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Messages - geoduck

Pages: 1 ... 17 18 [19] 20 21 ... 34
271
DF Gameplay Questions / Re: ARRRGGH! Patient not resting!
« on: July 01, 2010, 07:16:04 pm »
Next time, try locking down the hospital and turning off "rescue" just for the dwarfs inside.

272
Re: the lack of Goblins. It's possible they are extinct. It's a lot easier in the new version for one species or another to get wiped out during world-generation. If it matters to you, while selecting your next embark site, be sure and TAB-key through and see if everyone's alive.

273
DF Gameplay Questions / Re: The aftermath
« on: June 30, 2010, 02:06:34 pm »
Coffins are used automatically IF you have constructed them, installed them somewhere, and designated them to be used by anyone, as opposed to marking them as someone's tomb:
http://df.magmawiki.com/index.php/40d:Coffin
Yes, that's the old version, but I don't think anything has changed with 2010.
No coffins, and the bodies rot in the graveyard.

You should use that artifact coffin in the Monarch's tomb, if s/he ever shows up.

It takes some work to set up, but you don't need much water to make a mist generator:
http://df.magmawiki.com/index.php/DF2010:Mist

Another way to make dwarves happy is to construct a bunch of high-quality statues and make a sculpture garden.

274
DF Dwarf Mode Discussion / Re: Got some questions
« on: June 28, 2010, 11:12:46 pm »
These are all for 40d. The new version changed everything.

1. Don't designate the dining room as a meeting hall.  No meeting hall=no parties. However, dwarves who are not doing anything will thus wander about aimlessly.

2. There's nothing you can do. He'll either get better on his own or he won't. (most likely won't.)

3. The easiest way to get shells is from turtles, which are officially vermin, and can usually be caught by a fisherdwarf in aboveground pools. They are also available to buy as meat when you embark. Eating a turtle produces a shell, which are dumped in refuse piles. Install an indoor refuse pile set to accept only shells (and bones, because you'll probably need them too at some point.)

275
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2010, 09:09:00 pm »
I finally broke down and tried the new version. Everything's gone OK so far, found the caverns/underground sea and got some farming going, and then the first caravan arrived. I had read somewhere about this particular bug, but was still amused to see my Chief Medical Dwarf immediately sprint out of the fort, rummage through the caravan's packs, and swipe some thread to stash away in the hospital.

276
DF Dwarf Mode Discussion / Re: Oh come on!
« on: June 11, 2010, 12:38:22 am »
TR- sorry, but I simply had to make your Sasquatch anatomically correct:

Spoiler (click to show/hide)

277
DF General Discussion / Re: DF BOARD GAME
« on: June 02, 2010, 01:39:34 pm »
I wanted to ditto the Settlers of Catan comment; DF is more suited to something where you start with a stack of resource tiles, shuffle them, and deal them out to create the playing board. You could still go around the edge a la Monopoly..

278
Adblock is better solution. Regular updates too.

There are exploits in pute html/javascript or images too, so, do not be luled to feeling secure if you take care fo worst offenders.

NoScript helps kill the unwanted javascript stuff.

279
DF Gameplay Questions / Re: Dwarves ignoring the well?
« on: April 23, 2010, 02:56:31 am »
I might as well tack my question on to this thread since it concerns wells and such.  It's possible to build two wells on top of each other and have them both work, right? 

You can do this, but both wells can't be used at the same time.

280
DF Gameplay Questions / Re: Noobs first serious fort + food set up.
« on: April 18, 2010, 11:38:16 pm »
If you're just starting out, you really should switch back to the old version. Fewer crippling bugs, and the lava is much closer to the surface. All of these answers are for the old version.

1. If you want to  be sure you've got water, include a river or stream in your embark area. They show up on the world map when you're hunting around. Downside, if it's a river, it's going to have dangerous fish living in it. Other things to look for are lots of trees (wood), and sand (glassmaking).

2. The fishcleaner is always going to get done faster than the guys who catch the fish. Wait for some raw fish to pile up, then tell him to go to work. Don't put too many fisherdwarves to work, as you'll just clean out the local population too fast.
You don't -need- to cook food at this stage in the learning curve. Your dwarves will survive just fine on raw plump helmets and butchered meat. (Just make sure to plant lots of plump helmets..) If you want to go through with it,yes, prepared food gets stored in barrels in food stockpiles, assuming you allow it.

3. Animals must be roaming around free in order to be marked for butchering. Still a good idea to keep them caged, as it cuts down on CPU useage. They have to be out of the cage to breed.

4. As soon as you designate two or more dwarves to be in the military, create a barracks from an armor stand or weapon rack, and take the dwarves off active duty, they will sooner or later go to the barracks and spar. It's best if they start with just wrestling, as it cuts down on accidental fatalities. Or you can make wooden training weapons, but making sure they get them is a whole different problem.

281
DF Dwarf Mode Discussion / Re: Functional Changes in DF 2010
« on: April 10, 2010, 01:48:40 pm »
For those who install new graphics sets, be aware that each new world generated now makes a copy of the "raw" directory and uses that, instead of using the main directory.

282
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2010, 06:47:38 pm »
I'm mostly holding off on the new version until some of the bugs get ironed out, but I did play a fort long enough to dig down into the local underworld. Breached into an area which is mostly an underground lake/ocean. (Which is cool, that's a definite improvement!) No living things roaming around, but there are lots of spider webs. Giant spider webs. Urk.

283
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 07, 2010, 10:11:44 pm »
EDIT: Another question, I've built a brigde, I linked it to a lever, the bridge is open, my dwarves are able to cross it, then I pull the lever the bridge disapears (I assume it closes) ,and my dorfs STILL cross it.

The bridge is above regular terrain, not water.

How do I fix this? Are my dorfs able to walk through matter THAT easily?

I believe the problem is that when you build a bridge, the default option is that it "retracts" instead of "raising". In the former case, it leaves the passage open. The latter creates a sealed door. The next time you build a bridge, look for a command that says "Raise Dir". Those keys will let you choose which way the bridge raises.

284
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 07, 2010, 12:17:37 am »
This is something thats bothered me before.

I wanted to create some awesome swords for my training soldiers. a present for when they're good enough to be on duty proper.

But anyway, the problem arises with gems. because jewel encrusted swords are awesome, but i think nearly every time ive tried currant version or not, the jeweler always complains the items at hand are not improvable, i have tried to improve by stuffing or decorating with bone but it never changes it.

I don't know about the new version, but I'm pretty sure you can only encrust furniture, finished goods or ammo. Not weapons.

285
DF Gameplay Questions / Re: withdrawing from society
« on: April 07, 2010, 12:12:44 am »
my dwarf went insane because I couldn't get any cloth fast enough.  It happened just as my pig tails finished growing  :-\.  I made a coffin, locked him in his room, and now I'm waiting.

If you're a really cautious player, you bring along a couple of pieces of cloth and leather when you embark, to prevent exactly this from happening..

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