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Messages - INSANEcyborg

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91
DF Dwarf Mode Discussion / Re: Starting Builds
« on: August 26, 2010, 12:58:18 am »
I use they dwarfs preferences to determine my starting build.  Ones that like steel become weapon or armor smiths, while those that like precious metals are blacksmiths or metalcrafters.  If they like a readily available stone or wood, they'll be masons or carpenters, respectively.  It's rare to find more that multiple dwarf with these kinda of preferences though.   I try to make sure i have a carpenter, a mason, and a grower, and make the rest miners.

Also, I only give each dwarf 1 skill, and use the extra points to buy cheap stuff in bulk.  Bituminous coal, sand, or logs if I know the area won't have a particular resource.  Bismuthinite is good too, since it costs 3 each and bismuth bronze is worth a little more than normal bronze.

92
If you haven't done this already, you can go to data/init/anouncements.txt and change [CAVE_COLLAPSE:A_D:D_D:P:R] to [CAVE_COLLAPSE:A_D:D_D]

Removing the P will stop it from pausing every time it happens, and removing the R stop it from recentering. 

93
That melt and dump are mutually exclusive.  I used to manually separate stuff I wanted saved for melting from the junk, either by stockpiles, stocks screen, or whatever.   Now I just put everything into a temporary pile, mass dump then mass melt.  Anything that can be melted won't be dumped.

Suspending a job will still let other jobs in that workshop happen.  Good for automatic tasks.  For example, my legendary weavers workshop has the collect webs job suspended, so all he does is the auto-weave dyed thread.  The trainees have the weave thread job suspended, so they just collect webs.


I kinda knew about both of those for a while, I just didn't realize how practical they were until recently.

I knew that posessed moods don't give a level-up bonus to skills, but only lately have I come to the conclusion that FEY moods also do not give skill bonus.

I've noticed that the skill ups from moods doesn't seem to take effect right away. I think the moods bug it, so the game thinks they're still their old level instead of legendary.  Gaining another level should fix it.  I was going to test it out some more, but it got stuck on my to do list.

94
DF Dwarf Mode Discussion / Re: saddest moments?
« on: August 19, 2010, 06:38:03 pm »
Early on in one of my 40d forts a glassmaker made an artifact glass cage/terrarium.  I didn't think anything of it, just used it to store some animals while I worked on my semi-megaproject.   Eventually I turned in into an aquarium with some fish,  and put it in my dining hall.  I go to take a look at it, and I realize one of the dogs I kept in there died of old age, and it's body is in the tank for all to see.   

Actually, I thought it was funny at first, but then I remembered the episode of Futurama, "Jurassic Bark". :-[

95
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 19, 2010, 01:50:02 pm »
In an effort to try to get my dwarfs to clean up the fort and put away all their scattered clothing, I put a couple of cabinets in the fort's shared bedroom (each dwarf has their own bed, but they all overlap).  At first it looks like its working, the unit list starts filling with "store owned item" jobs.  After a while, I check back, and there's still stuff scattered about the fort.  Thinking I didn't have enough cabinets, I built some more.  So I wait a while, then check again.  There's still stuff all over my fort.  I then fill up the bedroom, any tile that doesn't have a bed has a cabinet.  Still doesn't work.  So I check the unit list, and to my surprise, the dwarfs are trying to store owned item.  So I watched one of them, and it turns out they were taking items out of one cabinet and putting in a different one.  Had to forbid everything before they'd go get new ones. 

96
DF Suggestions / Re: Farming balance stopgap: Shorter meals more often?
« on: August 17, 2010, 10:44:47 am »
I posted something similar in the improved farming thread, only instead of eating more often they eat more at once.  When a dwarf goes to eat, the food gets stored at the table (you can see it with "t").  My idea was to have them collect two or three at a time instead of just one.  The more they eat the longer before they get hungry, with smaller meals being more food efficient while bigger meals having less food breaks and better thoughts.   

97
DF Gameplay Questions / Re: cleaning mud?
« on: August 14, 2010, 12:20:57 pm »
Building furniture also works.  Using constructions will revert the stone to its layer type, so avoid that for high value gem/ore floors.

98
DF Gameplay Questions / Re: Dwarves taking tons of cloth from elves
« on: August 14, 2010, 09:13:47 am »
Dwarves will grab supplies to fill the hospital even if those supplies don't belong to you.  It's a known bug.

Its a combination of that bug, and another were dwarfs ignore limits on how much to put in a hospital.  That, or they're just as tired of the elves bringing too much cloth as we are.

99
Public notice to all caravans:

  As you know, the surrounding area has been classified as "terrifying" and, as such, is extremely dangerous.  Also, in addition to frequent Goblin attacks, Kobald raiding parties have been sighted looting from the surrounding area.  Unfortunately, we are unable to provide military escorts at this time.  Travel is not advised, do so at your own risk.  We cannot be held responsible to any deaths, particularly those caused by announcing your arrival in close proximity to a hostile squad.

 P.S.  In the event you survive, make sure all merchants and animals are inside the depot at all times. Please do not use your horse as a door stopper, or have your guards position on the other side of the wall.

 

100
DF Dwarf Mode Discussion / Re: Whats your favorite embark rock layer?
« on: August 10, 2010, 09:31:13 am »
Any sedimentary layer if fine with me, and marble/granite/schist.   Marble for flux obviously, but those 3 also have emeralds.  Lots and lots of emeralds.

101
DF Adventure Mode Discussion / Re: Funniest Names
« on: August 08, 2010, 09:32:54 pm »
I had an artifact called "The Rewards of Flushing".   Rewards are always nice right?  Well this artifact was a casket...

Edit:  Just after I posted I remembered this was adventure mode discussion and not dwarf mode, oh well, its still funny

102
DF Gameplay Questions / Re: Smoothing stone in 31.12
« on: August 07, 2010, 04:34:10 pm »
Wait a sec.. I went back DF and load my game.. dwarf started going smoothing ground to "+" symbol, I knew it, DF was buggy.. Maybe I'll wait for less buggy version.
That's normal... When smoothed, ground becomes "+" symbol. DF isn't buggy.

I think he's referring to how it started working, not that the tiles are turning to +'s.  I've heard of similar things happening with mining and tree cutting, they don't cut/mine even though they should be able to. 

103
DF Gameplay Questions / Re: Already dead pets and coffins?
« on: August 03, 2010, 03:40:05 pm »
Also, check the coffin to make sure it hasn't been claimed by something else.  IIRC, it's a first dead, first buried system, so if another pet died previously it gets priority, even if there's no body left.

104
DF Gameplay Questions / Re: caverns devoid of undergrowth
« on: July 31, 2010, 11:11:49 am »
One of my forts had nothing on the first 2 caverns, and only bloodthorns growing in the third.  Didn't have any water either, maybe its related?

105
DF Dwarf Mode Discussion / Re: Is dwarf fortress communist?
« on: July 28, 2010, 03:55:32 pm »
It's not limited to communism, but don't forget about all the propaganda.  All those engravings of the fort's founding, and the leader's rise to power... 

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