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Messages - amade

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136
Basically what everyone is saying is the oft repeated "Choose your battleground wisely".

It does seem rather silly to force your dwarfs to hold off the enemy at a site where you are at a severe disadvantage.

137
Since they have names did you check to see if they're notable leaders in the civ screen?

138
DF Gameplay Questions / Re: Breeding and Animal Husbandry in DF2010
« on: April 13, 2010, 08:03:14 pm »
(0.31.03) Started out with a cow and a bull. Got 2 offsprings within a year.

Spoiler: Bull z (click to show/hide)
Spoiler: Cow z (click to show/hide)
Spoiler: Bull Calf 1 z (click to show/hide)
Spoiler: Bull Calf 2 z (click to show/hide)

There wasn't any description re the stud's build so I'm just guessing he's average. As you can see the bull is dark brown and the cow is ivory (dark+light), their skin colour is quite contrasting too.

I'd hazard that enormous is larger than gigantic, which correlates with the build of the breeding pair (avg+enormous=gigantic?)... but I never learned biology in school so I don't really know how genetic inheritance works.

139
DF Gameplay Questions / Re: Do dwarves die of old age?
« on: April 13, 2010, 07:53:11 pm »
Back in 40d I had a queen who took up residence in my fortress, I had set up all her legendary rooms and decorated it richly with masterwork/artifact furniture and engravings in anticipation of her arrival, everything was perfectly completed in time for her arrival only to have her die of old age barely 1 season after she took up residence.

GAH!

Double facepalm: I had also built rooms for her consort (i.e. husband but not king), only to realize later that he had died years before my fortress was established.

140
DF Gameplay Questions / Re: Get an item out of a bin? (31.03)
« on: April 13, 2010, 08:02:43 am »
You gotta think with portals.

...

On a more serious note, I assumed you enabled artifact quality for both the total and core qualities? Just eliminating possible mistakes.

If you enabled bins for the intended stockpile, does the bin get transferred at all?

141
DF Gameplay Questions / Re: Forcing Caravan Spawn Location
« on: April 12, 2010, 01:31:15 am »
A quick and dirty way to force the caravan to spawn in a specific location is to channel out a trench 1 tile from the edge all the way around the map, leaving a gap where you want them to spawn.


This I do but you don't have to channel the whole map's edge. Just channel a highway from the edge of the map to your depot entrance, make sure you give some distance from the depot to the edge of the map so that spawning gobbos will at least have some distance to travel thus giving you an opportunity to spot ambushes  earlier (via traps/patrols).

Code: [Select]
E....................................WWWWWWWWWWWWWWWWWWWWWWWWW
E.===================================WWWWWWWWWWWWWWWWWWWWWWWWW
E.........X..........................gg..DDDDD..W.............
E.........X..........................gg..DDDDD..W.............
E.........X...highway................gg..DDDDD..+...Fortress..
E.........X..........................gg..DDDDD..W.............
E.........X..........................gg..DDDDD..W.............
E.===================================WWWWWWWWWWWWWWWWWWWWWWWWW
E....................................WWWWWWWWWWWWWWWWWWWWWWWWW
E - map edge
. - ground
g - bridge
D - depot
W - wall
= - channel
+ - door
X - traps as EWS

The caravan wagon will only spawn at the edge of the map at end of the highway.

142
Currently even underground soil layers need to be muddied before seeds can be planted underground. The wiki says it's a bug.

Surface plots don't need any irrigation as before.

143
DF Gameplay Questions / Re: How to best set up a Military in 2010?
« on: April 11, 2010, 07:49:58 pm »
This new system totally flies in the face of how I imagined my military in the old version.

Previously my armies trained in fierce fully geared barbaric sessions and only the strong survived.  It was much more Dwarfish, at least in my way of thinking.  I liked that if you made it through years of training alive you were an ultra-badass.  Now these pussies sit in class all day and take notes about dodging and sword skills... totally lame.  I want the real warriors back ):


I agree. I miss this aspect of it. I always thought that any dwarf who died in training just wasn't cut out for it.

With the advancement of civilization comes many new perils...

...one of them is the introduction of health and safety regulations.

144
DF Gameplay Questions / Plague of rats
« on: April 11, 2010, 07:44:07 pm »
I was watching my mason/carpenter at work when suddenly a whole mass of blinking dots spawned around him.



I (k) over the dots and found out they were actually rats. A sudden plague of rats? Should I be worried?

145
DF Gameplay Questions / Re: How to best set up a Military in 2010?
« on: April 11, 2010, 01:13:11 pm »
From that small edit at the end, it seems that your dwarves are either magically gaining skills, or that they are "reporting" that they are "organizing/and waiting for demonstration" when in actuality, they are doing "Individual Training", as that is the only way AFAIK for a dwarf to gain weapon skills.  I don't really know of a workaround to fix this, but you may have the same problem as Shiv.  You can check the previous posts in this thread for that.  Though they might be unrelated, I am unsure.  But it should be worth a look.

I'm guessing it's the latter, the job status says different but they're still gaining skills from it. They're now up to adequate level. The dorfs in question do not do any civvy labours even though they are inactive, apart from occasionally drinking/eating/sleeping plus storing their equipments back into the bin for some reason and then going straight back to training. Even more doubly confusing. I'm hazarding that they've actually finished training, hence why they're storing their equipment but as soon as that's done they automatically start a new training session.

146
DF Gameplay Questions / Re: collect metal ores only?
« on: April 11, 2010, 09:49:19 am »
Dont use stone stockpiles. Use a quantum garbage dump for your stone needs, and only designate metal ore stockpiles. When your stonecrafter/mason needs more materials, simply dig out an area of the needed type of stone and use d B d to designate them all to be dumped. Preferably in a garbage dump next to your crafters.

Some people might see this as cheating, but I feel that it's the only way of dealing with the HUUUGE amounts of stone you will have laying around, even with unskilled miners.

ooh, I didn't know they'd collect from dump sites.  I like this idea.  Much easier to manage.  Thanks.

Provided, of course, that you reclaim the dumped stones by designating them for reclaiming similar to how you mass designated them for dumping. edit: ninja'd

Personally, I just build my mason's workshop wherever there are stones to be used/cleared out. Less stone hauling but more items/goods hauling which I think is easier to manage. After the stones are cleared out I simply deconstruct the workshop and build it elsewhere.

147
DF Gameplay Questions / Re: How to best set up a Military in 2010?
« on: April 11, 2010, 05:37:07 am »
Rather than post a new thread I'll post a question here if no one minds (hopefully). I've got a new squad set up with 2 dorfs in it. Both have only dabbling military skills. I had them set on inactive and assigned an armor stand as a barracks for them to train in but the squad leader keeps "organizing combat training" and the other dorf comes around to "wait for combat training". They don't appear to be doing anything else.

I'm pretty certain some sort of training had happened in the past while I wasn't looking because they didn't have dabbling military skills before I assigned them into a squad. But right now, all that's happening is one dorf organizing and the other waiting. I'm hesitant on using a workaround listed in this thread: http://www.bay12games.com/forum/index.php?topic=53156.0 because of how it'd bug the dorfs later on. Any ideas what I can do or are my dorfs forever bugged?

edit: check that, it appears that while one dorf is organizing and the other is waiting they're actually gaining skills from it. My organizer is now a novice speardwarf and the waiter is now a novice hammerdwarf, before they were just dabblers. Pretty confusing.

148
Take from stockpile can be accessed by (q)-ing over the stockpile and then (t)ake from stockpile as per normal.

As for getting artifacts into one pile, I disable the artifact quality setting from all existing stockpiles except for the one where I want the artifact to be in. I also make sure the artifact stockpile has all qualities lower than artifact level disabled.

149
DF Gameplay Questions / Re: Lower farm productivity?
« on: April 11, 2010, 05:10:05 am »
I saw in another thread that it's possible that only one farmer can work a plot at a time, so that might be slowing down your yield some to. I've taken to making each row of my farm a different plot, and things seem to be working faster.

I've got eight 3x4 plots and my small band of pseudo-dwarf farmers are working on 'em round the clock with 2-3 farmers per plot (seeding and harvesting). My plant stockpile is overflowing, I'm running out of barrels to put plants, booze and prepared food in (had to limit the barrels in the plant stockpile too). My dorfs are choking themselves on food!

150
So it looks like pre-AD equipment assignment is messed up even when you can't appoint an AD yet.

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