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Messages - CaptApollo12

Pages: [1] 2 3 ... 23
1
DF Gameplay Questions / Re: Help with Ambushes
« on: February 13, 2013, 06:30:05 pm »
I do the same as above but I have sub-courtyards that can have a bridge raised to allow my dwarfs to clean up in peace. I grow my own trees or designate 1 dwarf with no necessary skills or lineage to both cut and haul wood. You can set up animals behind green glass that will spot most ambushes before they get to any vulnerable necessary redundant animals.

2
DF Gameplay Questions / Re: World Generation Stability / Crashing
« on: February 13, 2013, 06:23:28 pm »
1) Are you modding your game? Download a fresh DF.
2) My advice: Do not touch anything when you are genning a world. If the game says it is not responding that just means that it is busy. (it may be not responding) Just let it gen and then only press buttons when you want it to stop. I have not had problems genning my large sized worlds for 1500+ years on a worse computer than yours.

3
Well you can strip their weapons and then pit them into an arena for your dwarves/ monsters to fight.

4
DF Gameplay Questions / Re: xxClothesxx and the sorting thereof
« on: February 12, 2013, 08:31:07 pm »
Maybe set your good clothes stockpile to only accept from links.
Link that to your clothesmaker
Everything else gets stockpiled in your clothesdumping stockpile.

5
DF Dwarf Mode Discussion / Re: I wish my markdwarfs were more aggressive.
« on: February 12, 2013, 03:51:05 pm »
I use my marksdwarves to shoot from a fortified bunker on a z level above the enemies. If I were to use a kill order instead of a station order my marksdwarves would follow fleeing goblins out of this area. Use station orders unless you have something rampaging IN your fort.

6
DF Gameplay Questions / Re: Help find the gorilla
« on: February 12, 2013, 03:48:28 pm »
You can also add [ANY_LAND] to their raws to get them to show up in "All main biomes excluding oceans and lakes" - wiki.

[BIOME:ANY_LAND]
Yes. Thanks. XD Im still getting used to modding.

7
DF Gameplay Questions / Re: Migrants
« on: February 12, 2013, 12:05:48 am »
http://www.bay12forums.com/smf/index.php?topic=122728.0
second page of this sub-forum. In addition a search will provide you with an abundance of additional solutions. Or the wiki etc.

My solution is to kill off entire migrant waves if I do not want them. I also increment my pop cap as I expand. Put your dwarves to use in your military as well as additional haulers. Turn off your hauling labours for those dwarves you would rather have their time spent making crafts, etc.

8
DF Dwarf Mode Discussion / Re: I wish my markdwarfs were more aggressive.
« on: February 11, 2013, 07:02:33 pm »
I find that allowing use of every bolt to my marksdwarves make them pick up and use them. That means that after every siege you need to pick up and reuse or atomsmash EVERY bolt. Else your dwarves will think that they want those forbidden bolts. Can anyone confirm this? It works for me.

9
DF Gameplay Questions / Re: advanced minecart physics
« on: February 11, 2013, 05:48:54 pm »
There are many things that you can do with minecarts. My suggestion is to play around and test as much as possible. Find standard solutions for given problems and use these in future builds. It really is not so hard to do a variety of awesome things. Regarding questions
1) I do not know but if you find this happening to you, put extra horizontal tracks between down trackramps.
2) Use powered rollers. Best results with easiest set up. Look at tinypirate on youtube. He has a logic system that is crucial for really complex minecart systems.
3) Explained very well already
4) Explained very well already
5) I have a template that fills very well. I am not home now so I cant link to it but I have some ideas you can try:
i) Assume your velocity when entering a fluid will be 0. Do this so you can avoid skipping when using a high velocity repeater.
ii) To do this put a wall in between a fill point and a leaving point. I have found that it is easiest to have more time in between entering and leaving fluids to enable to system to fill it.
iii) make sure you have a roller at all points in a fluid to avoid getting your cart stuck.

10
DF Gameplay Questions / Re: Help find the gorilla
« on: February 10, 2013, 05:43:12 pm »
You can also add [ANY_LAND] to their raws to get them to show up in "All main biomes excluding oceans and lakes" - wiki.

11
DF Gameplay Questions / Re: What to do with all the migrants
« on: February 10, 2013, 04:51:41 pm »
I draft them all and make them go to a bridge above my misty, artifact full, caged animal full, engraved dining room that is open to sunlight. In the middle are glass windows and spike traps set to repeat. My dwarves no longer care about anything, and my migrants are no longer a problem. If you really dont want those migrants you can always lock them out. Make a minecart jump that will take gathered plants to the fortress until goblins kill your migrant wave. I like to use my dining room because i can take them right away to thier casket.

12
DF Gameplay Questions / Re: Track Stop at Every Corner?
« on: February 10, 2013, 04:37:56 pm »
Also ensure that the route stops are push/ride/guiding the cart in the right direction.

L Turns should work fine as long as they're contained by walls. So if it's hanging out in space, building a few walls around it should keep the carts from derailing. I've never had one derail inside walls, though it might be possible.

It is very much possible to get your minecarts up to warp speed where the minecart will find itself IN a wall in its path. Though this is not something to worry about if you are just getting in to minecarts. Just remember it when you say to yourself: "Where did my cart go?" when you make a sweet minecart route.

13
DF Gameplay Questions / Re: Military Dwarfs going inactive during siege
« on: February 10, 2013, 04:34:12 pm »
You should read up more on how the military system works. Check the wiki and search the forums. I do not want to give you the wrong info as I am tired, but I can tell you:

quads
[a] - squad 1
[m]ove
[enter]

will station all of your dwarves at that point. More advanced ways of handling this can be found on the [m]ilitary screen. It is a bit much if you do not know the nuances of it though. Make sure to cancel your move orders after the siege as to avoid the bad thought of being on patrol for too long.

14
DF Dwarf Mode Discussion / Re: NEW CHALLENGE: starting at the dawn of time!
« on: February 06, 2013, 01:47:18 am »
This warms my heart that this is succeeding.

15
DF Gameplay Questions / Re: minecarts layouts?
« on: January 30, 2013, 02:25:44 am »
Or you can weaponize them... tehehehe

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