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Topics - MickEfinn

Pages: 1 [2] 3
16
DF Gameplay Questions / Desert Madness! also 4WD Wagons...
« on: April 21, 2007, 10:39:00 pm »
My Dwarves are insane.

There's no other explanation.

I am in a desert map. And that means sand. Lots of sand. Yet my Dwarves with collect sand for my green blocks will happily bottleneck my river and bridge to collect it there, ignoring the Dune-like world outside.

Please put that on the ol' to do list Toady, Desert = sand  :).

Another oddity is that despite there being a road, the wagons decided to activate their hidden horsepower (despite the lack of extra horses) and cruise over the sand. Making good time too...

Why did I bother with a road?


17
DF Gameplay Questions / A question of Magma and bridges.
« on: February 08, 2007, 08:25:00 pm »
Not about crossing said magma river, that I've done.

I've made a large aquaduct from the magma, all the way to the entrance to make a magma moat, out of channels, for a more serious "go away" sorta message.

But there's a problem... I cannot, before or after, build a bridge over the channeled magma, even with ALL steel bridges. I get green outside the channel, but red inside the channel.

So the question, if I flood the thing with water first, can I then build the bridge, and if so, does it then have to be made of steel?

I'd like to save the steel right now, it's pretty scarce to come by.

Thank you for your time.

[ February 08, 2007: Message edited by: MickEfinn ]


18
DF Gameplay Questions / Place Yer Bets...
« on: February 07, 2007, 01:24:00 pm »
I have a peasant, been here long enough to grab a couple bits of ore and pick a single plump helmet outta the dirt. Then... Possession!

Now then folks, what do you think he'll do? It's not a legendary maker but it will be interesting to see...


19
DF Gameplay Questions / Making Bedrooms without... Beds.
« on: January 24, 2007, 11:25:00 pm »
You have a treeless map, and no wood to spare to make beds. Yet a "Barracks" even one made of a single weapon stand and can make dwarves sleep indoors and not anywhere they please. This keeps the fisherman from drowning in their sleep.

Question: If I make a whole bunch of weapon racks, and place one in each room, then assign one per dwarf, will this make him a "bedroom" that he can then have a chest etc within? I dislike the large pile of dwarves sleeping in a heap.

Will this work? If not, is there a way to divvy up these dwarves into rooms without waiting for the tower cap's to grow?

Danke for your time.


20
DF Gameplay Questions / (Armorer != Armorsmith) Uh oh...
« on: November 07, 2007, 05:59:00 pm »
My ArmorER has gone fey, but unlike the ArmorSMITH... He claims NO workshop.

He wants neither forge, nor carpenter shop, nor Leather Shop, nor Clothier Shop, nor Tanner, nor Butcher, nor Siege, nor Craft, nor Kennel, nor.. Well Anything really.

I've built everything non-Magma-able, but still; If it has to do with armor, it should be either a Carpenter Shop (Wooden Shields), CraftShop (Bone and Shell armor) leatherworks (leather Armor), Clothier (uh... Cloth armor), or Forge (Das Metal Suiten) right? Is there glass armor in here or something?

I have no magma so I'm fairly certain that is out.

What does an Armorer want? I've built pretty much every workshop available. Even a kennel. For strapping puppies to their vests. Like dwarven ladies do with their babies. Just to check.

In fact, what is an Armorer in comparison to an Armorsmith? http://dwarf.lendemaindeveille.com/index.php/Skill
There is no Armorer in the list at all.
   
You'd think with 'Armorsmith' he'd putter straight to the metalsmith forge and boot the barrelmaker out but nooooooooo....
Is this fella a dead duck? or have one of you had one of these... specialists and know what he wants.

Much thanks,
Mick E Finn

Edit: He has done nothing but haul rocks for the oh... twenty minutes he's been on the map before he went fey. He has no other skills.

[ November 07, 2007: Message edited by: MickEfinn ]


21
DF Bug Reports / Instant Madness!
« on: December 17, 2007, 12:14:00 pm »
I got this in 33f, but for all I know it's an old issue.

I got this here magma oozing towards my furnaces see, when a metalcrafter gets a mood. Now, I've already premade a magma forge in anticipation of the eventual oozing red stuff. So he whisks over to the forge and I was expecting him to wait for the magma to get there.

Instead he instantly goes melencholy, and then hurls himself into the 2 high lava.

Is this a normal thing? Or is this a bug. You the Toadster shall decide!


22
DF Bug Reports / 33f Hooch problem?
« on: December 16, 2007, 01:55:00 am »
I am not certain if this is a bug, or just Toady's attention to detail.

I have a nice magma vent underneath a glacier, which is cool as it's melted a nice cave for me to enter. Also neat is the fact that the "entrance" of the cavern has Outside Light Above Ground near it's entrance that rapidly converts to Inside Dark Subterranean. Terribly cool.

Except my Booze is exploding. Sorta. Take a look; http://img265.imageshack.us/img265/381/winepopyn4.png    <--63k png

From (Dwarven Wine Barrels (Tower-Cap) <1> )
To (Dwarven Wine 5)

They start out as barrels, then they look like purplish (light for rum, darker for wine) river pieces. All my booze is slowly turning this way, but it is not vanishing... It's either the fact that the Cold is making booze expand, freeze, and break the barrel, or it's a bug.

My Mega starting stockpile (to drag all my stuff away from the wagon) is inside in the Subterranean area, however my kitchen and still are outside in the snow. Could the fact that it was brewed "ice filtration style" outside somehow? Or is it the fact that it's a freezing map and the cave is exposed to the cold wind? I've had Glacier Fortresses before and this has never happened, even when the booze was stored directly in the middle of the outside glacier.

Thank you for your time,
Michael E. Finn

PS, aside of the fancy schmancy tiles and color scheme, I am unmodded, Temp and all that is on, and I built the fortress and world with this patch.
PPS, For some reason, ImageShack can't seem but to take phone modem speeds to offer the 63k png, sorry bout that.

[ December 16, 2007: Message edited by: MickEfinn ]


23
DF Bug Reports / Asbestos Roaches?
« on: February 23, 2008, 05:35:00 am »
a minor bug (pun intented) concerning my loverly magma moat and some roaches seen here:
:p

Luck to you,
Mick E Finn


24
DF Suggestions / Another Use for Skulls...
« on: April 23, 2007, 11:22:00 am »
On a treeless map, it's hard to use wood to make buckets, especially for sick or injured people.

And we have skulls, which have only one use; totems.

I, Good and Noble Toadster, would like to drink out of the skulls of my enemies.

I Jewel Encrusted Skull of a troll, menacing with spikes, would be perfect for raising the morale of a wounded dwarf.

And yes, yes  I know that might cause problems where a skull might dissolve (Lye I think) that need only be addressed by doing what the alchemists have done, which is demand specific containers. Non-Skull for anything non-water I suppose.

But it's doing something with them semi-useless skulls, and it would be one hell of an artifact to make a bonecrafter legendary with   :).

Thank you for your time,

M Finn


25
DF Suggestions / A stich in time, saves an arseload of Tantrums
« on: March 03, 2008, 06:58:00 am »
Good Lord! I just had a brain fart! Toady drop what you're doing and consider this nugget of awesome:    :p (yes I am being sarcastic, calm down you in the back!)

This came to me in a previous conversation of Dwarven Washing Machines... A  Laundry! Sorta.

To tide us over until you can overhaul the whole clothing system you're using right now, have tailors get a new job in their clothier shop; Mending.

Much like how a bit of raw skin generates a tanning job, Worn clothing x or X's generate Mending jobs, or you can set it so a Dwarven Clothier can have Mend Clothing set to R and have him go hunt the bedraggled buggers down. Either way.

    -Takes a bit of thread to patch things up.
    -Clothier goes to the dwarf with worn clothing.
    -Clothier Fixes up one article of clothing from whatever worn state it was back to good as new. Also removes Blood/Vomit/Ichor.
    -Clothing generates in it's description "XXX was patched" + QualityTag + "By " + SuchAndSuch(dwarf) + " with " + SuchAndSuch(thread).
    -To prevent a buffer overflow of too many patches, only keep the latest Patch present.

Eh? Ehhh? It adds character to the game, temporarily fixes clothing until you can devote more time to it, stops those horrid nudist colonies (*brrr*).

Or, alternatively, this idear...

    -Dwarf Clothing get's a case of the X's
    -Dwarf Gets New Clothing (pickup, shopping, whatever)
    -Dwarf drops X'd clothes on the ground.
    -Clothier Gets a job added to the pile: Mend Clothes
    -Fetches Clothes, Mends them back to full status as of the above method.
    -Dwarf Gets his clothes and stuffs them in his cabinet until his current one rots off
    -Repeat Cycle.

Or Even...

    -Dwarf gets thought about being upset about his shoddy appearance.
    -Clothier Gets a Job in his queue. Picks up thread.
    -Clothier Drags Dwarf like a Butcher drags a Mule to his shop.
    -Mend!
    -Job Done, All clothes fixed. Or if you are feeling nasty, make job have a possibility of failure, leading to tantruming Dwarf Miner Ultra Mighty-O maiming the Clothier.

The choices of approach seem endless. The result is the same; clothes get mended, less XwornX stuff to dump into the garbage, game gets more complex, joy is had by all.

Thank you for your time Toady.
With regards,

Mick E Finn


26
DF Suggestions / Forbid, Reclaim, Dump
« on: February 28, 2008, 01:13:00 pm »
Bulk Forbbiding and Reclaiming works wonders, but dumping stone hurts me thumbs.
k
d
Down
d
Down
d
Down
D

a 20x20 Dining Room can drive me to tears.

Might we get a dump command in the designate menu like the forbid and reclaim?

Imagine if you will, digging out a mighty hall, then smoothing it out, and then dumping all the stone.

Or surviving a siege, then dumping all the goblin's narrow crap by simply dragging a box over the mound of dead g's.


I know all about and use right now the "build mason shop, make blocks" method, but all that does is shift the hauling stone work into hauling mugs or blocks.

I like to have a small pit in the corner of a 5x5 workshop area like so:

code:

....O
.WWW.
.WWW.
.WWW.
..>..


with the X being the stairs down towards the pit with the hole O.

I bring the rocks, dump them into the hole, and then reclaim and he's chugging along all nice. But I have to dump every single piece of stone individually.

Whaddya say Toady? a d -> D in the designations section?

With regards,
MickEfinn


27
DF Suggestions / Milk doing a body good? (water alternative)
« on: March 24, 2008, 01:21:00 am »
I can see dwarves recuperating with the magical powers of milk, or at least having the barrel dragged over to them or maybe a stockpile set next to their bed with milk. That way we can keep the buggers alive even in hot/scorching/freezing/winter.

what say ye Toady?


28
DF Suggestions / Bulk Melting
« on: March 24, 2008, 12:27:00 am »
As it stands, to make a bar of metal from a bunch of melted stuff is very consuming of fuel if you lack magma.

One Plate mail armor? One Log o' Charcoal.
One bronze gauntlet?  One Log o' Charcoal.
One Arrow or Coin? Yep One Log o' Charcoal.

Now the game will keep track of the percentages of metal we have, so we can have a half bar of copper, 3/4 bar of Bronze, and when it passes that threshold, it coughs up a bar.

It's very wasteful fuelwise.
A Tentative solution could be thus:
Melt a metal object (o)
&
Melt a Bars Worth (O)
This nifty idea notes that if a lavish meal takes 4 items that a dwarf would need to make four trips, one process, and poof! One Meal.

Melt a Bars Worth would take a quick counting of all melt tagged items, and if you can make a bars worth you'd get a sub window saying: Melt an Iron Bars Worth, Melt a Copper Bars Worth, etc. Then the dwarf would take all the items necessary, and with a single fuel piece, melt them all down to make a bar.

There are drawbacks to this, like a cook making lavish meals from a far away food stockpile, should it take too long to gather all the items to melt a bar, they could go to bed and then all of a sudden the peasants haul it all back. Like food problems, a pile nearby and sufficient skill to speed the process up would be useful.

But if nothing else,I can get rid of all them iron bolts and arrows in one fell swoop, and not waste 500 trees to do it. Not that I'm an elf lover mind you, but it is rather inefficient, and you'd think the dwarves would know better.

Can anyone see any problems with this? I mean, you'd probably trigger a "Not enough metal to make a bar" if you lacked enough meltables to make even one bar, but aside of that, you'd still have melt an object, and if you had 56/100 of a bar already, it could finish it off for you.

Just a thought from an Iron Workers son,
Mick E Finn


29
DF Suggestions / Making Mud
« on: December 13, 2007, 03:14:00 pm »
Since soil is oh so popular for storing stuff on the grounds that it lacks... ground. Or to be precise, it doesn't rain dirt with a legendary miner.

I propose that like mining ore, we should get dirt chunks.
Now, aside of being able to use peat in the place of wood for some things, Dirt is something I think we have to deal with. Perhaps by making it like "water" is in glacier maps; semi useful, but with no ability to make anything aside of walls, roads, and crude workshops.

Think of it! no more mud would be needed ( or tracked upon your floors everywhere)! You'd build a 5x5 farm just like you'd build a 5x5 road, and with either water being poured upon it by either bucket (like filling a water hole, only in reverse, and creating either 1 "Mud" or maybe a 3x3 chunk) or the good ol' floodgate.

This would create controllable mud and easier underground farming, crude initial dirt walls and buildings for the initial construction, the excuse to build hills , and make the dwarves that much more hardcore. Proper Children of the earth!

Though I admit, on really rocky areas the lack of topsoil for the initial "dirt" pile would make things more of a pain, with maybe the thought of having all pools/rivers having a soil-ish bottom, much like how sand was in the 2D dwarf fortress...

Forgive my rambling, for I am tired, and really oughta be studying for my exams.

But give it a thought, and no doubt other people have suggested it or something like it in the pages of yore.

Thank you for your time,

Michael E Finn.


30
DF Suggestions / Oyster Shells for flux?
« on: May 06, 2008, 01:20:00 pm »
A silly little blurb I know, but just a thought:

Oyster shells, like limestone, are good sources of flux. Any chance of adding it so that maps close to sea water or removed from civilization can manage to make what little steel they can?

I hope that flux isn't coded directly into the stone, that way it could be added to a shell.

Just a silly little factoid that could make DF that little bit richer in content.


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