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Messages - TomiTapio

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3106
To everyone who isn't using Moss and Steel Dwarves exclusively in the military, here's another reason. Those Forgotten Beasts that use dust? They completely ignore that. My starting ice dwarf commander is in sickbay with all his skin rotting off right now, everyone else is back to drilling and sparring.
It's good to have a few deaths per year in the fort. Safety is for tree-climbing wussies.
One could have two squads, one for toxic cases and primary fighting, and a secondary squad with fewer layers of mail armor, or crossbows.

Hey Deon, how's the TrapAvoid on the DK evil civ? Is we safe with a 12-cage corridor?
How about Study Architecture in the Library, Archi seems to be a really hard skill to get.

3107
Made bug report, a river that need bridges thing.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2882#bugnotes

"This was hunter's problem, he understood bridges going that way, but not this way.
Hunter should get unstuck automatically, without player needing to remove hunting job in this case.

Later: one caravan is walking in circles, maybe due to river plus bridges pathing.
Maybe they expect 3-5 tile wide bridges, not 1-wide.
Hmm the caravan is insane, and their donkeys too are crawling around.."

3108
A GCSpider/Spik killed three of ours. Militia was wearing training set (shield+sword). Someone made a memorial thong out of the GCS:



Notes from Ceilingtuft outpost:
Spoiler (click to show/hide)

3109
DF Gameplay Questions / Re: Elves want me to limit tree-cutting
« on: July 28, 2010, 09:37:10 pm »
With liaison/diplomat bugs fixed, this DF 40dXX feature is restored to the 2010 version!
If you piss them off, like chop loads of trees and loot their caravan 3 times they'll send some squads to attack you, I guess.

3110
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 28, 2010, 09:35:30 pm »
Is fat considered a "worthless" part and therefore be unsellable in adventure mode?
Try selling it in adventure mode and then report your findings on the wiki. I know bones are zero value at fort mode trade depot.

3111
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 28, 2010, 11:26:55 am »
When I trap a Goblin, he will be transferred with the cage to my "animal" stockpile. But when I try to move him to another cage via "q -> assign etc." the Goblin will always be set free and then run around in my fortress, causing small puppies and dogs to die.
So, how can I set up a Goblin zoo or something like that, without freeing the greenling?
Build cage in wanted area. From list of available cages press x (expand list), choose this spot to build a goblin cage.
For goblin pitfights, see http://df.magmawiki.com/index.php/DF2010_Talk:Cage

3112
DF Announcements / Re: Dwarf Fortress 0.31.12 Released
« on: July 28, 2010, 11:22:25 am »
Not changing into armor and not picking up ammo. Iv'e checked and double checked all parameters. Uniform allocation, bolts issued, in the same squad etc. But nothing is going on! They just sit there with the Soldier <cant follow order> tag..... :(
Got enough quivers in the fort? Lots of ammo assigned to the military, with training-flag enabled on the bolts?
If your 1-3 archery ranges are in use, the rest have to wait for their turn for a range to become free, then they can follow training order with crossbow.

So... When will the dorfs find their own bedrooms again? i really, really want those to work. I hate it when they dont go to sleep in their personal palaces, instead they go slumming in the hospital.
Is the hospital _closer_ than the fancy bedrooms? Try (d-o-r) restricted pathing cost at the hospital and high traffic on the bedroom corridors.

3113
DF Gameplay Questions / Re: Question about Funerary Arrangments.
« on: July 27, 2010, 05:07:39 pm »
More specifically, posthumous funerary arrangements. That is to say, can you assign tombs to dead Dwarfs yet? It always bothered me that, in 40d, if my Legendary Miner died because he knocked a ceiling down on his head, I couldn't assign a kick-ass tomb to the poor dwarf.

So yeah. Has it been fixed?
That's a new feature request, not a bug. He died without a tomb, and goes to a random citizen coffin.

3114
DF Gameplay Questions / Re: The Depths
« on: July 27, 2010, 05:05:37 pm »
My surface z lvl was 152. I dug down and found 2 caverns and likely dug past a 3rd. Down on lvl 110, 42 lvls down, I breached an adamantine tube to HFS. I didn't think this could happen this close to the surface....
I held down shift and > to see how far the lava went down, but I couldn't go down past lvl 93. I thought the bottom level would be 0 or 1... not 93.
I think the current level number is in the upper right and the lower right number helps think about the graphical "layers bar".
Your surface level should be ZERO.
"on lvl 110, 42 lvls down" is "at level -42" in my book.

3115
DF Gameplay Questions / Re: Question About Training/Sparring
« on: July 27, 2010, 05:02:35 pm »
You could just define a training uniform with personal choice melee and shield, let them fishslap each other with wooden junk for a few months, and add pieces to the custom uniform as the production runs complete.
I'd rather move them from a training squad to a fighting-fit squad when the skills and gear are there.

Edit: My dorfs sparring logs say they "tap lightly" their target, like tap other's back teeth with the iron battleaxe.

3116
I have a suggestion. Allow the dwarven towns to be elsewhere than on high mountain sides.
And enable their (and many other civs') road building to make a easier to understand map. Imagine the paved roads are paths and trails, not Roman Empire paved excellence.

Spoiler (click to show/hide)

3117
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 27, 2010, 03:44:55 pm »
How do I avoid aquifer when choosing a home. Like... seriously.
Embark near a mountain or hills. Preferably forest and stream too.

A volcano embark (set worldgen volcano count high) is quick magma but a real bitch to view 30 Z-levels of outdoors.

3118
Ooh I just saw one of the rarest of tasks! "Fill waterskin".

3119
5) That's a combination of worldgen settings and luck - most of my forts have it at around 30 levels down to the sea, the current one is 160 - thankfully theres a magma pipe (pool?) running up about 80 levels making it a bit easier.
But if theres no pipes running up, and you haven't embarked on a volcano - then it's pump stack time. Given the sort of power you're likely to want to use perpetual motion - there are a couple of basic setups on the wiki.

One can reduce cavern layers from 3 to 1 to get easier magma.
And instead of Pump Stack one can build walled-off safe magma smelter area above the magma sea, channels bring magma safely under a wall to your room. And put stone stockpile, bar stockpile and beers for the smelter-workers.

3120
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 27, 2010, 03:18:35 pm »
In 0.31.12, world generation of a normal size region (rather than island) seems to take ages. Half an hour on a Core 2 Duo 6300. Is anyone else seeing this happen?
I've noticed this with large island vs large region. Large island took about 5-20 minutes. Large region took forever, like hours. I tried this at work and at home on two different pc's.
I think with 1050 years the amount of historical incidents gets quite big and the memory allocation goes over 600 MB. Try a 700 year history and fewer "Mountain Caves" which are homes to item-stealers.

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