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Messages - Quietust

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8161
DF Gameplay Questions / Re: Leader injured, how do I appoint a new one?
« on: August 26, 2009, 02:12:47 pm »
A menacing spike trap should also work, and is a bit easier to set up than a cave-in since you don't need more than 1 Z-level to work with.

8162
DF Dwarf Mode Discussion / Re: Areana up and running
« on: August 26, 2009, 02:02:56 pm »
The only change I can think of would be to remove the extra 'a' you keep putting in the word 'arena;D :P

And perhaps using the word "my" instead of "meh", but that might be just me.

8163
DF Gameplay Questions / Re: Areana
« on: August 26, 2009, 12:59:56 pm »
how many mechanical systems would it take to hook up 5 cages to a lever?

Building a lever requires 1 mechanism, and linking a lever to a triggerable object (in this case, a cage) requires 2 mechanisms - one for the trigger, and one for the lever itself. I'll let you do the math.

8164
DF Gameplay Questions / Re: merchants frequently get stuck
« on: August 26, 2009, 12:57:46 pm »
By any chance are you using ramps? If you dig/build them incorrectly, they can end up leaving a path that's only valid in one direction.


check the wiki, idk whats goin on

If you can't post something useful, then please don't post.

8165
DF Dwarf Mode Discussion / Re: Wooden doors or rock doors?
« on: August 26, 2009, 08:21:32 am »
In the beginning, all stone. After a few decades, though, I'm considering replacing them with metal (have over 700 iron bars, and an entire patch of magnetite I mined out and haven't smelted yet) or green glass (yay unlimited building materials). Important doors get made out of more valuable materials, such as clear glass or valuable metals (artifact museum has platinum doors).

8166
DF Gameplay Questions / Re: Muddying the Outdoors?
« on: August 26, 2009, 07:36:37 am »
There's one other rather peculiar aspect to muddying underground tiles - when building farms underground, you cannot use fertilizer unless the ground has been made muddy. Dry surface soil can be fertilized just fine, but dry underground soil won't take it.

8167
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: August 25, 2009, 12:29:49 pm »
Maybe it's just me, but the icons for happiness are rather difficult to tell apart (though in my current fort, nearly everyone is ecstatic with only a few that are less happy). Having different colors (in addition to the different facial expressions) would allow telling them apart more easily, perhaps starting at green or blue for ecstatic and working toward red for miserable.

8168
DF Dwarf Mode Discussion / Re: What to do with artifacts?
« on: August 25, 2009, 10:24:18 am »
Spoiler (click to show/hide)
Spoiler (click to show/hide)

8169
DF Dwarf Mode Discussion / Re: Stupid Wall Question
« on: August 25, 2009, 08:55:26 am »
Was construction actually completed on the wall?

8170
DF Dwarf Mode Discussion / Re: will tame dragons...
« on: August 25, 2009, 07:53:17 am »
My fort has 2 dragons, and for a while I left them to wander around freely. At one point (months later), I suddenly got a message about one of them having broken down a door, so I decided to put them back in their cages. They currently reside in my zoo.

8171
DF Gameplay Questions / Re: Melting arrows and Forbidding Depots
« on: August 24, 2009, 04:32:59 pm »
One bar makes 25 bolts, and melting stuff down generally gives significantly less than what you used to make it.

8172
The fact that your Champions now have the stats to reduce other recruits to hamburger is a bad thing, admittedly.

Others have reported that it isn't the Champions that kill the Recruits, but the other way around - legendary weapon users almost always hit their opponents (which, when sparring, means "no damage"), while recruits are likely to hit in the wrong place and inflict serious damage.

8173
Fire imps do not respawn, nor do any other creatures inhabiting a magma pool/pipe (excluding fire snakes, which are vermin and follow their own rules for movement). Personally, I got rid of mine by dropping a large stone pancake through the top of the vent while they were hanging around directly beneath it (see video here).

8174
DF Gameplay Questions / Re: Melting arrows and Forbidding Depots
« on: August 24, 2009, 03:10:42 pm »
1. Yes, and the number does matter.

2. If merchants are present, you could trying entering the "Move goods to depot" menu and unselecting everything for trade.

8175
DF Gameplay Questions / Re: How long do magma pipes take to refill?
« on: August 24, 2009, 02:32:33 pm »
Actually, magma pipes refill gradually by "bubbling" magma up from the bottom (thought it really fills from the top) - every so often (at least once per in-game day), a column of 7/7 magma several tiles tall (up to 3 or so, but not beyond the top of the pipe) will be spawned at the current magma surface where it will then spread out.

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