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Messages - Phen

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 17, 2010, 06:37:11 am »
Lots of military failing is going on in my fort. It can't be right that a military of 20 dwarves is defeated by a single fucking axegoblin without him sustaining injury at all. I can only conclude that the new training fails and/or my dwarves are too stupid to pick up the correct weapons.
For example, the marksdwarves prefer to hit the goblin with their crossbows, while the swords and mace-dwarves just can't hit anything. Sad, sad, sad.

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DF General Discussion / Re: Changing uniforms as part of schedule?
« on: April 16, 2010, 10:06:21 am »
You should only have to give them normal weapons and if training weapons are available, they'll switch to training weapons for training on their own.

Of course, since training seems a little buggy (heh) who knows what they'll actually do ;)
Well, they were using iron weaponry and sent the militia commander to the hospital almost at once, where he has been laying around ever since...

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DF General Discussion / Re: Changing uniforms as part of schedule?
« on: April 16, 2010, 08:13:02 am »
From what I understand, they should switch out to training materiel on their own. I don't know if this is functional though, I'm still waiting for mac version. /sigh
How do you mean? They definately kept the wooden weapons when I made them attack, but perhaps if I give them both wooden and normal weapons?

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DF General Discussion / Changing uniforms as part of schedule?
« on: April 15, 2010, 04:31:42 pm »
It has probably come up somewhere in the forum while I wasn't paying attention, but is this possible?
It seems to me that it takes a while for the dorfs to change equipment since the arsenal dwarf has to manage it first, and I learned from an ambush that it's probably smart to have properly armed dorfs stand ready. So is it possible to give them one weapon while they train and another for real combat?

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DF Dwarf Mode Discussion / Re: Problems, Qs and As?
« on: April 01, 2010, 06:54:16 pm »
But you are all using mechanics to do it. I was a bit desperate for food since it took some time for me to pay attention to the food stores and were already running low.

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DF Dwarf Mode Discussion / Re: Problems, Qs and As?
« on: April 01, 2010, 05:59:27 pm »
Disable hunting on that dwarf and re-enable it.
... That did it. =D

How is everyone handling irrigation, though? Since I couldn't make my dorfs do it manually, I drained one of the natural ponds and used that for my farm plot, but it doesn't seem like the best solution...

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DF Dwarf Mode Discussion / Re: Problems, Qs and As?
« on: April 01, 2010, 05:33:41 pm »
didn't really wanna make a thread but i can't work it out. so after im done lets keep this thread as a big questions and answers so we can all help eachother with new freatures.

my problem is, my dwarfs seem to just refuse to hunt any animals on the map.. i want some glorious feasting of underground meat..
I got the same problem and don't really know why. There's ammo, hunting is enabled...

I also have another issue: The dorfs wont fill my pond when I wanted to irrigate some ground for farming, despite having loads of buckets, lots of rivers outside and a lot of idle dorfs.

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DF Dwarf Mode Discussion / Re: 0.31.01: How does military work?
« on: April 01, 2010, 04:26:11 pm »
I'd also love more info. I can't figure out how to set alerts to whatever... Meaning, I can create a new alert, but have no clue how to make settings for it. I wonder if I need to make a burrow first...

Depends on what you want to do with the alert level. If you want to use it to restrict civilians, then yes, you'll need to create a new burrow and assign the burrow to the level. Then, when you select the level, civilians will be restricted to within the selected burrow.

The other use for alert levels is for changing squad schedules. You can select which alert you're defining the schedule for in the schedule screen using / and *. Then, when you change the alert level (you can do this individually for each squad), the squads will change to that schedule.

I've started writing up a basic guide on the wiki.
I was only talking about squads, really, but I was guessing that you had to change the alerts status thing to get them to train. My fort just crashed and I didn't have a backup, though, so I'm starting over...

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DF Dwarf Mode Discussion / Re: 0.31.01: How does military work?
« on: April 01, 2010, 04:03:09 pm »
I'd also love more info. I can't figure out how to set alerts to whatever... Meaning, I can create a new alert, but have no clue how to make settings for it. I wonder if I need to make a burrow first...

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DF Dwarf Mode Discussion / Re: Building a Fallout-style vault.
« on: March 19, 2010, 03:06:14 pm »
It's what I planned, too. Have it sealed up behind doors and magma. I wanted to make a proper Vault door, but I think magma is the best option. I'm still not sure how many to put down there, however, keeping in mind that they breed.

I still think it'd be fun to come up with ideas to experiment. As the "1 gender/99 other gender" vaults, except that it doesn't get very exciting in DF. :P

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DF Dwarf Mode Discussion / Building a Fallout-style vault.
« on: March 19, 2010, 12:09:26 pm »
I've seen some talk in other topics, but couldn't find one for it, so...

What should a Vault look like? I'm planning to make one (or a couple), so I thought we could bounce ideas back and forth.

As Fallout 3 is in most recent memory, I was going to make the same basic shape. A hallway with 2 z-levels of rooms, with an overseers office looking out over it and a hatch with an emergency exit in that office. As a vault, it needs a farm (or hydroponics, I guess), and a kitchen to process it. Considering a farmers workshop, too, but it really only needs to sustain itself.

I also want to stick in a small power plant, although I havn't thought up much use for the power, besides maybe a millstone and a pump for the entrance - Blocking it with Magma might be the best solution to isolate the vault, so powering the pumps are a plus.
Maybe it could be used to control a plumbing system, but I've never implemented one before so I don't see the use.

How many people should be in such a vault and how much extra room should be allocated in preparation for the kids that will inevitably come? How large a security force should be kept?

These are important questions. It would be fun to experiment with the vaults, too, like the original purpose in Fallout. Making a vault without beer, for example, or with wild animals.

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I've made more plans for my fortress than ever before, so I'm itching to put it into motion and see if it actually works/looks good.

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DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 10, 2010, 09:06:21 pm »
I have no idea how to do that. I can look at biomes and such, but... Also used the feature finder to get the spot.

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DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 10, 2010, 08:20:01 pm »
The traders can get here, so... But only dwarven ones. I just don't want to subject myself to building a fortress up again and again while I wait to see if there'll be any orcs at all. :/

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DF Dwarf Mode Discussion / Re: So uhm. Orcs. A little help. :o
« on: January 10, 2010, 02:53:42 pm »
At least you got orcs. I used the Dig Deeper mod, too, pumped to see some action... And then nothing. Five years in, no sieges. I havn't used Legends before, but as far as I can tell the orc sites havn't died down, they're just not coming. :I

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