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Messages - petersohn

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271
DF Gameplay Questions / Re: Right, That's It!
« on: December 16, 2009, 04:20:54 pm »
2) This is a guess, but go to the 'stocks' screen, go to 'kitchen', set plump helmets to 'brew'. If you have an order "Don't brew plump helmets" then you can see exactly what you're reporting. So... turn that off.
And turn plump helmets to "don't cook" and dwarven wine (and other kinds of booze) to "don't cook".

But yes, barrel shortage can be a problem. I usually embark with more than 100 units of booze, which comes with a lot of barrels, which will never be used up to hold other stuff, except if I produce way too much plump helmets.

272
DF Gameplay Questions / Re: Remove Stairs
« on: December 16, 2009, 08:16:23 am »
Or simply build a floor on them.

273
DF Gameplay Questions / Re: Moving stuff to the trade depot
« on: December 15, 2009, 05:05:42 am »
I don't think so, unless you use some interface expansions. Just move the finished goods bins individually. The following idea may help: put all finished goods stockpiles on one large space, and the trade depot in the middle. So the items on that stockpiles will be on the top of the list when you select the goods, and the dwarves will also gather them faster.

274
DF Gameplay Questions / Re: Cannot Smooth Walls at my Outpost
« on: December 15, 2009, 04:08:11 am »
You won't need too much magma-safe mechanisms, so you can import bauxite. When I started my current fortress, which has magma but not bauxite, I brought some at embarkation, and made mechanisms out of them.

Alternatively, make your walls out of platinum blocks. Or aluminium. Maybe gold or steel. That worth much more than stone.

275
DF Gameplay Questions / Re: Boiling stone
« on: December 14, 2009, 06:03:29 pm »
Wait, will molten object vanish at season change even if they already cooled down? Because I fried some goblins with magma, and found a piece of molten copper at them when I retrieved their armour. I designated it for melting, and hope that they can really melt it. Not that I am short of copper, just to be sure.

276
DF Gameplay Questions / Re: Mandates and binned items.
« on: December 14, 2009, 05:10:56 pm »
Selling bins are a bad idea anyway (except if they are masterwork quality admantine bins or encrusted with masterwork quality diamond or whatever). You always need more of them and you are always short of materials, not to mention that an undecorated wooden bin has a puny value of 10-120, depending on quality. Golden bins, however... well, they are good for increasing created wealth but I rather keep them.

277
DF Gameplay Questions / Re: Smoke alarm
« on: December 14, 2009, 04:24:41 pm »
Wait, aren't they revealed when they activate the pressure plate?

278
DF Gameplay Questions / Re: Mandates and binned items.
« on: December 14, 2009, 04:21:44 pm »
You can take the bins to the depot without any penalty. You are only not allowed to trade the banned items.

279
DF Gameplay Questions / Re: Items traded left at Depot?
« on: December 14, 2009, 08:48:08 am »
Yes, you need a stockpile. And preferably some empty bins, too.

280
DF Gameplay Questions / Re: Fortress Revival
« on: December 14, 2009, 06:46:50 am »
Drop a bridge on them. For further instructions, see this page.

281
DF Gameplay Questions / Re: Water management
« on: December 14, 2009, 02:44:10 am »
Create another reservoir below your water reservoir. Drain it into the latter, and use the former as farming.

282
DF Gameplay Questions / Re: Trapping River Beasts
« on: December 14, 2009, 02:41:11 am »
To question 3: it depends on whether you muddy the stone above or under ground. E.g. if you look at the tile, does it say "light above ground" or "dark subterranean". It doesn't matter what water you use.

283
DF Gameplay Questions / Re: Inactive jobs? (newbie)
« on: December 12, 2009, 05:15:47 pm »
Yeah, quantum stockpiles are the only sensible way to manage excess stone. I usually leave them be unless they are in the way. I usually build my workshop and stockpile areas into soil layers, and the living quarters into stone layers (so I can engrave them).

284
DF Gameplay Questions / Re: How do I attack the elven trade caravan?
« on: December 12, 2009, 05:08:48 pm »
Create an alternate route to your fortress, that has a deathtrap included. When the elves come, lock your main entrance so they will chose the alternate route. Lock them in the corridor, then flood the whole thing with water/magma. Alternatively, retract the drawbridge they are standing on so they will fall 15 z-levels into their dooms.

285
The problem with draining water into river is that if you pour it from above the river, then the river may flood. If you drain it to an aqueduct in the same level as the river, then it may overflow into your fortress. Damming it can be a good idea. The water that flows in the map will never overflow (you can imagine it as an imaginary infinite lake where the river flows in the map). Then, draining water into the riverbed,it can bear a pretty high drainage before it overflows. You may want to put an emergency pressure plate there in case the water level would reach 7 that shuts off the waterfalls.

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