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 - amade

Pages: 1 ... 10 11 [12] 13 14 ... 20
166
I assume this is a bug.

I build a restraint, assign an animal to it, removed the chain (not the animal), the animal walks freely with the rope/chain attached to its upper body.

Workaround to get rope/chain back is to view the rope on the animal and dump it.

edit: sorry, wrong subforum. Can a mod move this to the appropriate one please?

167
DF Gameplay Questions / Re: Am I wrong in how burrows work?
« on: April 07, 2010, 05:24:49 pm »
The way alerts work now, all dwarves are always in an alert, even if that alert is called "inactive". If you make a burrow and bind it to inactive, that is where dwarves will stay as long as they remain in inactive alert status.

Ah, that makes sense now. Thanks.

168
DF Gameplay Questions / Re: Am I wrong in how burrows work?
« on: April 07, 2010, 07:42:45 am »
I'm a bit flabbergasted by burrows. I painted one in and even though none of my dorfs are assigned to it they all stick inside it and refuse to go out and do their job. There was no alert on, so unless I paint the burrow to encompass wherever they need to work they won't!

I assume there is a way to switch dorfs from moving about at will to sticking to burrows when I tell 'em to but I can't seem to figure out how.

169
DF Gameplay Questions / Re: Equipping Quivers
« on: April 06, 2010, 10:55:02 am »
Meh, I was able to get them to equip quivers my disbanding my squad and recreating it.

A pain, but it worked.
seems you must do the same for hunters

What? How do you disband hunters?  ???

I had one hunter carrying a crossbow since the start of the game but he dropped his bolts and won't pick 'em up anymore.

A trapper immigrant later joined the fort and I set his labor pref to include hunting. The fella goes to pick up a crossbow but not bolts even though I've plenty of them.

170
DF Gameplay Questions / Re: So an alligator "sneaks" in...
« on: January 20, 2009, 11:41:27 pm »
If your cistern/pond/reservoir is lower than the water source it will overflow if you make a hole there. You can normalize the water pressure by using a pump.

Side view:
Code: [Select]

##≈≈####
##≈≈≈≈≈# |  W
######≈##|## ###
######≈≈%%~~~~~#
######≈≈##~~~~~#
################

~ - non-pressurized water
≈ - pressurized water (from river, brooks, etc)
% - pump
| - vertical axle (connected to whatever power supply necessary)
W - Well (over open space)
# - unmined terrain
(Note that the pump will only pump water if there is water in the tile is 1 z-level below the input side)

Or if you're not too sure about using pumps you can use floodgates and let in as much water as you need before closing it manually or via pressure plates.

Fish that your fisherdwarfs can catch will still be able to get in, I think. They're technically vermin and simply spawn. Fish like carp, will be isolated. If your reservoir is the same level as the water source you can use wall grates/bars to filter the carp and not worry about water pressure.

171
DF Gameplay Questions / Re: Huntable animals respawn?
« on: January 20, 2009, 11:27:51 pm »
Rather than wait for wild animals to stumble into your traps it's better to start a ranch from the word go by buying some animals at the embark screen, or order them from the caravan. The elves sometimes bring some animals you can't get on the embark screen and if you're lucky you can get a breeding pair. Within a year or two, you wouldn't even need a hunter even if your area is teeming with wildlife.

172
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 20, 2009, 09:45:12 pm »
I think this is where I concede, in the face of indomitable ignorance.

173
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 20, 2009, 09:10:18 pm »
...I was merely stating that getting water to flow uphill on its own is obviously impossible and then provided a potential solution on how to bring water up using pumps :-P
The Romans did it with aqueducts so I'm pretty sure it's not impossible.

Read my statement again: "flow uphill on its own". I don't know much about roman aqueducts and engineering, but if they did make water go uphill it's with water pressure, by having pumps or the water input elevated higher than the output. Unless of course you can explain to me how the Romans managed to defy physics.

174
DF Gameplay Questions / Re: So an alligator "sneaks" in...
« on: January 20, 2009, 08:34:13 pm »
On the miasma:

I only put refuse stockpiles outside (non subterranean tiles) as this would prevent miasma from being generated. The only refuse stockpiles I have underground only accept bones, skulls and shells as they don't seem to ever rot underground and I use them to decorate stuff.

I also use take 'from orders' so that corpses that have rotten in outdoor refuse stockpiles will have their bones transferred into indoor bone/shell/skull stockpiles for preservation.

If you have to place refuse stockpiles underground, don't vent them. There's no point in it, it won't make the miasma go away faster, it'll just spread more. However, make sure the refuse stockpile is only accessible diagonally.

e.g.
Code: [Select]
wwwww
w+++w
w+++w
w+++w
wwwwD

W - walls
+ - refuse stockpile
D - door (not actually necessary)

Miasma does not spread diagonally.


175
DF Gameplay Questions / Re: So an alligator "sneaks" in...
« on: January 20, 2009, 08:09:57 pm »
Press [z], go to stocks list, and scroll down to corpse. Press [tab], and select which corpse you want to zoom in to and press [z].

176
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 20, 2009, 08:07:18 pm »
Powering a pump with a brook seems like the most sensible thing, but I'm not really sure how I'd get the pump to bring the water upwards, since it only options are east, west, north, and south for the pumps...though I can only assume I would need a vertical axis somewhere?

I refer you back to the link I gave earlier in this thread:

Some info on pumps, if you need to bring the water several z-levels up from a lower level:
http://www.dwarffortresswiki.net/index.php/Pump#Stacked_pumps

If there are certain parts you don't understand from the wiki don't hesitate to ask.

177
DF Gameplay Questions / Re: Trees respawn?
« on: January 20, 2009, 06:47:42 pm »
Depending on the biome too, your trees may not grow quickly enough even if you practice "sustainable" methods.

As for shrubbery, I simply turn on plant gathering for my woodcutters and keep 'em busy for a season or two. In a lush biome you'll start getting enough trees to support your wood burners and metalsmithing. In a sparse biome, you'll prob'ly only see one or two trees grow even when the ground is clear of shrubbery (and even the shrubbery grows back very slowly).

178
In the wiki, it says that walls that have statues in front of them will not be recognized for any smoothing or engraving and will not add to the value of the room, maybe it's changed, idk.

While statues don't block line of sight it does limit the room's size as stated in the wiki.

179
Yep, you can fill up a room with a bed or chairs and table and it will function alright as communal rooms. Also, statues only block movement but they don't block eyesight as they certainly don't block arrows/bolts. So if you have a wall of statues separating your dwarfs and some goblins your non-military dwarfs will still panic and try to run away.

180
DF Gameplay Questions / Re: Huntable animals respawn?
« on: January 19, 2009, 06:28:33 pm »
Remember that they can't actually breed while caged, but will give birth in cages if already pregnant, So you should keep at least one male and one breeding female chained up in a pen, which is easier then letting them out once a season and doesn't affect your fps much.

Pages: 1 ... 10 11 [12] 13 14 ... 20