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Messages - Malicus

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781
DF Gameplay Questions / Re: Random Questions by Durin
« on: October 12, 2009, 12:06:58 am »
How, exactly, are you forbidding the dungeon master from the workshops?  If you're just selecting his name from the list when the workshop is open to everyone, that sets it so that he is the ONLY dwarf able to work there.  Instead, select the dwarves who you want to be able to work at that workshop.  If you're forbidding by skill range, make sure that the dwarves you DO want to work there fall into the acceptable skill range while the dungeon master does not.

782
DF Gameplay Questions / Re: Lag in labor assignments
« on: October 11, 2009, 10:36:16 pm »
About the only way to speed up getting a shell from a turtle (or cave lobster) is to forbid all other food so that it's the only food that dwarves can eat, then reclaim everything once a dwarf has eaten it and produced the shell.

Also, make sure that it's not set to be cookable in the kitchen (under z) menu, because cooking it will not produce a shell.

783
DF Gameplay Questions / Re: Lag in labor assignments
« on: October 11, 2009, 10:31:38 pm »
Removing a labor assignment won't make a dwarf cancel a job that's already in process, if that's what you tried.

784
DF Gameplay Questions / Re: The stupidest question ever!
« on: October 11, 2009, 09:32:58 pm »
Activate a nearby dwarf into the military by using (v)iew, selecting the (p)ref "tab", and (A)ctivating the dwarf.  Do this again after the threat has passed to deactivate the dwarf.  You can also activate and deactivate dwarves from the (m)ilitary menu, but this doesn't really help you when you want to just activate whoever is closest to a disturbance.

A miner is probably the best choice to activate, since their mining skill will make them more deadly with their pick in combat.  This doesn't apply to axes and woodcutting.

785
DF Gameplay Questions / Re: Dwarven mass suicide & bonus questions
« on: October 11, 2009, 04:55:29 am »
I think that they are after is what seems to be vermin remains in that picture (as vermin leave remains when they get caught in spider webs).  Try disallowing the item type "remains" from your main refuse pile, though this will mean that if you have a cat killing vermin, the dwarves will just leave its kills wherever the cat drops them.  You COULD instead try physically sealing off the area, since there's only one small entrance to it.  Be careful that you don't get a dwarf stuck on the wrong side of a wall.  You could use a door in the middle of the wall and then forbid it when you're done, since I don't think the creatures there will wander.  Also, designate the slopes (which are basically natural ramps) near the opening for removal before you try to seal it off.

You can keep them from gathering webs with <o,W,w>, but they only gather webs when you have built a loom, and the task is not "store item in stockpile", I believe, so I don't think that's what's happening.

786
DF Gameplay Questions / Re: Dwarven mass suicide & bonus questions
« on: October 11, 2009, 04:02:46 am »
You can forbid everything currently in an area with <d,b,f> (then make a rectangle as if you were designating mining etc.).  However, you cannot forbid the area itself as such.  You could instead change the setting in the orders menu at <o,F,o> (capitalization matters) to forbid ALL future non-hunted corpses that are not of your civilization, and there is also <o,F,t> to forbid the items on those corpses, though I think the latter defaults to being set to forbidden.  Or you could forbid refuse from outside with <o,r,o>.  I think that defaults to dwarves ignoring refuse from outside, but you've probably turned it back to dwarves gathering refuse from outside at some point.

787
Other Games / Re: Noobs
« on: October 10, 2009, 07:25:12 pm »
Yes, but at the same time, YOU can't define it however you want.  Slang gets defined by its popular use.  Whether or not you disagree with the way it is used doesn't matter.

788
Other Games / Re: Noobs
« on: October 10, 2009, 06:52:54 pm »
Given that it is a slang word it means that Noob and Newb are the exact same thing.

I do not see how you came up with this logical leap.  Please enlighten me.

789
DF Gameplay Questions / Re: Mansons
« on: October 09, 2009, 10:39:21 pm »
Oh.  Maybe it does.  I guess I never really paid that much attention.  I'm not sure now.

790
DF Gameplay Questions / Re: idiot possessed dwarf
« on: October 09, 2009, 10:07:01 pm »
Does he have any metal preferences?  If so, then he probably wants a bar of THAT metal.

791
DF Gameplay Questions / Re: Mansons
« on: October 09, 2009, 09:36:53 pm »
Building a wall or other thing from the construction menu does not increase masonry skill, nor is it effected by it.  It only requires that the labor is activated.

792
DF Gameplay Questions / Re: Farming issues
« on: October 09, 2009, 08:33:56 pm »
Incorrect.  You press the season key and THEN choose the plant with +/- and enter.  However, it starts on the current season, so you probably would have managed to set the plant anyway (unless you neglected to press enter).  The text of the plant will be in white instead of gray if it's selected.

793
DF Gameplay Questions / Re: Worldgen bridges
« on: October 09, 2009, 08:26:02 pm »
The constructions listed aren't based on your embark rectangle, only on the region tile.  Anyway, that wouldn't matter, since the road and bridge would still occupy the same embark tile.

Also, finding it under the civilization in legends doesn't help you determine which bridge is which if there are multiple bridges along a road.

...I don't know why I care about this.

794
DF Gameplay Questions / Worldgen bridges
« on: October 09, 2009, 08:09:34 pm »
I suddenly decided that I want to know what worldgen bridges are named.  They do not get named on the DF embark screen due to there being multiple constructions in the same region tile, I can't find a way to see their name during DF gameplay, and I can't find their name anywhere in legends.  I've read on the forum that people HAVE seen their names (in previous versions, at least), but they didn't mention how.  I am running 40d16.

Edit: I found that bridges are mentioned in the civilization/group histories, but it's kind of hard to find there...

795
DF Gameplay Questions / Re: Farming issues
« on: October 09, 2009, 06:29:21 pm »
Can any OTHER dwarves get down there?  I suspect that there is somehow no longer a path to those farms.  Alternately, can any dwarves get to where the seeds are?

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