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Messages - Albedo

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3106
DF Gameplay Questions / Skill levels, quality, and moods
« on: May 06, 2009, 04:38:38 pm »
So, I'm currently keeping an eye on moods for the first time, trying to understand more about them, do some social engineering to get more of which ones I want, and noticed an odd thing (or "odd" according to the wiki).  Two, actually...

I'm wondering if the wiki is outdated, or what.  It has a long list of skills that default to Craftdwarf moods, and a chart of other skills that produce, let's say, more desirable Legendary skills.

1) I had a dabbling Furnace Operator who was struck, dove into a craftshop and produced a Craft.  According to the wiki, "dabbling" is enough to activate the skill...

Quote
Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop:...
mood & skills: http://www.dwarffortresswiki.net/index.php/Mood#Skills_and_workshops

According to that, as a (dabbling) furnace operator they should have grabbed a forge of some sort. The dwarf had nothing other than dabbling farmer skills (grower, herbalist) from miscellaneous busy work. 

Is it the highest skill, not the highest "mood" skill?  Is it based on experience, and not level? Is it random if the level is listed as the same?


2) I gave a peasant a job to produce 1 (silver) weapon, to give them dabbling weaponsmith.  They produced a +fine silver axe+, on their very first weapon ever.  According to the wiki ("skills"), this should not be possible - whassup wi' dat? 

skill & quality: http://www.dwarffortresswiki.net/index.php/Quality#Skill_and_quality_levels

I'm assuming the %'s from the wiki are from the RAW's or other code, so... anyone?


3107
Zactly - Could you have forbidden it all, via the stocks menu?  Try <d, b, c> and see if it's highlighted.


3108
DF Dwarf Mode Discussion / Re: Further newbie questions
« on: May 06, 2009, 03:44:30 pm »
Enlightening.  ::)

Once they're <A>ctivated as military, put them into squads if you want (via the <m>ilitary screen) for whatever size squad you choose (many prefer individuals), then lock on to their squads ( <x, l> and < s >tation them where you want them.

Note that if the squad is too big, some might go around and position themselves on the outside of the fortifications - it's happened.

You may have to change your <o>rders to "only military goes outside", or whatever, depending on how you've created those fortifications and the path to them.

3109
Good call - if a dorf has issues, they'll follow your fortress leader around until they have their meeting, bitch and whine, and then feel better about it.  The sooner you can make that happen (by removing all other jobs from the leader), the sooner the whiner will get back to work.

I havent tried this yet, but couldnt the trees somehow, accidentially, been forbidden.

Can't forbid trees or shrubs, or animals, only portable objects apparently (and buildings, etc).

3110
DF Gameplay Questions / Re: Giant Eagles?
« on: May 06, 2009, 05:07:40 am »
I think it's just bad luck.

If you spot them and stay away, they don't bother you.  I've had them several times on several forts, just avoided those areas, never had a problem.  They've come close, but not like they make a beeline to divebomb the nearest dwarf.

They are mean, no doubt - just don't go to their neighborhoods and hope they don't randomly come to yours at the wrong time.

3111
DF Gameplay Questions / Re: Chasm and Oceans
« on: May 06, 2009, 05:04:00 am »
It seems that I can't embark on areas with chasms and oceans.

Not with a vanilla version of the game.

There are 3rd party utilities on the Wiki that can let you do it - "Embark Anywhere" or something like.  Look up "utilities".

3112
DF Gameplay Questions / Re: Bones and Refuse
« on: May 06, 2009, 05:01:59 am »
<nods>

Outside refuse gets washed away every season.

3113
If he's on break, he's hanging out at the meeting area.

Lessee...  let's go down the numbers...

He can get outside, so you don't have that Order set to "dwarfs stay inside" <o, i>.

The trees are highlighted <d, t>, and you can see them highlighted.  (And they're trees, not shrubs, of course.)  He has an axe in his hands, you can see it in <v, i>.  He has Wood Cutting selected (or he'd drop the axe.)

The trees aren't beyond his reach, over a chasm or something? You didn't raise the drawbridge to the entrance... (No, didn't think so...)

Hmmm...

He's an elf in disguise.  Get some magma.

Sorry, I got nuthin.  It sounds like a path problem, like he can't access them so he's ignoring them - but that's not what you're describing.

Try removing his Wood Cutting duty, and after he drops the axe (maybe threaten to make him mine, then abort), assign wood-cutting to someone else - see if they're any diff.

If they act the same, there's something blocking access to the trees - "what?", I have no idea from here.

(Unless, somehow, you Activated him to the military somehow? He'd still have an axe then, and possibly wander about a bit.  <v, p, A> )

3114
DF Gameplay Questions / Re: when do i start getting migrants again?
« on: May 06, 2009, 04:13:16 am »
Make 1x1 'bedrooms', consisting of the bed and nothing else -- basically, just a bed they can rent...

Note that these do not need walls...

More, "rooms" that share space with other rooms get a reduction of value, I think it's halved for each, down to 25% (2 additional sharings?)   So, define your "rooms" (without walls) as one step up from 1 tile and overlap the next two beds (put them side by side) - even lower rent.

3115
DF Gameplay Questions / Re: Stone Crafts
« on: May 06, 2009, 04:09:12 am »
Stone mugs weigh nothing (13?), and have value equivalent to any furniture.  They're great. 3 per stone crafted.  If they're a bit heavier than wood, they're also more valuable by far. 

  If you can find at least an economic stone (flux, value 2), and have a Proficient stonecrafter, you only need spend about 4 weeks to get enough (plus rejects from masons/etc) to trade.   If you can find/make obsidian (value 3), even better.  I regularly have my one crafter fire up less than a month before fall, and have ample to trade for 105% of what I want (meh, get the herring bone scepter, the silk mittens and that over-decorated barrel that costs 200 - have another 6 mugs, what do I care?)

With elves, it's even easier, because altho' they can carry less, they also have so little of significant value to trade in the first place.

(As for the forges, I usually dive into soil to carve out a temporary, ware-house quality shelter, and drive my miner up to Legendary before end of Spring.  About then, I'll dedicate a week to carve a 1-wide tunnel to the magma, tap it, and power some magma forges.  It seems like a death march when you start, but it's fast, and the payoff is HUGE in savings of wood cutting, wood hauling, and charcoal burning.

Then buy every iron anvil the dwarves have - often get 3 running by end of Fall.)


3116
DF Gameplay Questions / Re: Caravan/migrant entrance direction
« on: May 06, 2009, 02:46:46 am »
So long as you have that 3-tile wide path, the caravan will stop and path there.

So long as you have ~any~ path, both migrants and the spring elf caravan will path there.

You can open a secondary path (via retractable-/draw- bridges) after they hit the map and cut their travel time (or otherwise manipulate their path). 

You can even have two TD's - one as "bait" and one as the final destination - HOWEVER, I understand (haven't tested it personally) that if you have two "accessible" TD's, neither one will be recognized.  You have to shut down the path to any more than one, however you choose to do that - if that is correct.

(I'm sure someone will come along with first-hand knowledge on this and support/refute me on that point, and I'll be happy to see it, one way or the other.)

3117
DF Gameplay Questions / Re: Needing some help with pump operations.
« on: May 05, 2009, 12:34:30 pm »
I put a large Restricted traffic area <d, o> around and towards my lake on the surface - no go! 

The area took some carving to get right (didn't want a rectangle), but they don't go anywhere near it unless they have very specific business, and then I take additional precautions.

3118
DF Dwarf Mode Discussion / Re: Craftgods
« on: May 05, 2009, 12:30:12 pm »
I'll take this as proof that things are going back in the right dirrection...
...
WHEE!  Immigrants are down to "despite the danger" instead of impending DOOM!

Heh, it's the little things that count!

Quote
Question:  I've moved my meeting hall, I've taken away tables, chairs, everything.  Why are the dwarves still congregating in my OLD meeting hall?

And undesignated the old one - you can have more than one.  If it was a dining hall/meeting area same thing.

3119
DF Gameplay Questions / Re: need help for a newbie to DF
« on: May 05, 2009, 12:23:07 pm »
Unpossible, aquifers hold infinite amounts of water. xP

Dispossible to drain, not to deal with.  There are several approaches, among them digging around, collapses and magma.  Aquifers can be a stone bitch (no pun intended).

3120
DF Gameplay Questions / Re: On the topic of Bones
« on: May 05, 2009, 12:20:45 pm »
I'm sure all of this is answered in the wiki.. well anyway:

A child produces less bone piles than an adult. A baby produces less bone than a child.

There is advice that says they produce the same - this is out-dated, apparently.  (I'm told juveniles produce about half of bones, meat and fat.  They still produce 1 hide, 1 skull.)

Quote
A corpse produces X amounts of bone. Any part of the corpse that was torn off will produce extra bone.. except the head. So tear both legs off a dwarf and you get 8 bone instead of 6.

To be clear, it would produce a stack of 6 + two stacks of 1 each.

And, yes, oddly enough, if left to rot, the head does not produce a bone, but a skull.

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