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Messages - Albedo

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3496
DF Gameplay Questions / Re: Liquids and fortifications
« on: April 19, 2009, 10:17:02 pm »
Can't the water flow diagonally up past the Fortification?

If you carve the fortification out, there is still a ceiling, so no flow.  If you have channeled out the ceiling, then you have to construct the fortification where that channel hollowed out the tile below.

3497
DF Gameplay Questions / Re: Animal Traps and Horses... will it work?
« on: April 19, 2009, 10:11:52 pm »
I found a great box canyon that I carved out and can chase them into without too much trouble (station two blocking squads of 1 each on either side to shy them to the middle).  Put a wide bridge there wiht a moat, and then either use it as live weapons practice or seed it with traps, depending what's in there.

3498
It's easy.

You can't slaughter or cage pets without causing bad thoughts.  Chain them up if you want to keep them out from under foot.


Many females and one male will result in many pregnant females.  So, if you want more animals and don't care, let them keep doing what they do, and slaughter only the males as you go (more than one is, literally, useless in the process.)  They can be chained or not while this happens.

Many males and one female can only result in one pregnant female.  So, once you are approaching a good number, cage (and/or slaughter) all the stray non-pet females but one.  Or two if they could have an accident, or more if they are a rapidly-used ongoing meat supply.*

(*By the time you reach the "more than enough" stage, you should have a feel for how fast they are popping out and how fast you're using them.  If you're not sure, start conservatively and adjust as needed. )

This does require that some of your peons have the "Haul Animal" labor selected, but they usually are fairly aggressive about that.  Any that go into a cage are out of the breeding cycle (tho' pregnant females will still give birth - and just assume they're pregnant.)

3499
DF Gameplay Questions / Re: Animal Traps and Horses... will it work?
« on: April 19, 2009, 07:56:44 pm »
Hey, don't knock groundhogs!  Animals such as that will slow down a goblin charge - they stop to butcher the little blighters while you get your fortress buttoned down and geared up.

3500
DF Gameplay Questions / Re: question marks
« on: April 19, 2009, 11:10:04 am »
u r taht.

I had a mining project across the map that was not progressing very quickly, so I installed a door and locked my miners in there until it was done.  I found out what several of those mean.  ::)

3501
DF Gameplay Questions / Re: Magma Cannon plan
« on: April 19, 2009, 11:08:15 am »
The rear tile of the screw pump is a wall so you have two different bodies of water.

A good way to describe it.

3502
DF Dwarf Mode Discussion / Re: Crossbows in Weapon Traps
« on: April 19, 2009, 11:00:42 am »
So i'm told you can stick Crossbows in Weapon Traps, how does that work exactly?

Just fine, thanks for asking.

Yes, a trap gets 1 stack of bolts per crossbow, and that weapon can then "fire" (into that one tile only) that many times before it needs to be reloaded.  (Someone compared them to the automated defense guns from Aliens, firing at everything that comes near until they're out of ammo - works for me!) 

If some of the crossbows run out of ammo, the rest keep firing whenever someone triggers that trap - one shot per triggering (they don't unload everything on one target unless it keeps coming back for more.)

Be aware - while bone bolts are cheaper (if less deadly), they can also tend to be in smaller stacks, so your mechanics will want to go reload those traps sooner... with everything associated with that activity.  Otoh, if you have not forbidden steel bolts, they'll go right into those traps, even if you wanted them reserved for your archers.

You can also use bows and arrows if you have recovered some of them.

3503
DF Dwarf Mode Discussion / Re: Social Masters - training method
« on: April 19, 2009, 10:51:42 am »
Welcome, Nic - your english is fine.  (Better than some native speakers!)

Small meeting areas is a great trick, and yes, it's known.  Putting a pump-room next to the main meeting area/dining room/sleeping quarters, and putting all your migrants on "pump" duty is another way to give them fast stats - they are either pumping, or talking, all day long.

One pump can keep 2 dwarfs busy full time, but is not quite enough for 3. 

3504
DF Dwarf Mode Discussion / Re: Largest First Immigration Wave?
« on: April 19, 2009, 10:42:21 am »
EDIT:  Also, what am I supposed to do with these people?  I already have all of the basic tasks covered.  I mean, one of them can take the position of glassmaker, but what about the others?

7 dorfs can only handle "all the basics" with some micro-management and multi-tasking.  And if you want to do any sort of real project, not to mention a true mega-project, you'll need your fortress to become a machine, not just "the basics".

Optimally, you don't want your armorers and weaponsmiths to be running the smelter and hauling ore, and you don't want your elite mechanic setting the traps and levers.  So make some migrants apprentices - reserve the workshop for your main dwarf, and let the others cover the busy work.  Mason, mechanic, a dedicated furnace operator, a dedicated tree cutter/axedwarf/herbalist, maybe whoever is your architect if you don't care about that small quality perk.  You mentioned glass - usually a couple haulers are needed/glassmaker, unless the forge was built on sand.  What work is ~not~ getting done while someone does the butchering/tanning/leatherworking?

Never hurts to have a couple more legendary miners for when you want to carve out a new area "right now".

If you make one an apprentice Grower, half your crops will be amateur level, but you can turn off "all dorfs harvest" - which is nice when your miners are busy across the map.  (And if you've got farmplots of any size, you have too much food already.)

Then you can dedicate some to any grunt work that might lead to a legendary in that one skill - furnace operator, carpenter, engraver - things you don't have covered, and are not a priority, but would be nice if it happened.  Few players put "Legendary Leather Worker" toward the top of their list, but if you've got everything else covered, why not make it possible?

And any slop can be dedicated haulers (altho' haulers work better with some stats.)

The rest - maybe half - into the military.  Weapon and crossbow dwarfs, but also siege, which takes forever. Never too soon to start a large standing army.  (These last two can be combined if you cross-train/have a "reserves" program.)


3505
vanilla 40.11d.  (But with the cat fix, which I don't think changes anything.)

3506
DF Gameplay Questions / Re: question marks
« on: April 19, 2009, 10:18:11 am »
That's one of the exclamation points.  Good to read over those (wiki link above) and know the bad ones.  (I bookmarked them.)

3507
DF Gameplay Questions / Re: Moving doors?
« on: April 19, 2009, 10:16:39 am »
(You can see if that's the case by trying to build another door there - if it says something like "existing building" then there's a door on its way... somewhere... sometime... in theory...)

3508
DF Gameplay Questions / Re: question marks
« on: April 19, 2009, 04:47:26 am »
Yeah, every time a dwarf completes a task, or has one canceled, they seek a new one.  Some take longer than others, and some blow it off and just go back to the meeting hall and do nothing for a while. (This ~may~ be related to personality, not sure.)

While they're seeking a new mission in life, that question mark flashes.  They all do it, no big unless one is stuck in that mode.

3509
DF Gameplay Questions / Re: Wounded organs
« on: April 19, 2009, 12:08:25 am »
Yes, it was just a broken leg.  I wasn't able to scroll on the wound list at all so there's no internal organ damage.

That was my first question - important for anyone reading to remember to try that, scrolling to "the next page of injuries", parts that usually aren't listed.

There is no guaranteed time limit on healing - it's a % each season, so one terribly maimed dorf might heal in a year while his twin might take a decade or more.

Take the philosophy that he's lost - if he reappears one day, it's mana.

3510
DF Gameplay Questions / Re: Moving doors?
« on: April 19, 2009, 12:04:37 am »
Sometimes when using <q> it will latch on to the ~nearest~ object, not the one you think you are selecting (because that one might not be eligible.)

Only <t> and <k> are tile-specific - I'm mentioning it because as a semi-noob, I've made that mistake a couple times, deleting entire vegetable gardens when I wanted to do something else.

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