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Messages - Conflict

Pages: 1 [2] 3 4 ... 7
16
DF Gameplay Questions / Re: Don't you freaking dare...
« on: April 25, 2011, 09:55:03 pm »
After I captured the dragon, which I was beyond happy (Now I need to plot what to do with it exactly. I'm no sure. Can I train said dragon to help me?), I moved its cage from outside to inside, and once I began to get that message, I saved and quit, and proceeding to post the problem here.

17
DF Gameplay Questions / Don't you freaking dare...
« on: April 25, 2011, 09:36:29 pm »

I just encountered my first titan, which is a dragon, and after managing to snag it with a wooden cage, I moved the cage to another part of my fortress where I store other cages. Now I'm getting this message. If some idiotic dwarf were to release the thing, then I'm sure !!fun!! would ensue because the cage is in a high-activity zone. I don't want !!fun!! just yet considering this is my most successful fort.

Do I have to worry about some dwarf releasing it? If not, is there a way to stop that intimidating message from popping up?

18
DF Gameplay Questions / Re: Soap: An Impossible Task
« on: April 24, 2011, 10:15:14 pm »
Oh, fff. I was forgetting the lye completely ~_~

Which stockpile can store lye?

19
DF Gameplay Questions / Soap: An Impossible Task
« on: April 24, 2011, 09:22:14 pm »
I just don't get it. I cannot, for the love of all that is holy, figure out soap. I have the materials for it, I have the workshops, I have the workers - and yet, I can't make any soap.


Pic showing I have fat.


Showing I have fat/tallow


When I open up the Soap Workshop menu, everything is red'd out. I click T anyways, and get the following screen.


This is the message I get.

What am I doing wrong?

20
DF Suggestions / Re: Gifts to Dwarves
« on: April 24, 2011, 05:21:42 pm »
Would you need to assign a dwarf to give another dwarf a gift, or would they automatically steal from a stockpile? If they steal from a stockpile, how would you control how much they take? And wouldn't mass producing rings/etc become the ultimate way to make your population happy?

21
DF Gameplay Questions / Hospital Question, Sections
« on: April 24, 2011, 03:47:11 pm »

I have one hospital, but I broke it up into three zones. The top zone is where everything takes place, and the zone to both the left and right are storage. Since I broke up my hospital into different 'hospitals' essentially, will it still function correctly, or do I need to more the supplies in the area of the main section (top) in where the actual doctoring takes place?

22
DF Suggestions / Re: Killing ghosts
« on: April 24, 2011, 05:33:30 am »
Something like a high priest would be neat. Possibly they can be used to help make certain areas ghost free. It'd be neat to have your main fortress clear of ghosts, but have certain underground levels where ghosts stalk the halls. That way, you could incorporate ghosts to make some spooky and haunted areas of your fort.

23
Melkor, do your best to keep poor Conflict alive. Can't have the to-come-deity die just yet!

24
DF Suggestions / Trade Menu ~ Bins ~ Buy the Bin, T's appears on all
« on: April 23, 2011, 12:27:34 am »
Current Situation: When in the trade menu, there's an option to purchase entire bins of cloth, or only a few pieces from said bin.  If you select the entire bin, then a T is placed by 'Cloth Bin'. If you select any individual pieces of cloth, then separate T's are placed by them. This will automatically cancel the T by the main heading of 'Cloth Bin'.

Quote
Ex: Purchasing an entire bin. (You get all cloth in said bin)

Cloth Bin T
Cloth
Cloth
Cloth
Cloth
Cloth
Cloth

Quote
Ex: Purchasing individual cloth. (You get only some of the cloth, pieces you want)

Cloth Bin
Cloth
Cloth T
Cloth
Cloth T
Cloth
Cloth T

Problem: If you decide to purchase an entire cloth bin, then a T is placed by its name, but no T appears by the cloth that'll be traded with it.

Suggestion: If you decide to purchase an entire bin, then T's will automatically be placed by all the cloth that is included in the bin.

Quote
Ex: You purchase an entire bin of cloth.

Cloth Bin T
Cloth T
Cloth T
Cloth T
Cloth T
Cloth T
Cloth T

Reasoning: Although not a game changing suggestion, it's subtle and nice addition. It's allows me to quickly flip through the pages and see all what I'm getting at a quick glance. Instead of having to pause to see if I did or did not trade for that cloth (although to figure out I've already selected to trade for it, but picked to buy them all by trading for the whole bin), it lets me know what I'm trading for exactly.

This could apply to anything else that uses bins where you can buy the whole bin with its items, or individuals items from the bin.

25
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 21, 2011, 04:38:06 pm »
what do earrings do, one of my people had a mood and created Kokebsanad limonite earring?

They're just a plain trade good. Or, in Adventure Mode, you can wear it (or also sell it). Though since you got that earing through a mood, it should sell for a nice bit.

26
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 21, 2011, 03:48:25 pm »
How do I enable auto saving? I've read it's meant to be in the .init, but I don't see it.

Thanks!

27
If you figure it out, please share. I think I'll want to replicate this.

28
Me! I shall claim the first home. Also, these homes, will they be equipped with foods/drinks/etc?

29
ffffffff, people are dropping already! I must live... I must live! I can calm down...

30
DF Suggestions / Re: Good old wounded militia commander!
« on: April 21, 2011, 12:37:54 am »
Crutches already exist in-game to allow dwarves to move around, even with a missing leg.

http://df.magmawiki.com/index.php/DF2010:Crutch-walker

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