Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gtmattz

Pages: 1 ... 3 4 [5] 6 7 ... 144
61
DF Dwarf Mode Discussion / Re: Favourite year/era to start your game?
« on: August 08, 2011, 07:38:28 pm »
I let the world gen for 99 years, so that I embark in year 100, makes keeping track of the age of the fortress a little easier.

62
DF Dwarf Mode Discussion / Re: Moving caged hostiles?
« on: August 08, 2011, 07:36:46 pm »
You can't move a wild animal or hostile further than one square without the dorf looking back, freaking out, and letting them go. You have to tame a wild animal to avoid that problem or creatively change your stockpiles.

Dwarves should have no trouble dragging around most hostiles and wild animals, the creatures which cause trouble are the theif types (baby snatchers and kobolds usually), those guys will slip out of the dwarves grasp and go running around.  Another cause of problems I have run into is stray military or wandering dogs attacking the creature being dragged, causing the dragging dwarf to let go.

63
try pumping the water from the brook off the map at the source, or you could drain it off the map by dropping a constructed floor through the bottom of the brook into a pre-dug chamber which is connected to some drains off the edge of the map.

OR, you could download DFHack, and use the dfautodump tool to depost the corpse and pick somewhere that your dwarves can get to.

64
DF Gameplay Questions / Re: Flood Defences
« on: August 07, 2011, 08:49:32 pm »
The # defense against flooding is to prevent them in the first place.  Proper planning of waterworks so as to completely avoid flooding is the idea.

65
Tilesets and Graphics / Re: Ironhand's Graphics Set (nothin' new)
« on: August 07, 2011, 01:32:15 pm »
I was actually wondering if you could one day make some different tile for different traps. Could look really more awseome and be less confusing at the front gate where spike, stone fall, huge spiked ball, rotating blade and cage traps are all grouped together.

More than the confusion problem, it would just look great!!

You did an outstanding job so far, I feel bad about that but I just can't stand the ASCII, I will always play with your graphic set.

I am pretty sure the trap icons are hardcoded, so not possible for modders to change at all...

66
DF Dwarf Mode Discussion / Re: Best ways to prevent tantrum spirals?
« on: August 07, 2011, 12:45:30 am »
1 tile meeting zones and good food are all a dwarf needs to be ecstatic.  They can sleep in the mud and have half their freinds die, but if they have had enough time hanging out at the 1 tile meeting area, they will pretty much be permanently cheerful.

67
DF Gameplay Questions / Re: download and playing...
« on: August 06, 2011, 06:59:12 pm »
I STRONGLY suggest you work through a tutorial, or this game will frustrate you and you will quit.

68
DF Dwarf Mode Discussion / Re: On the Feasibility of Ruining the Circus
« on: August 06, 2011, 03:49:59 pm »

How far of a drop would I need to make sure the spike had enough force to make it all the way to hell?


A 1 z level cave-in has as much force as 100, doesn't matter a whit.

69
DF Gameplay Questions / Re: Where the hell do I get coal?
« on: August 06, 2011, 12:32:03 am »
However, on the mod I'm playing (Deons genesis) you need coal for steel...

Just to clarify here, and so you have no surprises later when you go to play vanilla, but coal is always required to make steel, unless it is modded out of the game...  In fact, coal is needed to make steel in real life even, as steel is nothing more than iron with some carbon in it, which refineries obtain from coal or like products.

70
DF Dwarf Mode Discussion / Re: How do YOU kill your prisoners?
« on: August 05, 2011, 10:26:39 pm »
I build the cages in a sealed room, flood the room, then pull the lever to release them do their watery death...

71
DF Gameplay Questions / Re: What to do with all this stone
« on: August 03, 2011, 01:31:46 pm »
If you aren't opposed to some minor 'cheating' there is a utility in the dfhack download called 'autodump' which will move all items marked for dumping to the current cursor location.  This tool makes clearing out spaces for stockpiles and such so much easier.  I usually just move the cursor over a masons or craftdwarves workshop for dumping, so that the stones are in easy reach when I need them.

72
DF Gameplay Questions / Re: Cook or stonecraft?
« on: July 31, 2011, 02:55:18 pm »
I, personally, would make that last guy a military dwarf with some armor user and weapon skill, then upon embark, give him the stonecrafting skill and let him spend all his free time making pots.  Wont take long to level up stonecrafting at all.
pots and crafts for the first trade caravan.... gotta have something to trade for those desperately needed supplies.

That is what excess lavish meals are for, just one or 2 is usually enough :p

73
DF Gameplay Questions / Re: Farming troubles
« on: July 31, 2011, 02:52:52 pm »
Another tip, is to NEVER EVER EVER designate any room as a meeting area, as your dwarves will want to spend all their time partying, instead designate a zone as a meeting area in the space you want idle dwarves to hang out, they will.  Sounds to me like your dining room is a meeting area, and your farmer is doing more partying than planting.

74
I would carve up/down stairs on the entire unwanted area, then build a support on the lowest level, then remove all the up stairs, then collapse the whole thing, the stairs will all dissappear.

75
DF Gameplay Questions / Re: Cook or stonecraft?
« on: July 28, 2011, 11:23:19 pm »
I, personally, would make that last guy a military dwarf with some armor user and weapon skill, then upon embark, give him the stonecrafting skill and let him spend all his free time making pots.  Wont take long to level up stonecrafting at all.

Pages: 1 ... 3 4 [5] 6 7 ... 144