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 - Lav

Pages: 1 ... 12 13 [14] 15 16 ... 31
196
DF Gameplay Questions / Re: Deleting Workshop?
« on: January 13, 2010, 10:32:07 am »
q, select workshop, x

197
DF Dwarf Mode Discussion / Re: Farms and traffic
« on: January 13, 2010, 10:08:07 am »
I just put farms at the back of a room with only one exit.  There's no need for traffic designation if no dwarf has a reason to walk across it except to plant or harvest.
Well, that's exactly what I do. But I still make the plots 2-tile wide with 1-tile between them and mark the plots as low traffic, so even farmers never have to traverse even a single extra plot tile to get where they need. :-)

198
DF Dwarf Mode Discussion / Re: Looking for a unique site, requesting aid
« on: January 13, 2010, 10:02:57 am »
I am looking for a 2x2 embark with NO special features, completely flat surface, and access to human and dwarf caravans.  z-1 being sand would be nice, but not critical.  I use unedited 40d.  Any ideas on how to get such a site?
I'm currently playing on such a map. A 4x4 desert, with a magma pipe and a small bit of aquifer in one of the corners. Flint for sediment (no flux but tons of bauxite and iron), then gabbro+granite (the best possible combination for minerals and gems).

Of course, strictly speaking the site was not 100% flat, there was a difference of 2 z-levels between map edges. So I went the dwarven way and simply made the site 100% flat in half a year or so. Got 7 legendary miners as the result. Now I'm building a system of underground-connected catapult bunkers which will be able to cross-fire the entire surface (and train an army of siege operators to man those catapults).

199
DF Gameplay Questions / Re: Finished Goods Not Appearing In Trade Depot
« on: January 13, 2010, 05:24:00 am »
Goblets do not have their individual category in depot goods menu.

You must select "All" group and then "s"earch for "mug" and/or "finished goods".

200
My suspicion is this happens accidentally when one miner is trying to make a ramp under the tile where exactly at the instant when the rump is dug, another miner is standing (unlikely), or moving out (unlikely), or moving in (most likely). Depending on how the game treats such situations, it may prevent the floor to be dug on some occasions, thus reproducing the effects of stockpiles and trees. And then - bang.

201
DF Gameplay Questions / Re: Explorator mining in soil?
« on: January 13, 2010, 05:16:20 am »
I know that sometimes veins of ore will stick out from rock into the surrounding soil layer, but can soil with pebbles of <foo> rock contain veins that <foo> rock would?
Short answer: no. :-)

202
DF Gameplay Questions / Re: Abandoning a completely walled in fortress?
« on: January 13, 2010, 05:13:59 am »
Why asking? Just try it. :-)

One thing I'm absolutely certain of, is that the game does not check if the dwarves were able to leave. So their fate will be the same as in any other fortress.

203
DF Gameplay Questions / Re: Water data
« on: January 13, 2010, 05:13:29 am »
1/7 will stand still.

I have no idea how much data is kept, but algorithms used for pressure only need liquid type and depth, so I reckon that's exactly how much information is stored.

204
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 11, 2010, 03:23:42 pm »
I see. Though personally I never put beds in barracks, there have been reports of dwarves getting too much broken limbs if there are beds in the sparring area.

205
DF Gameplay Questions / Re: Farming Question
« on: January 11, 2010, 12:41:08 pm »
Even if fourthed, it doesn't change the fact that I have observed numerous times: miasma generated by a refuse stockpile that I designated outside, roofed over and forgot to relocate.

206
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 11, 2010, 11:49:19 am »
Looks like the fortress is doing fine. :-)

I wonder though, why was the archer training moved into the inner yard. Are the military tower upper floors now used for some other purpose?

And another question. Are those little brown things in the entrance room the beds for military?

207
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 07, 2010, 07:41:27 am »
I sent him a PM yesterday but still no reply.

The following turns sequence is:

4.  Warhammer651
5.  TKGP
6.  Overspeculated
7.  Sulvor
8.  kilakan

However I haven't seen the first three comment on this thread. Perhaps it's time to make a check who is still with us and refresh the queue?

Also remember, the next player must produce sterling silver items! This is my the Mayor's mandate, so no discussion allowed. :-)

208
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 06, 2010, 04:17:31 pm »
Sandstone 20, 213.
One of the fishery workers has been posessed and claimed a magma forge. He once made a couple of training copper hammers, maybe he'll make something more useful this time?

Sandstone 23, 213.
He took 2 steel, 1 platinum, 1 rough gem and perch bones. I wonder what weapon he's making.

Sandstone 26, 213.
The artifact weapon is complete. A steel mace worth 181,200 dwarfbucks. Now that's something indeed!
Looks like I'll have to train the next wave of recruits as macedwarves so maybe one of them will some day be eligible to wield this tool of absolute destruction.

Timber 3, 213.
Migrants again. Here they come, my macedwarves!

Timber 4, 213.
What a worthless bunch. 4 peasants, wood burner, fish dissector, bone carver, trapper, animal caretaker, and a ranger. I told two of them to start woodcutting and drafted our previous woodcutters. It's always better to have some useless scum roaming the forest. This way, even if we lose them, it's no big loss. Now we have a new team of 6 green recruits.

Timber 11, 213.
Our weaponsmith was killed by the giant bat somewhere in the wilderness. Looks like some damn critter died in the Halls of the Dead and he went to retrieve it's corpse. This is not the first time. I'm sick and tired of this idiotic Halls of the Dead so I'm sealing them forever.

Moonstone 1, 213.
New security paid off today - we detected a babysnatcher, our axedwarves chased him and beat him to death. Now that's what I call an exemplary military encounter: numeric odds 6 to 1, and unlike the enemy we are trained, armed and armored.
Meanwhile the new team of macedwarves is learning swimming. I built them a small pool in the outer yard. I'm planning to train them physically as well, I heard pumping helps a lot.

Moonstone 17, 213.
Since nobody cared about exporting sterling silver items, I decided to put an end to that mandate.

Moonstone 21, 213.
Honestly, I'm getting bored. I forgot to request sterling silver from merchants, and I'm growing impatient. So I mandated the production of sterling silver items. Preferably furniture. Of course, I know we need at least 3 silver bars to make sterling silver, and we only have one. But that's not an excuse. So the miners got new orders to dig some tunnels in the lower granite layers in search of silver veins. And they better find them in time or else.

Opal 7, 213.
Our fortress has a new dwarf! Our leatherworker, who is married to a macedwarf, gave birth to a boy! It's a pity we don't have fireworks.

Opal 8, 213.
Whoops... We no longer have any macemen.
They were training to swim in that little pool of theirs. And then suddenly the water froze.
Man, I never saw it coming. Six lives perished in an instant. One of them had a wife and two children.
Spoiler (click to show/hide)

Though the wife seems to be a bitch. And his elder son is not much better...
Spoiler (click to show/hide)

Opal 22, 213.
All the ice has melted. Though I have already ordered to unseal the underground lake so we had a water supply. Marksmen did a perfect job on the lake, only a single snakeman remains deep in the water, the rest of the lake fauna is annihilated.
I stationed the marksdwarves on the lake shore, if they are lucky they will finish off the last snakeman and then the lake can be exploited safely.

Opal 23, 213.
Success! The lake is now 100% safe.

The remaining days of the Winter have passed quietly and without any noticeable events.

Game save: http://dffd.wimbli.com/file.php?id=1748

209
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 06, 2010, 06:26:26 am »
Hematite 20, 213.
It seems the woodcutter who died in the goblin attack was the same one who claimed to be the mayor of my settlement. Now that he's off to the better world, I have pulled the strings and was successfully elected as the official Mayor.
Of course, official status has it's drawbacks. One of the miners came to me today to complain that we are forced to drink the same booze again and again. I know it all too well, but what can I do? We have too many plump helmets, so most of the booze we get is wine, and whenever brewer makes some rum there are so many willing to drink it that it doesn't last longer than a minute.

Hematite 24, 213.
Our miners have discovered an underground pool! Full with dangerous amphibic life.
Spoiler (click to show/hide)
I stationed our marksdwarves near the entrance for a minor pacification operation. They will also get some training as a bonus.

Malachite 2, 213.
It has come to my attention that the dwarves are unhappy with my ruling. They complain that I'm not doing my duty.
As I found out after some investigations, the dwarves expect me to issue some weird edicts.
Mandating production of some crap, or forbidding some exports, or whatever.
I wonder, who do they think I am? Some super-smart official? Well, I'm not. I'm a strict military type, with only a single furrow on my brain (actually it's a stain from my helmet but I'm not stupid enough to put that fact in writing). I could never understand those macroeconomic and microeconomic issues.
Oh well. The dwarves were really upset, so to calm them down I banned the export of sterling silver items. I'm not sure how it will affect our economy, but it sure as hell won't affect our military, which is really all I care about.

Malachite 12, 213.
Our miners have found cassiterite. One of the smiths explained that we can now make bronze. Bronze is better for armor and weapons than raw copper, so it's great news, especially since we are running low on iron.

Malachite 16, 213.
Erush Rithimush, Mason got a fey mood! Found two obsidian rocks and locked himself in the mason's workshop.

Malachite 20, 213.
Erush made Akmamlerom Gonggashabir, Obsidian Coffer. Man, that's a great coffer, a real treasure of our fortress. I think we must defend this artifact to the last breath of the last goblin. Since it's obviously valuable, I ordered to put it into the most safe location of the fortress: my bedroom.

Galena 9, 213.
Eshtan Atisvosut, a thresher who received heavy head and brain damage in the Spring goblin attack, is suddenly active again. He stood up from his bed on his own and went to mill some plants even though his brain is still damaged. All attempts to explain that he should stay in bed he med with defiant "Mmm... Uhhaa! Yoyoyo!!!" and continued working. Oh well...

Galena 22, 213.
A giant cave swallow swooped into our outer courtyard, killed a fisher and wounded another. Our wrestlers-soon-to-become-axedwarves quickly killed it, but the damage was already done. We really need a roof over the fortress, and it's being built, but we only have 4 masons, and most of the inner courtyard is still not roofed as well. Looks like we'll have to live with it for some more time.

Limestone 11, 213.
Dwarven caravan arrived! At last, some fresh booze!

Limestone 16, 213.
Our woodcutter stumbled upon some goblins in the forest. 4 macemen and 3 wrestlers. Luckily he managed to run away from them. I mobilized our military and sent them to their battlestations.

Limestone 20, 213.
Goblins obliterated. When they were coming close to the fortress, our marksdwarves rained dozens of bolts on them, killing two and wounding several more. Then our melee team of six axedwarves rushed out of the gates and slaughtered the greenskins, with marksdwarves supporting them from behind the fortifications on the second floor. A brilliant victory, and tons of new iron stuff to melt.

Limestone 29, 213.
It took quite a time to move all that goblin and kobold crap to the depot. Except their armor and weapons of course, which go to the smelters. As the result, we bought nearly everything from the caravan, including all steel armor, metal weaponry and some steel trap components. All those goods are of questionable quality though, so will go to the smelters too.
We also bought a lot of steel bolts. Finally we have some proper ammo, instead of those -perch bone bolts [5]- which are only good for training.
Unfortunately, the caravan brought no leather. I really wanted to produce quivers for marksdwarves, but no luck. So we'll have to butcher some animals for that purpose.
Also lots of fresh food and drink, that's a relief.
I made a blunder when talking to the liaison though. I was so occupied by the fortress needs that I forgot to request some sterling silver. I really wouldn't mind my furniture to be studded with the metal. I tried to get back to this question when he presented me with the agreement but he yelled at me that he has already wasted his parchment so it's a done deal. Bad luck.

210
DF Community Games & Stories / Re: JackBolt bloodline fortress
« on: January 05, 2010, 04:22:02 pm »
It's already mid-Autumn and Darkrider is still alive. Looks like he'll make it fine after all. I won't update until tomorrow though, my time for today is already up.

Pages: 1 ... 12 13 [14] 15 16 ... 31