not TRAPAVOID, however, so a row of traps will dispose of them.  Too bad Dwarves won't eat trap-chopped kea.

257
DF Gameplay Questions / Re: odd wheelbarrow stock pile issue
« on: May 31, 2012, 12:13:59 pm »
Do you have three wheelbarrows for each stone stockpile? 
Do you have nine Dwarves who can haul stone?

258
DF Gameplay Questions / Re: General dining room necessary?
« on: May 31, 2012, 08:20:26 am »
I have an 11x11 zoo and a dining room that from recollection is about 27x27.  The dining room is also a meeting hall.  The zoo is based on an artifact cage.  More Dwarves gather in the smaller zoo than in the larger dining room.  I am not sure why they prefer it.  All of the animals displayed are vermin.

259
The forge allows weapons made of iron, silver, copper, bronze, steel, bismuth bronze, and adamantine.

260
DF Gameplay Questions / Re: Stones, why won't u get them stones?!
« on: May 30, 2012, 07:50:51 pm »
Check the marble stones in the stockpile and make sure they didn't somehow get forbidden.

261
DF Gameplay Questions / Re: Liquid barrel?
« on: May 30, 2012, 07:48:18 pm »
Or sell it to some other fo... er... person.  ;)

262
DF Dwarf Mode Discussion / Re: [BUG] Shift+comma not <
« on: May 30, 2012, 04:23:48 pm »
I've very occasionally had strange things happen with my keyboard in DF.  Usually the only thing that corrects this is to exit the game and reboot the computer.  Specifically these involved the shift system not working correctly.  A lesser problem has been a cursor key seeming to get stuck and the screen being pinned to one edge of the map, not always the same edge.  This only has required restarting the game, and not the OS.  Not that it is easy to save the game when the cursor is cycling madly through the menu, but it was eventually possible.

263
DF Dwarf Mode Discussion / Re: Help?
« on: May 30, 2012, 02:53:46 pm »
Also! one more question, i have yet not found magma, i am pretty sure i am about 155 lvls down. Is there always magma on all lvls?
There is always magma at the bottom, under the three caverns and just above the semi-molton rock layer.  That is not always so far down as yours but it can easily be.  There are also sometimes magma tubes which extend into higher caverns.  This saves digging so far but has its own risks.

264
The one about not deleting a burrow without confirmation is the one I like best on that list.  It's a painful mistake to make, when expanding a burrow for more digging, to fail to back all the way out of the burrows menu before striking "d" for dig.

265
DF Gameplay Questions / Re: Subterranean water pool
« on: May 30, 2012, 11:34:14 am »
This is how I build my wells, on the first level below ground.  "s" is the surface of both the land and the water, "b" is the water source, "r" is solid rock, "c" is a channel, "_" is a floor, "g" is a floor grate over a hole, and "W" is the well.  There are actually four grates, one near each corner.  The well is centered.  The grates keep anything from coming up through the well.

Code: [Select]
sssssssssssssssssssss
bbbbcrrrrr_____W_____
rrrr__crrr__g_____g__
rrrrrr_______________

266
DF Dwarf Mode Discussion / Re: 2 stupid questions, please help
« on: May 30, 2012, 09:30:44 am »
question 1: You don't need a kennel any more, just a training zone. Go to z->Animals and select the animal to train. Hit t and select the trainer (or pick any trainer, which is what I usually do) and hit enter. Then hit w or h to have that animal trained as a war or hunting animal. Wait for a dwarf to get around to it.

Just to be clear, the animal has to be in the training zone. The trainer won't take the animal there (that's been my experience, anyway). For dogs, just make the training zone an animal pasture, too, and pasture the dogs in it.

That hasn't been true in my experience, with war training of tame animals.  For example, I now have three war grizzly bears in my fortress.  My training zone has no pasture associated with it and my grizzly bears have never been pastured.

267
DF Gameplay Questions / Re: Clothing Industry woes
« on: May 29, 2012, 09:46:29 pm »
It's true about the Dwarves and their clothing.  When mine have all the clothing that they want, they have the tunic, trousers, shoes, socks, and gloves that I make for them, plus a loincloth, a robe, a cloak, mittens, a cap, and a hood robbed from dead people.  I wish I could make loinclothes for them.  The thought of them wearing leather trousers with no underwear makes me feel chafed.

268
DF Dwarf Mode Discussion / Re: Getting rid of item weights?
« on: May 29, 2012, 09:41:31 pm »
You'll have to get rid of the weights of everything, because even bins of many modestly weighted things are heavy now.  It's now again the way it used to be in 40d, with bins of metal bars.

269
On topic, the only thing that might make me worry is if burrowing enemies could drill through walls, rendering all defense null.
YES
I remember Dungeon Keeper had a feature where your Imps could "harden" walls and prevent enemies from tunneling into your area. Catch was, when you were ready to expand, it took twice as long to tunnel through your own fortifications, and obviously you couldn't see past your own hardened walls until there was an open path. That was also a game where you couldn't be self-sustained like in DF. Turtling in DK was just a slow death until you ran out of gold.

Anyway, maybe I should run over to suggestions and toss in Reinforcing Walls to stop tunnelers, though Toady may already have it in mind.
I liked Dungeon Keeper, and I remember those reinforced unbreachable walls.  I also played a game called Cavewars, where one race either got that earlier than all of the others or were the only ones who got it.  I forget which.  I played that race all of the time.  They were rat-like beings.  I loved being able to burrow around the 3-D map "inside the walls".  Both of those games had a "win" criteria of wiping out the opposition.  DF doesn't have that limitation.

270
DF Gameplay Questions / Re: Clothing Industry woes
« on: May 29, 2012, 09:23:41 pm »
This might be an opportunity for a minecart route that dumps its load into a closed room, which is only opened once the caravan arrives so that the goods inside can be sold.  I don't firsthand know anything about minecarts, but I do know that even if you manage to get goods to the depot, Dwarves will go there and take what they want before you can sell it.  I've had it happen with goblin loot.

1.  Pause game
2.  Unforbid loot
3.  Designate loot for sale in depot
4.  Unpause game
5.  Watch Dwarves carry loot to depot
6.  Watch Dwarves walk to depot and leave with loot
7.  Fail to profit

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