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Messages - amade

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181
DF Gameplay Questions / Re: Materials needed during strange moods
« on: January 18, 2009, 06:12:51 am »
When you [q] over the building he claimed he will give hints on what he wants, but nothing exact.

http://www.dwarffortresswiki.net/index.php/Mood - Has some interpretation on what the dwarf wants.

http://www.dwarffortresswiki.net/index.php/Dwarf_Companion - Allows you to cheat so you can change what the dwarf wants.

Usually for me my dwarfs would get stuck if they're looking for silk cloth which I sometimes don't have in stock.

182
DF Gameplay Questions / Re: Obsidian Fortress?
« on: January 18, 2009, 02:02:35 am »
If the magma fall is just for the look of the thing you could simply just make sure your floors are 6-8 tiles away from the magma fall itself. You just want to provide the ambient, right?

183
DF Bug Reports / Re: Stray Mayor (Tame) is more experienced.
« on: January 18, 2009, 01:54:15 am »
Replace all your dwarfs with animals. Start an Animal Kingdom!

184
DF Gameplay Questions / Re: Pumps and throughput
« on: January 18, 2009, 01:47:34 am »
Aye, though you may have to jumpstart it with manual dwarf power unless you can hook up the waterfall's pump to a waterwheel in some running water somewhere. Usually that would take up too much space and is a bit more complex and also unaesthetic.

Also, like Vattic said make sure your waterfall has at least a 1 tile margin (i.e. if it's going through a hole in the floor, make it a 3x3 hole), 'cos if it's only going through a 1x1 hole some of the water will spread into the neighbouring floor tiles and cause a mess although not enough for a flooding. You can always grate up the edge of the hole to enable your dwarfs to venture closer to the waterfall itself.

I'd also suggest making the cistern below the waterfall at least 2 levels lower than the dining hall.

185
DF Gameplay Questions / Re: Pumps and throughput
« on: January 18, 2009, 01:29:13 am »
A solution I came up with because I often get more water pumped in than I could drain it, even with only one pump, is to make it a closed loop and use the perpetual self-driven pumping method. In other words, my waterfall is pumped from the same cistern which it falls into. If I have a chasm, I just connect my waterfall straight to the brook/river and have it drain into the chasm.

I don't understand why you need 6 pumps per floor when even one is enough. As for irrigation, I haven't re-irrigated my farms for years now though some people claim that you'll eventually need to do so.

186
DF Gameplay Questions / Re: Unshow, unfound animal stole clothes
« on: January 18, 2009, 01:21:15 am »
I once had a raccoon stole one of my artifacts >.>

I was dumping the bin it was in so that I could get my stubborn dwarfs to relocate it, then the 'lil raccoon came to the dump and took it from the bin right in front of my eyes while I tried to scramble my marksdwarfs to chase after him.

Alas, it was too late. Since then I was half hoping marauding parties of Raccoon Archers would come and try to raid my fortress for more loot.

187
DF Gameplay Questions / Re: Dwarf with a sour stomach?
« on: January 16, 2009, 09:41:40 pm »
Your miner is prob'ly working underground a lot, since he's a miner after all. Then as he went outside he'd be irritated by the sun due to cave adaptation and get nauseous.

188
DF Gameplay Questions / Re: Rancor pit
« on: January 16, 2009, 07:19:41 pm »
A problem with grates is that for each tile of grates you'll need to attach 2 mechanism for it to be toggleable. Another problem is that it needs to be set next to a wall or floor so it's hard to cover a wide pit surrounded by air. So if you only use one grate, that means your victim has to stand on that exact tile long enough for your to pull the lever and for the delay to open the grate after the lever is pulled. If you use retractable bridges however, you can designate a wider area and drop in more people at once and use only 2 mechanism to link the whole thing.

189
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 15, 2009, 10:41:07 pm »
But they are dwarves!  Can't they just use a tower to raise the brook over the other tower?

You lost me there. How can a tower raise a brook over another tower? 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

190
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 15, 2009, 10:22:52 pm »
Provided that the brook itself is higher than the tower, yes. If you meant will it climb from a lower level, no.
http://www.dwarffortresswiki.net/index.php/Water_pressure

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



191
DF Gameplay Questions / Re: Viewing names in full
« on: January 13, 2009, 09:29:16 pm »
Press tab till the menu window is expanded.

192
DF Gameplay Questions / Re: Masterwork items lost.
« on: January 13, 2009, 06:24:57 pm »
Well, despite a legendary dining room and all that another one of my craftswarfs had his masterwork bolts get chasmed and he sure trantumed a lot, I guess what Ivefan said is right since this dwarf hadn't made many masterwork stuff yet. Luckily for him, I haven't appointed a sherrif or fortress guards yet. Though he's only going to be safe until the hammerer arrives (currently limited population to 30).

193
DF Gameplay Questions / Re: Masterwork items lost.
« on: January 12, 2009, 04:00:35 pm »
I just figured it out. My marksdwarfs were training using his masterwork bone bolts and I placed the archery range so that spent bolts that didn't hit the mark would fall into the chasm...

/facepalm

It's amazing that despite having over a dozen of his masterwork items chasmed the dwarf is still ecstatic.

At any rate, I feel that bolts should be exempted from this penalty or something. This should go along with the decorated stack of bolts exploit on the to fix list.

194
DF Gameplay Questions / Masterwork items lost.
« on: January 12, 2009, 03:30:47 pm »
Usually, when some thief steals something I'd get a message saying exactly what was stolen. However this time I got several "A masterwork of Urist McCrafter has been lost!) in a row. Of course, he has that "...suffered the travesty of an art defacement" in his thoughts but I'm pretty certain it wasn't a goblin or kobold whodunnit, so I'm at a lost of exactly what's happening. Anyone here have a clue? The dwarf in question makes tons of craft items, mostly rock.

195
DF Bug Reports / Re: [40d] Vermin does not spawn (Reclaimed Fortress)
« on: January 11, 2009, 06:39:30 pm »
Yeah, but I wanted the site very much. Besides, when I said I screwed up the starting build, I meant that I left 6 out of my 7 dwarfs without any skills at all.

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