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Messages - Sphalerite

Pages: 1 ... 461 462 [463] 464 465 ... 470
6931
DF Gameplay Questions / Re: Dwarven mass suicide ;-(
« on: October 09, 2009, 11:57:44 am »
I have to disagree.  Migrants always appear at a random spot on the border of the map, regardless of if they can path to your fortress from that spot.  I've been using channels and raised bridges to limit access routes to my fortress for a while.  It works for caravans, which will only span in a spot that can path to your trade depot, but immigrants and diplomats will spawn in any random spot that is clear on the map edge.  I've many times had to temporarily open side paths to let immigrants in.

6932
DF Gameplay Questions / Re: Doors and Pets
« on: October 08, 2009, 01:33:03 pm »
Doors set to tightly shut will bar your war dogs from getting out just as well as they will your kittens - which is somewhat less than 100%, as animals tend to sneak through when the door is opened by a dwarf.

6933
The challenge will be to ensure that the 'brew a drink' task on the still never gets canceled.  Which means not just somehow balancing things so you never run out of barrels or plants, but also somehow keeping the job from being canceled by your brewer having a strange mood or giving birth or something similarly random on the way to the still.  There are, unfortunately, very few jobs which will auto-trigger in workshops with no player intervention required.

6934
If you don't care about the quality of the fortress, this is fairly easy.  I created a zero-intervention fortress recently and ran it for about a decade before shutting it down out of boredom.

What I did was build a sealed-off fortress with no trade, with the only connection to the outside world being an automated pressure plate - trapdoor retracting bridge mechanism to allow immigrants to get in while keeping sieges and ambushes out.  I had a large farm set to grow plump helmets year-round, a large stockpile for holding plump helmets, and a large stockpile for holding plump helmet spawn.  I had ten wells dug into an aquifer-fed reservoir, a large communal dining room, a large common bedroom with about 100 beds, and most importantly a small meeting room/statue garden continually full of waterfall-generated mist.  And that's it.  The secret to keeping this working was the waterfall meeting room, the stacking good feelings from standing in mist all the time offset the penalty for living off nothing but raw plump helmet and water and nobody having their own bedroom or anything.

The only interventions I needed to do to keep the fort running were unpausing it after birth announcements (which there were a lot of, what with all the dwarves having nothing to do) and sieges (which would stand around outside for a while, then get bored and leave).  Strange moods inevitably failed, of course, resulting in dead dwarves, but the super happy-making powers of mist kept anyone from tantruming.  Production mandates also failed, but with no fortress guard there was no repercussion other than bad feelings for the mayor.  The only external noble I had show up was the dungeon master, who seemed pretty cool with the arrangements.  Never had a hammerer, or duke/baron/whatever - I suspect with no trade depot I didn't the export requirements.

I abandoned that fortress after a decade when it was obvious nothing would ever change or happen.  Too boring.  No tantrum spirals, just a hundred happy wet dwarves breeding in a hole in the ground.

6935
DF Dwarf Mode Discussion / Re: Elves and Glass?
« on: October 07, 2009, 10:20:37 am »
Usually when I 'give' the elves bone bolts, it's at high velocity, delivered directly to their vital organs.

6936
DF Dwarf Mode Discussion / Re: personalities
« on: October 06, 2009, 06:39:04 pm »
It has been my experience that if you arrange for a dwarf to spend a significant amount of time exposed to mist from falling water, he will live off plump helmet and water and still be ecstatic.  Literal brainwashing, I suppose.

6937
DF Gameplay Questions / Re: Military Dwarves stuck?
« on: October 05, 2009, 02:25:08 pm »
I've seen this happen.  The only way I've found to fix it is to either knock both out with a nearby cave-in, or arrange for the ground they're standing on to fall one level.

6938
DF Dwarf Mode Discussion / Re: The final resting place of your dwarfs.
« on: October 05, 2009, 12:18:15 pm »
I'm actually planning on making a giant field of coffins outside my fort >.> My fort's name is Agemourn after all, so why not make suitably EPIC Field of coffins and memorials ALL AROUND the place =3
For some reason coffins can't be placed outside, so you'll either have to make temporary roofs over each coffin to place it, or enclose them in some kind of mini-mausoleums.

6939
DF Dwarf Mode Discussion / Re: Pet Giant Eagle.
« on: October 03, 2009, 02:21:54 pm »
Edit your raw files to make it trainable.  WAR GIANT EAGLE.

6940
I had a very strange similar bug on a recent fort.

I had on this fort an aboveground river which was frozen for part of the year.  To give my dwarves a reliable supply of water I dug out a large multi Z-level underground cistern.  On the bottom level of the cistern was an inlet channel closed off with floodgates leading to a staircase dug up to the river.  I made the final connection between the staircase and the river when the river was frozen.   When the river thawed in the spring water filled the staircase and the bottom-most level of the cistern, but wouldn't rise any further, despite the bottommost level of the cistern being at least ten Z-levels below the river level.

Later while working on additional fill lines I closed the floodgate connecting the bottom of the cistern to the river.  When I reopened the floodgate (but before I had connected any other fill lines) water began flowing from the river into the cistern, eventually completely filling it.

So there's something weird still with water movement and stairs.  It's as if stairs cancel pressure similar to how a diagonal passage does ... but only sometimes.

6941
DF Gameplay Questions / Re: Can't encrust glass furniture with glass?
« on: October 01, 2009, 07:36:58 am »
I've had my jeweler encrusting finished goods with cut green glass for some time now.  A check of my stocks shows screens and screens of green glass decorated stone crafts, but not a single green glass decorated large green gem.  Unless someone has a current screenshot showing otherwise, I maintain that under the current version large green glass gems can't be decorated with cut green glass.

6942
DF Gameplay Questions / Re: Dwarf in fey mood asking for something strange.
« on: September 30, 2009, 10:05:42 am »
Cattendatan is the name of the artifact he's making.

6943
DF Gameplay Questions / Re: Can't encrust glass furniture with glass?
« on: September 30, 2009, 08:19:53 am »
It's not a pathing issue.  I watched that dwarf walk from the jeweler's shop, past the green glass furniture stockpile, way over to the carpenter's shop to grab a barrel to decorate.  I've also had him encrusting finished goods with green glass, and a quick check of the stockpile shows lots of glass-encrusted stone crafts but not a single glass-encrusted large glass gem.  So it does look like in the current version at least you can't encrust objects with the same material they're made of.

I'll just have to clear-cut a few forests so I can encrust with clear glass instead.

6944
DF Gameplay Questions / Can't encrust glass furniture with glass?
« on: September 29, 2009, 08:56:09 pm »
I have a legendary gemcutter/gemsetter who has been cutting green glass for years.  Next to him is a stockpile full of green glass furniture.  I tell Urist McJeweler to "Encrust Furniture with Green Glass", but rather than grab one of the masterwork glass doors from the pile next to him, he walks halfway across the map to grab an empty tower-cap barrel to encrust.  Does the restriction that an object can't be encrusted with the same material twice also mean that an object can't be encrusted with the material it's made of?  That is, no green glass encrusted green glass furniture?  Or am I missing something here?

6945
DF Dwarf Mode Discussion / Re: Putting Roofs on
« on: September 29, 2009, 03:44:45 pm »
Build a several Z level high wall around the construction site.  Pump magma and water in alternately to create a solid block of obsidian.  Disassemble the retaining wall, then hollow rooms out of the obsidian block.

That's the properly dwarfy way to build above-ground structures.

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