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Messages - Karadan

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1
DF Gameplay Questions / Re: Military and training
« on: September 27, 2011, 07:11:25 pm »
When you set up your squad, did you change the "Train [X minimum]" value?

I did, I changed it to a minimum of three. Maybe I just misunderstood how that works?

If I set it to min three and I have five in a squad will only three train?

That's what I've observed.  The minimum is also seemingly a maximum.  Best bet generally seems to be to set it to one less than the actual number in the squad, that way one dwarf can rotate out for beer breaks and such while everyone else trains.

2
DF Gameplay Questions / Re: Urist McMechanic was bitten by a cave spider!
« on: September 27, 2011, 03:13:18 pm »
Yep prepare to have a dwarf that stumbles around 24/7. Also make sure that you dont have any narrow hallways with drops next to them other wise he might fall in.

3
DF Gameplay Questions / Re: HFS question
« on: September 26, 2011, 11:20:27 pm »
P.S. what is the inside joke word for HFS dwellers
HFS = Happy Fun Stuff

4
DF Gameplay Questions / Re: Good Noble Multi-Classing?
« on: September 26, 2011, 11:17:23 pm »
I always make the Bookkeeper, Broker, and Manager the same dwarf, and it's always worked reasonably well.
I generally do the same, and then toss on something like engraving or stonecrafting for when they aren't busy with anything else.  Actually, those are good matches for any noble slot.  Rarely is engraving or stonecrafting needed immediately, and it is generally easy to have a second one for times when you absolutely need to have that fortification carved out right now.

Make sure to avoid time sensitive or intermediate tasks.  A noble butcher for example is a terrible idea because butchers need to get to work ASAP to prevent kills going to waste.  Tanners are bad for the same reason.  It's also a good idea to avoid things like thresher, furnace operator, wood burner, weaver, etc. because having a stall on producing thread can screw up an entire industry.

You could also go for something like weaponsmith as you aren't likely to be making tons and tons of weapons, however that can occasionally be time sensitive when a siege is on the way.  If weapons are going to be a big export for you though, you'll want to reconsider.

So, to sum it up:  Stone/wood/bonecrafting and engraving are great and avoid time sensitive/intermediate jobs.

5
DF Gameplay Questions / Re: Filling in a hole
« on: September 26, 2011, 11:07:44 pm »
Another option is to fill the entire hole with walls. That should let you build on top of them and make use of the area
That's what I've done for the most part, but there is always that last square that was a ramp to access the bottom z level that you can never put a wall in.
The only way to fill in a hole from above is using a cave-in and/or mixing water and magma to form obsidian.
If you're not averse to "cheating", you should be able to use the DFHack tools to create water and magma on site to apply Quietust's  "naturally".
I might look into that.  For the most part it isn't a big issue, just looks a little weird when I go down a couple z levels from my main town, so not too big a deal.

6
DF Gameplay Questions / Re: Urist begins to stalk and brood...
« on: September 26, 2011, 11:02:37 pm »
Perhaps he was in a bad mood at the time when the strange mood started and something caused him to become happier after the fact.

7
DF Gameplay Questions / Re: Filling in a hole
« on: September 26, 2011, 07:35:48 pm »
Shame.  Guess I'll just have to cover it over until I can find magma and transport it into the middle of my mostly wooden city ;)

8
DF Gameplay Questions / Filling in a hole
« on: September 26, 2011, 07:31:30 pm »
So, I'm sure this has been asked before, but I have no idea how to search for it.

Fairly simple question: Is there any way to fill in a hole without doing a natural stone cave in or coming at it from the side?

I'm doing a 'city' challenge and had to clear out some murky pools, and now I want to fill them back in so that I can build on top of them.  So far I've been filling them in with clay walls so far, but I get to the very last square and I'm not sure how to fill it in.  I can't access any side squares, so I can't build a wall.  I suppose I could just cover it over with a floor, but I was hoping for something a bit cleaner.

Seems like it shouldn't be so difficult to fill in a hole, am I missing something?

9
DF Gameplay Questions / Re: Fishing for Dwarves...
« on: April 15, 2009, 09:00:54 am »
You damn dam the river.

10
DF Gameplay Questions / Re: Outdoor Dining Room
« on: April 10, 2009, 09:48:37 am »
You don't need to do 5 actually and it still works fine.  It'll count as indoors but light, so you'll be able to set up dining rooms but avoid cave adaption.

For some reason floors of any kind allow light though.  No idea why.

11
DF Gameplay Questions / Re: Trading windows
« on: April 08, 2009, 01:38:44 pm »
That's odd.
But that also brings me to asking another question:
Do mugs not count as "crafts"? Is it only items in stockpiles that make an option in the caravan list? or is there something I'm missing?
I ask this because in my most recent fort my mugs weren't listed as crafts, and were only listed in the -all- section of the 'bring good to depot' list.

Also, culling on mandates is automatically on, so that could be the issue, but it's not likely.

Far as I know, mugs show up just fine.  Most likely they're in a bin, and so you'd have to look in the individual bins to find the mugs specifically.

As for the window thing... unsure, I think it shows up under furniture, but not entirely sure.  I've heard others talk about selling them, so I know they can be sold.

12
DF Suggestions / Re: Barrels: Empty or full?
« on: April 07, 2009, 09:53:33 am »
This would be kinda cool, but if you really want to know how much food you have you can always just use the stocks screen.

Still, it would be handy to be able to glance at our food stockpile and see that your almost out of booze or something similar.

13
DF Gameplay Questions / Re: Trouble Getting Marksdwarves to Practice
« on: April 07, 2009, 09:50:57 am »
Deactivate your dwarves, reactivate, see if that helps.

Also keep in mind that you need to designate each individual archery target for them to use one.  Could be that they are only using one when you aren't looking, could also be that the overlap is causing some kind of problem.  Personally I put each target in its own little hallway, and have never had problems.

14
DF Gameplay Questions / Re: Equiping dwarves
« on: April 07, 2009, 09:47:52 am »
Not directly no.  The only way you can manage it at the moment is get the items you want him to equip into a stockpile, put him in the area, lock off the area, and then set him to equip stuff.  He'll pick up the stuff around him as it is all he has access to.

This is currently the only way to force your guys to pick masterwork stuff as opposed to low quality, and the only way to pick steel as opposed to iron and so on.

Actually I suppose you could also forbid every single piece of armor/weapon that you don't want equiped and isn't already being used by another dwarf, but that is an even bigger pain I would think.

15
DF Suggestions / Re: beta access via donation
« on: April 07, 2009, 09:11:39 am »
Umm, this is the alpha of the game, Toady isn't even up to beta, and he already releases new stuff for us all the time.

It would just be extra work for him to release more often, as he'd have to make sure he wasn't in the middle of something that he knew would cause errors.

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