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Messages - cancel.man

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106
If they move around that corridor a bit, carve out a ceiling section that will exactly fit down into the corridor.
I like the ceiling-Tetris idea simply for the absurdity that DF demands :D

107
Of course they keep trading with you- how else will they get back the 200 wooden piccolos you took from the previous caravans you slaughtered?

Oh wait... you can't trade those back...

If you want them to go to war with you, keep selling them wooden crafts every year.
Does this work for sure? Even if they don't send a liaison?

Do Elves even send liaisons anymore? I don't think I've had one in my last 3 forts- just the skinny bastards with their wooden baubles and fantastic animals.

108
DF Gameplay Questions / Re: Archers on walls fail at archer-ing?
« on: April 15, 2011, 09:59:09 pm »
cancel.man, so what you are saying is: Newbie dwarves are just too inexperienced to use their crossbows while drunk.
You got it. Not so different from real life- takes a few weekends of drinking and gunplay to get good enough to to load and fire a weapon while inebriated. .22 ammo is slippery- a lot harder to hold than a beer can for the inexperienced drunken shooter. But don't worry, with enough practice any irresponsible task is achievable :D

109
Animal pathfinding is not my friend. Caged animals do not roam. Pastured animals do. Pathfinding is widely believed to be one of the largest FPS eaters, so reducing pathfinding (caging) is good.
As discussed in another recent thread, pastured animals don't appear to eat FPS because they're not pathfinding the whole fort or trying to follow a dwarf and negotiate his pathfinding to create their own. They just chill in the pasture and maybe move to an adjacent tile every few days- like a chained animal. That's my experience anyway, I'd love to hear if your mileage varies.

On egg-laying birds, they tend to die of old age rather quickly so it's good to have a breeding pair. Breeding is kind of a pain since you have to keep the dwarves from gathering the eggs, but a forbidden door does this just fine. Unfortunately their breeding is worse than cats- a dozen chicks can hatch at once and suddenly you have a chicksplosion with dozens of baby birds hanging out in your meeting area getting mauled by that unchained, overcrowded grizzly bear.

110
DF Gameplay Questions / Re: In caves...
« on: April 15, 2011, 02:30:34 pm »
You are talking caverns not caves. Caves are surface holes that are home to semi-megabeasts like giants or ogres. Caverns are what you breach when you dig down several z-levels. By the way, some cavern mobs can fly over simple walls so be prepared to either build a roof or wall all the way to the ceiling.
While in real life I'd be annoyed by this explanation of terminology preference minutia, this is dwarf fortress where all intricacies are serious business. So good on ya for this explanation of cave vs. cavern ;)

Also note that flying cave beasties loooove to come up through that up/down staircase shaft you dug into the top of the cavern then abandoned because it didn't reach all the way to the floor. Make sure you wall that off before a giant bat finds his way into your sleeping quarters and kills all the children 3 seasons after you forgot about the dig. Not that I'm speaking from experience or anything...

111
DF Gameplay Questions / Re: Archers on walls fail at archer-ing?
« on: April 15, 2011, 02:24:05 pm »
Oh. Bloody un-intuitiveness...
It's easy to swing an axe at somebody in hopes of doing some damage even you've never held an axe before... there's a big sharp end and a handle- the dumbest dorf can figure out which end should be in contact with which party.

Crossbows require loading, aiming, pulling a trigger... all manner of intricate things. And then you run out of ammo and you have to be smart enough to go get more- that means turning your back on the enemy! These are all things a newbie marksdwarf has to deal with... it's really a rough life.

Newbie marksdwarves are extremely bad at figuring out all the above. Especially getting more ammo- after they blow their load of bolts (all of which will probably miss), they tend to just stare at the enemy and catch arrows. If they can path to the enemy they'll choose to use their crossbow as a club- it's much easier than figuring out that tricky loading/aiming/firing thing- and soon you'll have hammerdwarves (with weak hammers) instead of marksdwarves and they'll forever prefer to just beat their opponent to death.

So yeah... training is pretty important for marksdwarves. There are several threads in this forum about setting up a successful archery range & marksdwarf squad.

112
Assign all your grazing animals to a pasture zone (with grass to eat) ASAP! Otherwise you have a bunch of useless, starved-dead corpses and no animals. I think this has been the biggest surprise for many returning players.

Pots are amazing- same as barrels but can be made of glass, clay, etc.- less dependence on wood for barrels, infinite number of them since sand is a never ending resource.

113
DF Gameplay Questions / Re: Help. Bearsplosion.
« on: April 14, 2011, 06:45:50 pm »
Maybe I misunderstood- 170 animals in a cage wont affect your FPS.

Or are you saying you had 170 running free, caged them all, and your FPS didn't recover?

Considering with 170 you probably had many of them in pastures, that's probably a result from what I mentioned above. In my experience it's the personal pets and horde of war dogs following the trainer that does the worst to my FPS, not all the animals in pastures.

114
DF Gameplay Questions / Re: Marksdwarves: y u no train?
« on: April 14, 2011, 06:42:04 pm »
Make sure your targets don't overlap when creating the target zone. Best way is to make a 1-tile hallway (depth doesn't matter) so that the archery target zone doesn't spill out to the sides of the primary shooting path.

Un-forbid all the ammo (in the stocks menu). Melt all the single metal bolts, magma-dump all the single wood & bone bolts. I've found that for some reason if there's forbidden ammo all over the map the marksdwarves don't wanna do their job (especially hunters).

Only assign 1 squad per archery target. This might just be superstition, but it seemed to help me...

Train up the rest of their skills (fighting, dodging, shield, armor) in a danger room. Otherwise they prioritize learning these and sparring over target practice.

Make sure they can path to your target- no channel between your marksdwarf and the target.

115
DF Gameplay Questions / Re: Help. Bearsplosion.
« on: April 14, 2011, 06:28:11 pm »
Are you saying you didn't have a hit from the animals?
I had like 170 animals, caged most of them, and it didn't seem to affect FPS much.
There's your answer. Animals that aren't constantly pathing (especially trying to negotiate the path of your dwarf) aren't as big a hit on your processor. Putting all the animals in cages reduces processor load.

Pastures also seem to help somewhat- even though the animal is out of a cage, it's not trying to cruise around the fort or follow your dwarf. I've never tested the difference between caging and pasturing all at once...

116
DF Gameplay Questions / Re: How do I increase the font size?
« on: April 14, 2011, 04:33:36 pm »
By default, the scroll wheel on your mouse changes the zoom (display area/scaling)- making both the play tiles and the text larger and smaller. Check your controls (key bindings) to see what you've set up for resizing.

117
DF Gameplay Questions / Re: Pitting Animals
« on: April 14, 2011, 03:32:05 am »
Build the cages containing the crundles right next to your pit (b -> j -> x shows you what's in the cage you're building).

Assign the crundles to the pit (i -> P).

The dwarves should pull the crundles out of their cage and toss them in the pit without a problem.

Some creatures are able to escape your dwarf's grip and run amok so it's best to reduce the chance of this by building the cage right next to the pit.

118
DF Gameplay Questions / Re: The Culling of Stratholme
« on: April 14, 2011, 03:25:00 am »
Any reason to NOT only have 100 dwarves?
FPS drop. Game gets slower with the more dwarves you have (plus all the animals, items, furniture, food, etc. to support them). But if your system can handle it, go for it.

119
DF Gameplay Questions / Re: Beware the Cold
« on: April 14, 2011, 03:21:53 am »
Final Edit; Oh god, I've lost track of him, and he's no longer in my units screen with U. I have no idea where he went. ;_;
Have you fully explored your cave system? If there's any part undiscovered, he might be hiding it and wont show up on the u screen. It's unlikely (impossible?) he left the map completely.

As for hanging out in water- yeah, they do that. I've left a forgotten crab beastie in the bottom of a cave lake for years and he never bothered anything. However if something catches his eye, he'll probably go after them- coming out of the water to kill whatever he wants. Best to be proactive and send some marksdwarves in to shoot him out his watery hiding spot.

As for poisonous vapors- I don't know any way to prevent them from getting a dwarf (there's no "make leather gas mask" in the job manager :'( ) but typically they just make the dwarf sick and if he's healthy enough he'll pull through and be fine. Best way I've found to counter them is to attack from a distance or kill them fast enough they can't gas your troops.

120
DF Gameplay Questions / Re: Capybaras "swimming" in a brook?
« on: April 14, 2011, 03:02:23 am »
If my cooks could make masterpiece magma roasts or my hunters could level up in "killing things with magma" skills, it would indeed be the answer... but I tend to make use of the beasties I kill so unfortunately turning the lakes to obsidian just isn't gonna work this time :-[

The other way to think of a brook is like a bucket full of pebbles- you can dump a lot of water into that bucket to fill the space between and things can rest on top without being submerged but there's no way a fish (or in this case large rodent) is going to swim through it. Brooks push a lot of water the majority of it is under the surface running in a channel of rock. That's why it doesn't make sense, in my mind, that an animal could swim around in it- more likely the capy would hang out on top where my marksdorfs could shoot it.

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