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 - slMagnvox

Pages: 1 ... 29 30 [31] 32 33 ... 46
451
DF Gameplay Questions / Re: Mayor Mandates Construction of Rope Reed Items!
« on: November 29, 2007, 01:08:00 am »
take from pile is great for bringing prepared meals or booze to remote piles from your main kitchen stocks.

Setting a rope reed only stockpile to take from a mixed pile might have difficulties if all your thread is mixed together in bins.  If I was in your *pig tail shoes*, ahem, I'd consider now a good time to crank up my cloth industry.  I'd build a second loom with a rope reed only pile, and make the original pile pig tail only.  Then I'd recruit another weaver or two and set about spinning all that thread into cloth.  Once they've gotten to it all, they'll have both spun your Mayor's rope reed and have gotten it all resorted.  You could take a step further to make a second clothier's shop with the rope reed so you could in the future easily work either cloth you wanted.

The post about dumping being the only way to effectively sort items is rubbish.  Good use of custom piles, good workshop layout and ample space can have things working very well, without having to dump and reclaim all sorts of nonsense.


452
DF Gameplay Questions / Re: hunger
« on: November 27, 2007, 04:30:00 pm »
Raw fish right out of the rive are inedible.  Build a Fishery to process raw fish first and then can be eaten.

Once a dwarf starts to hunt for vermin he will keep hunting rats all through mounds of edible plump helmets and salmon.  If he manages to catch the rat, he might start eating normal again.


453
DF Gameplay Questions / Re: Military [In]Competence
« on: November 29, 2007, 01:27:00 am »
quote:
Originally posted by DonerKebab:
<STRONG>Thanks guys these are all good suggestions.  One simple question, how do I get the stupid dwarves to pop out of the ground?  I tried an up staircase and and up/down staircase but they ran back through the fortress and attacked head on.</STRONG>

Hahah.  Maybe carefully explain the plan to them next time?

code:

##############
##..@...@...##
#............#### #### ##  ### #  ##  #   #  #   #
#....@<.@.@..#...... ..  . ...  ..   .  . .  .  .
#..@.........+... <-- Locked door
#.....@.@....#.... ... ..  .  .   .   .  . . .  .
##..@.......####### ### # ##  #  #   #     #   #  #
##############

Get all your troops in the room and a miner.  Lock that door.  On the level above designate that last > down staircase to be dug.  Make sure the miner in the room gets the job and not some other dolt who'd rather wade through a dozen goblins to dig a stair.  Once the stairs are complete, the only path for your troops is straight up into the goblins.


454
DF Gameplay Questions / Re: Military [In]Competence
« on: November 27, 2007, 04:23:00 pm »
quote:
Originally posted by Quintin Stone:
<STRONG>My recommendations are either to go out and build siege engines within striking distance of the goblin hordes or just wait them out.</STRONG>

Dig a tunnel underneath them leaving an up staircase, get all your soldiers in place, then dig that last down staircase up into the middle of them.


455
DF Gameplay Questions / Re: Military [In]Competence
« on: November 27, 2007, 03:47:00 pm »
How come the goblins aren't rushing your fortress?  Is this how sieges work now?  In 0.23 if you locked them out, they'd just mill around, but if there was a path inside, they'd rush for it.  I didn't like mass traps so I would design a chokepoint and let the goblins come to my troops, helps take away some of the advantage of their arrows.  Also, keeping food and drink near my stationed soldiers meant more of them at their posts.  As you've discovered, trying to meet them out on the field is fraught with difficulties.  The best (and even then not much) protection vs arrows and bolts are shields.  Use your best metals and your best armorsmith to make the shields and make sure every soldier is always training with one equipped.

Also, fort guards as mentioned are mostly useless.  They might get lucky and get the jump on a kobold one day; and more soldiers sparring in the barracks means more practice partners for your professional military.  However, if you have some permanently injured invalids lying around anywhere, you can give them an honorary post in the fort guard.  If you don't have enough guards it gives the Mayor(?), Captain, Baroness some bad thoughts.

EDIT:  And ditch the waterskins.  Lack of booze will upset your troops, make them less productive (less sparring), and filling a waterskin is in many ways a more disruptive job than just going for a drink.  If you have soldiers deployed on the field, you could make them a little remote booze only stockpile and use the Soldiers sleep on ground order to keep them from retiring to their bedrooms.

[ November 27, 2007: Message edited by: slMagnvox ]


456
DF Gameplay Questions / Re: newbie trade help
« on: November 27, 2007, 03:19:00 am »
Hah, yeah we're all spending alot of time preparing carefully for our journeys.

You're on the right track about the trade depot.  When you 'q' over the depot you'll see several options.  The only you want is 'b' I think .. It will say b: No broker requested at depot or similar.  Toggle it and will change to Broker requested at depot[/b].  There must be a trader present in order to trade with the caravans now.  You can see who your broker is by pressing 'n' for the nobles screen.  Once he is at the depot, trade will accessible and no longer be greyed out.  Successful trades gain your trader some XP in negotiator, appraiser, social skills, so while its good to use just one dwarf for trading so he skills up, if you are pressed for time or your broker is passed out someplace, there is an option to let any idle dwarf come and trade.


457
DF Gameplay Questions / Re: Anyone capture a troll?
« on: November 27, 2007, 03:45:00 am »
I think it depends on the neighboring goblin Civ.  Some have might trolls and some won't.  The goblin civs are generated like the dwarven civs, so they'll have their own set of metals, leathers, cloths, slave trolls or beak dogs and so on.

458
quote:
First off, socks and shoes are the only clothing items that have a value of 15, which is the value for basic armors it seems, while all the others have a value of 10. This makes me thinks that Toady missed that file in the raws when he was changing the values for different articles of clothing sometime in the past, or maybe footwear is just special.

Basic sneakers cost $60.  Basic t-shirt costs $18.

But nerf the sock value.  Hah.


459
DF Gameplay Questions / Re: New Player Questions
« on: November 26, 2007, 03:02:00 pm »
More specifically, Abandon Fortress literally abandons your fortress.  The state of your game world will be updated and the next time you play, your abandoned fort will be present on the world map (and can be interacted with in Reclaim mode, but I don't know exactly how that works in new version) or can be visited in adventure mode.

Don't worry too much about trying to quit w/o saving, or reverting to earlier saves.  Just plow through, dead dwarves, miasma, failed constructions and all.  If things get too unplayable, then consider rolling a new fort and applying what you learned ruining your last fort in keeping this next one functioning longer.  Your strategy will really evolve as you play your first dozen games so don't get hung up trying to make every fort perfect.


460
DF Gameplay Questions / Re: food stockpiles problem
« on: November 25, 2007, 04:34:00 pm »
quote:
Originally posted by steelabjur:
<STRONG>Have you tried getting your Dwarves to dump them (k then D on the corpse/food barrel you want moved)? I haven't had this problem myself, but it seems like it would work.</STRONG>

Did you not have the problem since you had no vermin remains, or did you not have the problem and dwarves were Refuse piling dead vermin from your food stockpiles properly?


461
DF Gameplay Questions / Re: food stockpiles problem
« on: November 25, 2007, 03:19:00 pm »
Stockpiling was always a delicate art, and the new version (0.27) adds some new subtleties that have been confusing me too.  I have played both the newest _33c and _33b and I don't think alot has changed between these latest releases.

One new twist is a barrels only Furniture pile will take food or drink barrels provided they aren't claimed by another pile.  Look in your Furniture pile and you'll see the food barrels in it aren't #Numbered as if they were claimed by a Food pile.

If you build a Food pile after all your barrels are in the Furniture pile, they might not get taken out ..  I've noticed  jobs won't be generated to stockpile an item if it is already on a valid stockpile.  Something to do with the Additional Options and allowing Plant/Animal and Non Plant/Animal.

I took a couple cats one fort and they were killing lizards on my food stockpiles.  And the remains weren't generating jobs to bring them out to the Refuse pile.  A dead lizard on any other tile would generate a job and get carried out to the Refuse pile.

Does anyone know the exact function of the Allow Plant/Animal .. Non Plant/Animal settings?  Is wood plant/animal or non?


462
DF Gameplay Questions / Re: Adventurer mode question
« on: November 27, 2007, 08:06:00 pm »
Shields are definitely your best bet.  When you get attacked while wielding a shield and you see the message The shot is blocked! you deflected it with your shield and you will gain skill in shield user.  Otherwise the blow glances away when it hits your armor and failing that you take damage.  And vs ranged weapons that can mean alot of damage.  Being handy with a shield gives you and extra, critical, line of defense.

463
DF Gameplay Questions / Re: Problem with my well
« on: November 24, 2007, 05:07:00 pm »
I'm not a 0.27 vet, but I think a pump is a solution ..

From screw pump @ the DF Wiki: Pumps can not push water up additional Z-levels. That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not "overflow" the walls.

If the well is on z level 2, level 1 would have a small resevoir fed by a pump and level 0 would be the source water being pumped from.  The well water would remain constant as fed by the pump and we'll both get to figure out how the hell to build a waterwheel to power the thing.


464
DF Gameplay Questions / Re: Finding Steel and Iron ore
« on: February 22, 2008, 12:26:00 pm »
When you a searching for a starting location, pay close attention to the rock layers.  See Sedimentary layer at the DF Wiki for a good idea where to find the good steel making ores.  Trick is, you will essentially (?) never find magma and good sedimentary rock on the same map.  Lotsa trees'll do though, and a large strata of dolomite oughta have plenty of coal and lignite too.

465
DF Gameplay Questions / Re: Effects of detailing on item quality
« on: February 06, 2007, 05:04:00 am »
I asked this same question a while back, about some base iron chain mail I had decorated with some gold or something by a Legendary Metal Crafter.  The answer I got, and I think is accurate, is that the chain mail was still a basic iron chain mail.  Since I've played some adventure mode, shopping for iron long swords has seemed to confirm this.  An <<iron>> may not be better than an +iron long sword+ from a utility standpoint.  Read the item description for the object in question, the description will still maintain the original item's quality level:

This is a well crafted willow catapult part.  It has been decorated with rings of exceptional wolf bone.

Thus, the original quality level is maintained and when you read <<willow>> only decorations are -=exceptional=-.  And as far as seige engines go, I don't know much about ballista, but catapults WILL NEVER hit ANYTHING.  I don't care if all three pieces are masterworks and the operator an Ultra-Mighty Legendary, catapults are purely decorative.  Nice decorations, and fun to have around, but decorations none-the-less.

[ February 06, 2007: Message edited by: slMagnvox ]


Pages: 1 ... 29 30 [31] 32 33 ... 46