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 - zooeyglass

Pages: 1 ... 12 13 [14] 15 16 ... 36
196
DF Gameplay Questions / Re: soldiers droping weapons
« on: March 21, 2011, 06:28:27 am »
As already noted: stockpiles for weapon / armor storage and disabled woodcutting/mining labours.

In addition: are you forging new weapons and armour too? If better quality kit becomes available, sometimes soldiers will automatically seek out better gear, hence dropping stuff.

Also: do your soldiers have their own rooms with cabinets in? If so, they *should* store the clothes they are discarding stuff there, given enough downtime for them to get around to it.

197
On your second and third qs - it sounds as though something is up with gathering refuse. For number 2, check on 'o'rders that gathering refuse from outdoors is toggled on. For number 3, do you have a refuse pile that accepts corpses too? Do you have refuse hauling turned on on your dwarves? Are these corpses / body parts outdoors too? Gibbing does seem to work, but you need to give corpses a long time for meat to rot off the bones before bones are available. http://df.magmawiki.com/index.php/DF2010:Corpse is pretty instructive!

198
DF Gameplay Questions / Re: Ambushes are way too much Fun
« on: March 20, 2011, 04:44:15 pm »
Agreeing with cikulisu here on the multi-stage. Similarly, if you make any short cuts or quick routes above ground for any reason (handy treecutting tunnel or whatever), you can bet that goblins will get in quicker than Urist McLazypulllever makes it to the lever that seals the route.

A strategy I've been using recently, that answers a couple of your points: I embark with three miners and two axedwarves. I already have a bit of a military then (I am mainly embarking in terrifying surroundings) from the start, and my first mining operation takes me deep to magma. That means that not only do I have some poorly equipped fighters at the start, but also my civilian dorfs are normally a long way down from the surface. Simple kinks in the central shaft down can buy valuable time for defenders to gather at key points below ground.

199
DF Gameplay Questions / Re: Hospital stocks
« on: March 15, 2011, 06:52:13 am »
Stocks in the hospital are not vital anyway - if you need a cast, the doctor will go fetch plaster from anywhere in the fortress - it does not need to be stored in the hospital. Hospital storage is just useful to stop all your thread being weaved into cloth or such.

200
DF Gameplay Questions / Re: Render Fat Unavailable as Job
« on: March 08, 2011, 05:36:13 am »
You could try setting the job through the manager too, 'j' - 'm' - 'q', in case for some reason the kitchen has got confused as to whether it can issue that job (cf. some of the problems with soap maker's workshops a few versions back...)

201
DF Gameplay Questions / Re: Is there any stone that ISN'T magma-safe?
« on: March 08, 2011, 05:24:01 am »
Yeah, the wiki covers magma-safe pretty comprehensively.

You can, of course, turn off in the stones menu under 'z' which stones will be used by your dwarves, restricting them to gabbro / orthoclase / etc.... :)

202
DF Gameplay Questions / Re: Antman civ.
« on: March 04, 2011, 05:47:31 am »
But I didn't get any messages. Do you just have your init options set up differently?

I only seem to get messages when demons and the like die. And Giant Crabs after I modded them in as semi-megabeasts. Important stuff, I guess.

you can change how many messages you get under 'o'rders in-game.

203
DF Gameplay Questions / Re: Goblin crack suicide squads!
« on: March 04, 2011, 05:46:02 am »
What version are you playing?

I've had similar (human with goblins via slavery) but never noted them in-fighting. I'm on .31.18...

204
DF Gameplay Questions / Re: Healthcare issues? HALP VETERANS
« on: March 04, 2011, 05:43:08 am »
An alternative patient termination: build nether-cap beds under a magma shower, assign as hospital, deconstruct other hospital beds so that patients get moved to the nether-cap hospital. Purge. You get to keep your beds!

205
DF Gameplay Questions / Re: Dungeon Masters
« on: March 04, 2011, 05:39:02 am »
I've noted the reports too - I haven't seen any in quite a while now though, so I think for the moment the DM is non-functional.

I too have received my monarch. I suppose that works slightly differently than receiving DM / Hammerer / Philosopher / et al; that has conditions you can view on the nobles screen etc.

206
DF Gameplay Questions / Re: Magma sea...
« on: March 04, 2011, 05:37:08 am »
I have tried the FPS super saver magma pumpstack (sounds like a rail ticket) and it works gloriously.  Use it.

Seconded! Setting up a pumpstack for 40 z-levels took a year in total (mining / creation of materials / designing / building / powering) but was totally worth it!

207
DF Gameplay Questions / Re: Question about caravans
« on: February 28, 2011, 07:37:48 am »
you know when a caravan leaves there is a guy that wants to talk to you, well which administrator does he want to talk to?? is it the manager.

Watch the liaison: he follows the person he wants to talk to (mayor / expedition leader) around, almost entirely step for step. Turn off labours for the needed dwarf and he'll conduct the meeting.

208
DF Gameplay Questions / Re: Marksdwarves refusing to shoot at goblins
« on: February 28, 2011, 07:35:36 am »
Marksdwarves only shoot through when they are adjacent to fortifications.  If they are standing one tile away from your fortifications, then they'll stand there like an idiot.  Try building back-side walls to force all of your marksdwarves to stand next to fortifications.

Incorrect.

What are the skill levels of your dwarves? It may be that the lower skilled ones are just taking ages to fire their crossbows. It seems as though marksdwarf skill does affect speed of aiming / reload.

When I am trying to train up marksdwarves on live targets, I take two dwarfs and station them in the adjacent, fortified room, seal the door, and give them a kill order. The newb dwarves take a while, but they get there in the end. I seal the door to stop them endlessly changing which bolts they have / getting bored and wandering off. It's important to seal access to the goblin/troll/live-bait room too, so that a hapless dwarf doesn't decide the xbow works better as a hammer....

209
DF Gameplay Questions / Re: It's only ONE leg Urist! tought it out BOY!
« on: February 28, 2011, 05:22:24 am »
this guy hasnt moved in seasons, leading me to believe that the plaster powder is exactly what i need to get him going again.
how do i make the stuff?

Kiln/magma kiln is right. Easiest is 'j' - 'm' - 'q' and 'plaster powder. You need gypsum or similar (plasterable rock) and a spare bag.

The bug is correct too: if the dwarf applying the cast picks up an empty bucket to add the cast, he'll stand at the well indefinitely, unable to fill it. To stop this: forbid the bucket he's holding and forbid any buckets that don't have water in them. As soon as they're off limits, he'll grab a partially filled bucket (like one used to give water to an injured dwarf) and use that.

Have you checked the injured dwarf's individual health screen for what treatment is still required? 'v'iew - 'z' - 'h' (or 'u'nits - 'v' - 'h'). I have observed (but would appreciate others' observations too) that sometimes treatment is completed and the dwarf just remains resting for an indefinite amount of time. Sometimes that's because of spine/neck damage, but sometimes not, and the dwarf just takes an incredibly long time to recover from his wounds.

210
DF Gameplay Questions / Re: Millstone question
« on: February 26, 2011, 05:57:07 am »
Millstones are powered quarns. They'll mill plants without an attending dorf. So it'll allow one miller attend several millstones.

Are you sure about this?

I think perhaps if you have a legendary miller, the speed at which he brings items to the quern and then mills them is indistinguishable from the speed it takes for items to be a brought to a millstone which is then operated by power.

Certainly I've yet to see a noticeable speed difference between millstones & querns - but if you have evidence of it, that would be very interesting. As far as I can see on the wiki, there is no note about differing speed between millstone & quern...

Pages: 1 ... 12 13 [14] 15 16 ... 36