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Messages - AncientEnemy

Pages: 1 ... 19 20 [21] 22 23 ... 63
301
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 08, 2010, 04:09:10 am »
It seems that my fey mood dwarf wants bars of rock. Does that exist and is it possible to make them?

it's an error, he wants metal bars

302
DF Gameplay Questions / Re: Uses of pipe section?
« on: April 08, 2010, 03:57:31 am »
Quote
Am I missing something?  You can build such a pump out of a pipe section, a single mechanism, and a block

he's not talking about a screw pump.

303
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 07, 2010, 12:26:49 am »
and i forgot to correct the label to say 65, while drawing the damn grid. I SLEEP NOW

305
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 07, 2010, 12:19:42 am »
http://img.photobucket.com/albums/v425/aquilae/circles2copy.jpg

EDIT; hold on a second photobucket did something to it. goddamn.

306
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 07, 2010, 12:05:34 am »
http://img.photobucket.com/albums/v425/aquilae/circles2.jpg

also you can just open the original one in mspaint and zoom. pencil in some reference pixels to help with counting etc

307
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 06, 2010, 11:59:45 pm »


i'm too tired to think offhand on how to put them on nice graph lines or find the center tile for you but zoom in on that and you've at least got a start

[edit] and the one labelled 67 is in fact 65. just a typo

308
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 06, 2010, 10:58:52 pm »
well i've got to go so i'll post the steps in the hopes that you do:

make a new canvas, whatever size
zoom in a bunch
go to the selection tool, and select the circle (elliptical marquee)
on the tool options,
-set 'feather' to 0
-uncheck 'anti-aliased'
-on style select "fixed size"
-enter the height/width in tiles you want for the circle
click somewhere to make a circle selection
use the paint bucket tool and fill it with whatever color
go to the 'select' menu, modify->contract, enter 1 pixel
paint bucket in a different color

now you've got a template to copy in whatever size you want. there might be an easier way to do this (either in photoshop, another program or DF itself) but this is the first that comes to mind for me

309
DF Dwarf Mode Discussion / Re: Circles in DF
« on: April 06, 2010, 10:41:58 pm »
do you have photoshop? it'd be quite easy to make an exact design to copy from with that for any size you might need (and i'm sure other graphics editting programs but photoshop is the only one i could post the steps for offhand)

310
DF Gameplay Questions / Re: Refuse everywhere...Cannot clean it up
« on: April 06, 2010, 04:27:52 pm »
The problem with that is, there is A LOT of refuse about 4-5 times that of which i have ever encounter in the previous version. my refuse pile is about 7/12 and and constantly full and yet still piles of garbage remain.

in addition, with the new version i've read reports that vermin corpses don't properly decay. you may want to set up a 1 tile wide dump outside somewhere and mark all the remains for dumping with the stocks menu.

311
DF Gameplay Questions / Re: Refuse everywhere...Cannot clean it up
« on: April 06, 2010, 04:25:49 pm »
My fortress is rather messy...It seems my cats on bend on killing any small animal that moves, not much of a problem but this causes there to be refuse everywhere!!! I just don't have enough space to keep it all in one area.

I've tried building a Dump but for some reason my dwarfs are using it. Any ideas to help me?

a dump is a zone where items you have specifically marked for dumping (or get automatically marked for dumping by your Orders) get taken. what you want is a refuse stockpile somewhere outside. also keep in mind dwarves by default are set to 'ignore refuse from outside', meaning if your cat kills a small animal outside they'll just leave it there, even with a stockpile. you can also change that in the refuse section of the orders menu.

312
DF Gameplay Questions / Re: Wells over wells over wells?
« on: April 05, 2010, 07:33:23 pm »
I can't speak to the new version, but in 40d you can in fact have wells directly above one another. taken from the wiki:

Quote
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in.

just tested it. built a new well directly over an existing one, listed as active. (in 40d)

hatches/floor grates/floor bars -will- prevent a well from working, but other wells seem to be a special case.

313
DF Gameplay Questions / Re: Some newbie questions
« on: April 05, 2010, 11:59:58 am »
1. a single small plump helmet farm will feed a massive number of dwarves. be sure to brew alot of them so you get seeds (brewing them gives seeds back, cooking doesn't). just give one of your starters proficient growing, bring maybe 20 plump helmet spawn, and set the farm to grow them year round.

2. i think you're getting mixed up between using the trade depo, and the meeting with your outpost liason. the menus that pop up all on their own, where you select priorities for different item types, is the meeting, and is basically you asking the traders to bring specific items -next- year.

in order to trade at the depot, hit q and select the depot. set it to 'trader requested at depot', and then use the menu to bring the items you want to trade to the depot. once your trader and the items have arrived, go back into the menu and hit 'trade', and you can begin selecting what you're offering (on the right) and what you want from them (on the left). if your trader has enough appraiser skill you'll be able to see the 'value' of each item in the list. (let the traders have plenty of profit, if you offer them an unprofitable deal a few times (they'll refuse) they'll get fed up and leave).

3. they just stumble across it. there are strategies for 'exploratory mining' but this essentially just means 'digging holes and hoping to bump into it' in the most efficient ways possible.

4. don't bother trying to accomodate their skills, unless one arrives with something you wanted anyway. just slap masonry or whatever you need onto that cheesemaker and he'll be good at it in no time.

5. don't bother focusing too much on individual dwarves (especially while you're still learning the game). it doesn't really matter if you've got a bunch of idlers. focus more on what you want to get done at the moment, rather than trying to keep all your dwarves busy. if something's going too slow, like building a big section of wall or something, feel free to turn a bunch of your idlers into novice masons, even if that's not what they usually do.

314
DF Dwarf Mode Discussion / Re: Irrigating your fortresses
« on: April 05, 2010, 12:28:28 am »
just use a pond zone from 1 zlevel above. can be a little tedious but all in all takes about as much time and is flooding-free

315
DF Dwarf Mode Discussion / Re: New blood mecanics?
« on: April 04, 2010, 08:03:07 pm »
this is really disappointing, i thought this was one of the things that was supposed to be in this version, that liquids would actually be treated as liquids.

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