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Messages - amade

Pages: 1 ... 9 10 [11] 12 13 ... 20
151
DF Gameplay Questions / Re: Animal training, cages and the like.
« on: April 09, 2010, 01:22:15 pm »
press (a)ssign, uncheck the animal from the list (should be at the top of the list).

152
DF Gameplay Questions / Re: Trap Combat Reports?
« on: April 09, 2010, 01:20:11 pm »
My trap loadout almost always instakills, what with swords, hammers, crossbows, discs, screws, spikes, ball spikes, spears... Though usually early in the fortress development I'd make use of just the spikes, screws and balls as a temporary setup. A mountain goat did manage to survive it and limped its way into a cage trap.

Also, it seems that bleeding animals inside a cage will also drip blood on the tiles while being hauled. Pretty cool.

153
Prior to having an arsenal dwarf my marksdwarfs wouldn't pick up their quivers and bolts either. They do pick up crossbows though.

I just tryied creating a squad of marksdwarves to check. The first grabbed a crossbow, but no quivers or bolt. The second grabbed an axe... left down by my axedwarf who quickly replaced it with a leather flask. That's depressing.

Just checking, this is without the arsenal dwarf?

And how come all my dwarfs ignore the leather flasks (waterskins) I had made?

154
DF Gameplay Questions / Re: Bone Stockpile
« on: April 09, 2010, 01:08:19 pm »
For ver .31.xx it's no longer possible to only have bones. They're all lumped together with body parts. I haven't found a satisfactory workaround for this around the forums either.

155
Prior to having an arsenal dwarf my marksdwarfs wouldn't pick up their quivers and bolts either. They do pick up crossbows though.

156
DF Gameplay Questions / Re: Trap Combat Reports?
« on: April 09, 2010, 11:20:12 am »
Yep, they do. My balls of spike (hur hur hur) swung and tore ligaments and breaks bones. I haven't gotten far enough to test a fully pimped out weapon trap though, nor have I tested stone traps.

157
I go for whatever looks cool. A cliff with a brook running beside it. A spire separated from the rest of the mountain. At the very least a ravine that cuts deep into the mountain/hills.

A different style every embark.

158
DF Gameplay Questions / Re: Non-Economic Rock
« on: April 09, 2010, 09:50:06 am »
For a time most of my dorfs suddenly stopped pathing, but then a few days later suddenly everything is okay again. Not sure what were the cause(s) and what fixed it, but you could wait and see if you have the patience. Maybe you'll catch whatever it is that's causing the bug :P

159
DF Gameplay Questions / Re: Question on Putting stuff down
« on: April 09, 2010, 09:46:14 am »
Simply disable his mining skill, he'll put the pick back at the appropriate stockpile for other dorfs to grab.

If for some reason it's bugged and stuck to the dorf you can try marking the pick for dumping via his inventory.

160
Just wanted to see if anyone has managed to get hunters to hunt before an arsenal dwarf is appointed.

I started out with one hunter, who dropped everything at embark. Produced bolts and assigned them to hunters in the military screen as per normal. Disabled hunting skill>wait a few seconds>re-enabled skill, hunter picks up crossbow but doesn't pick up available quiver or bolts.

A few seasons later an arsenal dwarf is appointed - I tried enabling the hunting skill again and the hunter picks up crossbow>quiver>bolts, proceeded to kill several mountain goats and brought them back for slaughter.

161
DF Gameplay Questions / Re: Omg stop training! (2010)
« on: April 09, 2010, 01:10:06 am »
Looks like this bug might not be caused by having any barracks or training at all. I drafted a few dorfs into a squad, gave them a few active orders (kill goats, snatchers, etc) but never built/assigned a single barracks or put them on active schedule for training. One of the dwarfs is stuck in a "no job" status and hung around the meeting are even though my idle dwarf count is zero! I put the bugged dwarf in his own squad and stationed him elsewhere. After I removed the station order he went for a drink, then came back to where I stationed him even though he's not active anymore and still displays a "no job" status.

162
DF Gameplay Questions / Re: Am I wrong in how burrows work?
« on: April 08, 2010, 06:54:45 pm »
Burrows can overlap, no problem so far.

As for the second question, civilians sadly can only be set to a single civilian alert status that applies to all of them. You could try turning civilians into inactive militia squads based on location but I can see that getting aggravating due to micromanagement.

I think he meant assigning the dorf to the burrow via the burrow screen, not the alert screen, in which case the answer is yes.

163
DF Gameplay Questions / Re: Omg stop training! (2010)
« on: April 08, 2010, 11:05:30 am »
I haven't touched military yet because it's damn intimidating but I did notice that you can disable professions (not skills) in the dorf's general menu. Have you checked to see if their professions have been disabled? Just going on a hunch.

164
DF Gameplay Questions / Re: Make Unknown Material Craft
« on: April 07, 2010, 09:16:30 pm »
Nah, not mood. My new fortress had no moody dwarfs yet and I got this on my crafts workshop. Prob'ly happens if you assign work orders on the submenus (e.g. (a)dd new task>(g)rocks>(z)toy) using hotkeys or selecting manually using cursors, not sure which or if I'm on the wrong track altogether.

165
Really? I don't seem to recall this bug in 40d... then again I must've had tons of rope back then I never noticed. Only reason I noticed this now was because I only had 2 ropes in my stock.

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