DF Gameplay Questions / Re: Hello im lord Qyterin Of the fort known as aceintgiulds
« on: May 12, 2008, 07:14:00 pm »im laidy solraa Of the fort doomgrammeer, ill HIT U N TEH FACE WIT MY ACKS!!!!
PS: ur a gay homo lol
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im laidy solraa Of the fort doomgrammeer, ill HIT U N TEH FACE WIT MY ACKS!!!!
PS: ur a gay homo lol

e: dammit Haven you ruined my haiku! :mad:
[ May 12, 2008: Message edited by: Solara ]
quote:
Originally posted by Kajotex:
<STRONG>Hmm... ok thats a help.so no other way and no possibility to build streets on ramps, rite?
ok... now another question. recently a trader got mad and runs around my fortress babbling. i guess it could be related to the fact that its pitch black in my cave.
is there any possibility to... well light up the place? I guess people would feel more comfortable.
oh and another question:
i ordered one of my grower to.... well... grow.... plump helments to be exactly.
the problem is... i do not know were they grow... oh or... how long they take to grow.... or were the final plants get stored. or even how to make my minions eat them.more questions comming up!</STRONG>
Whoo boy, where to start...
Okay, the thing with the liason going nuts is a bug, caused by him either not getting a chance to meet with your broker before the caravan leaves, or being unable to go up stairs when the meetings over, or both. (not because it's too dark or the stairs or blocked, it's just because he's an idiot) It happens pretty commonly, but not all the time, and one possible way to avoid it is to turn off all jobs on your broker while the caravan is there, and make sure the meeting doesn't get held too deep underground. If your broker's running around ignoring the liason, lock them both in a room together if you have to (don't forget to let them out though!), or maybe build his office above ground.
As for your farming question, plump helmets are mushrooms that grow underground. You plant them just like anything else, (b)uild a plot and then q over it to tell your farmers what to plant there. (you need plump helmet spawn obviously...and sorry if I'm stating the obvious here but I have no idea how new you are to the game)
Once they grow they'll get moved to your food stockpile, and your dwarves will eat them whenever they're hungry, just like any food. (that's actually one of the benefits of plump helmets, that they don't have to be cooked before they're eaten like most of the other plants)
[ November 05, 2007: Message edited by: Solara ]
quote:
In the 2D version I once got a craftsdwarf to constantly make stone crafts. It wasn't effective enough, and I did it so early to the exclusion of all else, so we had to eat our livestock that winter. Come spring our only food left was our cats and dogs, so I gave up at that point. Sure, stone everywhere is unsightly, but it's useless to stress over it.
(Craftsdwarves aren't really all that great for clearing stone because they can make like three items from one rock, setting a mason to build blocks or furniture on repeat would have been more efficient. Also, for future reference, turn off hauling on your important dwarves that do things like farming.)
Anyway, to be fair, in this version all the stone's not just 'unsightly', it's causing real problems now because it literally makes it impossible to put a stockpile down.
Though of course assuming you've got sand or clay or whatever it's fairly easy to get around this, your miners can dig enormous room in the softer materials with lightning speed and don't leave any stones at all. Just put your storerooms there when you're first starting out, and later when you've cleared the rooms below you can transfer the stuff to the lower levels a little at a time.
[ November 04, 2007: Message edited by: Solara ]
quote:
Originally posted by firecrystal:
<STRONG>Also, another annoying message I get from many traders is "With your goods such as they are, I can't fathom you ending up with all those items!" The traders are making a good profit, and they're complaining? Explain these, please.</STRONG>
Sounds like you and the traders (and your probably inexperienced broker) just have different ideas of what a 'good profit' is.
quote:
Plus, they trade you logs. And they're complaining? WTF?
Elves have a special way to harvest wood that doesn't hurt the tree, they don't just hack it down with an axe like some kind of hairy savage.
[ February 03, 2008: Message edited by: Solara ]
I'd like to seriously try my hand at a real town someday, but I'm waiting for the ability to designate more than one tile at a time...
quote:
I wish you could mark a stone pile as "only light/dark stone" so I wouldn't have to make a totally monstrous stone pile just to get the few useful stones in one place.
That would make me very happy. Once I get deep into the mountain, having dwarves wasting their time hauling pieces of rock all the way across the fortresses is an incredibly frustrating time waster, but the OCD side of me can't bear just leaving them strewn through the hallways, and digging new rooms to store it just creates more stone and looks messy.
I'm sure someone has probably suggested this before, but I feel so strongly about it I just might have to pop over to the other forum and suggest it again.
[ September 21, 2006: Message edited by: Solara ]
So, not to be harsh, but instead of Toady changing a bunch of his plans to cater to the personal playstyle of the minority, it seems like the most practical solution for everyone would be for RPB to simply not download any more updates and keep playing with the broken nobles, if he really prefers to only have disadvantages.
[ September 21, 2006: Message edited by: Solara ]
quote:
Originally posted by Noxin:
<STRONG>Depending on the wildlife I adopt a different tactic that seems to work far better than farming.</STRONG>
Heh, I recently started a ranching/hunting fortress of my own, and it turns out I don't even have to wait for the horses to have foals or send my dwarves out hunting when I've got an open five-tile entrance hall and mobs of rhesus macaques ready to obligingly hurl themselves into my cage traps.
[ June 02, 2007: Message edited by: Solara ]