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Messages - moki

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526
DF Gameplay Questions / Re: Keeping Dwarves Busy
« on: January 10, 2010, 01:19:38 pm »
Still no maternity leave though, as my guards keep giving birth while on patrol ..

Dwarven mothers can give birth during a battle with a horde of orcs without missing a single hit. I think, they're just happy about the new shield in their hands... :-\

527
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 10, 2010, 01:16:01 pm »
Hi, I've got a few questions:

1. I got a metalsmith mood exactly the moment I was moving my forges to a new location. There are 3 new magmaforges now but he won't claim one. What can I do?

2. Does light get through multiple glass floors? It would be logic but I don't know how the game handles it.

3. What if there is snow on top of the glass?

1. Sometimes a moody dwarf will need the non-magma version a workshop (forge or glass furnace). Just build a regular forge and he'll start his work. He won't even need fuel, as he hammers out an artifact with his bare fists ;)

2. and 3. Light doesn't care about materials currently. It gets through glass just as it gets through steel. Once a square has been exposed to light (and is therefore counted as above-ground), you can encase it in 20 blocks of massive marble to every side and it won't become below-ground again, ever. Just <k> over any square to see what it says.
I still do like to build with glass, because it feels more real for me, even if the game doesn't care at all.

528
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 10, 2010, 12:01:08 pm »
If only. This is a Dwarfbone Pick. It menaces with spikes of Mutiny.

I don't like this cheating kind of modding
...???

You can't usually make a pick with dwarven bones (except for  a lucky fell or macabre mood, I think). I'd consider it cheating to mod that into the game after embarking just because I forgot to pack some proper digging tools.

529
DF Gameplay Questions / Re: The Little Questions Thread
« on: January 10, 2010, 11:53:53 am »
Just started a new fort and noticed...

Q:  When I hit 'c' there is only one Civ showing, a dwarven civ.  I don't remember a human trader coming yet.  Am I going to get any human or elf traders or goblin attacks?
I noticed the same thing with my current fort. I think civs don't show up in the list until you encounter them.

That's true. Other civilisations only show up in the list after you encounter them at your site. Note that there are a few sites, that are indeed inaccessable, so no one will show up, ever. But that's rather rare.

530
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 10, 2010, 08:10:10 am »
If only. This is a Dwarfbone Pick. It menaces with spikes of Mutiny.

I don't like this cheating kind of modding and moods are only available with at least 20 dorfs. No chance for a pick.
It would have been the most epic embark ever, though: dwarves making everything they need to build a new mountainhome out of their friend's body parts :o

531
DF Modding / Re: Mordae's 12x graphics
« on: January 09, 2010, 06:50:21 pm »
Wow, that looks beatiful... I've never seen so much detail in such a small tileset.

I currently prefer my own 12x12 ASCII-based set, but I'll surely give this one a try some time.

[Edith sayeth]: Maybe this thread should go to the modding subforum... I think, that's were tilesets usually belong.

532
DF Gameplay Questions / Re: Keeping Dwarves Busy
« on: January 09, 2010, 06:42:23 pm »
you can enable any job for any dwarf with <v> over a dwarf and then <p> <l>, that's enough to make them work, usually... Skill doesn't really matter, it only makes work faster, more effective and gives better quality products. even absolutely unskilled dwarf will eventually learn while working.

Giving specific orders to single dwarves is a lot of micromanagment. In a workshop you can press <shift+p> to access the workshop profile.
There's a list with all your dwarves and you can enable or disable that workshop for any of them or just set a minimum and maximum skill level for that workshop. Note that dwarves who don't have the specific job enabled won't use the workshop, even if they're the only ones allowed via the workshop profile.

533
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 09, 2010, 06:33:02 pm »
Well yeah, the RNG is especially malicious when it comes to immigrants with purple petticoats. Whenever the mature fort crumbles to it's end, I can be sure that some baron or duke with their consort and court is on the way to watch the spectacle.


My most recent facepalm moment was an embark on a terrifying glacier. Perfectly flat ice to the horizon and beyond...
Guess what item I forgot? a pick :-\ No problem, I thought, there's enough food for almost a year and a few logs for a (tiny) shelter... skeletal sasquatches (skasquatch, anyone?) came before the first wall was finished; everyone had great Fun :(

I still like the story, though: Seven dwarves leave their mountainhome to build a fort in one of the most dangerous regions. When they finally arrive, Urist McLeaderguy does his speach "blablabla... Strike the earth!", looks at the miners and sees their empty hands... uh-oh ;D

534
DF Gameplay Questions / Re: Keeping Dwarves Busy
« on: January 09, 2010, 06:01:01 pm »
I guess you're actually not doing anything at all ;)
Just keeping the fort alive doesn't give enough jobs for everybody. I'd say, out of 50 dwarves, a maximum of ten are really needed to keep everything running.

The solution? Find a job for all those idlers, any job. Do you have a metalworking industry yet? No, then build one. You'll need someone to dig out an area, to get ore and possibly coal, a lot of furnace operators and of course the metalworkers.
Same goes for any other industry: clothmaking or a different kind of food come to mind. Or you could train more crafters or order your whole fortress to be smoothed and engraved. That usually keeps them busy for a few years.
And if nothing else helps, start an aboveground megaproject. Enable masonry for all the unimportant and unneeded workers and go pave the sky or something.

535
DF Gameplay Questions / Re: Vermin + NOMEAT = not eaten?
« on: December 25, 2009, 11:27:15 am »
Do SCIENCE to it and we'll see... maybe you just found a solution to the milking problem.

536
DF Gameplay Questions / Re: Dwarven Smelter
« on: December 25, 2009, 11:18:50 am »
I don't know where you saw that post, but it's most definitely not true. Magma is not hot enough to melt iron (that's why it's called "magma-safe", along with a few other materials), not even if you dropped it in directly and drained the magma out afterwards.
Also, it is not possible to melt anything that is not dropped directly into the magma, as there heat is not transfer at all (or no convection, in other words). You couldn't even melt copper when the magma is only close, but not on the same tile.
And last, but not least, the molten globs are completely useless and won't ever become useful again. Some dwarf will come along and clean them up, but you can't do anything with it.

One interesting thing you can do, is dropping a whole siege or ambush into magma, making all the invaders and their clothing burn away and only leaving the magma-safe and useful stuff like iron and steel that still needs to be melted at a smelter.

537
DF Dwarf Mode Discussion / Re: Screw pumps and hydrodynamics question
« on: December 24, 2009, 11:04:36 am »
I never noticed a difference. I think, the brook "floors" function just like floor grates, letting water flow through freely. The only tiles you need to channel are those for the waterwheel.

And in case of difficulties, you could still apply magma. Faster, more dangerous and way more dwarfy. See the wiki for other methods that might help you.

538
DF Dwarf Mode Discussion / Re: Screw pumps and hydrodynamics question
« on: December 24, 2009, 09:51:19 am »
It works, though probably not exactly as you imagine. The river will need a few weeks of pumping to be walkable and a few 1/2 and 2/2 blobs of water will still come through and may make your staircase muddy, if you leave the hatch open for too long.
It's not like Urist McMoses parting the brook, more like Urist McEngineer trying to make a pump run faster than water can flow in.

As a plan, this one does work:
Another similar block of pumps, facing the other way, further downstream may speed the process up.
(like<water source>~~<X <your entry here> X>~~<water end>)



...OOOOOOOOOOOO..
~~~~~~~~~~~~~<X~~
~~~~~~~~~~~~~<X~~
~~~~~~~~~~~~~<X~~
~~~~~WWW~~~~~<X~~
...OOO|OOOOOOO|..
      *-------*

~=brook, flowing left to right
<X=pumps, pumping right to left, powered by a waterwheel (WWW) upstream
O=walls. They prevent the water from spilling all over the landscape and make it flow back into the brook. I recommend 10tiles long after the pumps.


539
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2009, 12:05:56 pm »
Ok, that last one with the skalligators (mmh, like that word) crumbled to it's tantrummy death after a little cave-in accident. Undead monsters are no danger at all, compared to dwarven stupidity.

The next one got an interesting start. A 5*5 site with a brook through the middle with magma pipe and pool on one side and some hills with an underground river on the other. Some trees on the surface, but not enough to block caravans, and the first stuff my miners hit after striking the earth and digging straight down were (in that order): yellow sand, magnetite, dolomite with a vein of bituminous coal, another cluster of magnetite and below that some bauxite. Hell yeah ;D

Would it be possible, that modding all the useless big-cluster stones like orthoclase or microcline to be small cluster, made the other big clusters (magnetite, bauxite) way more frequent? I have that nagging feeling, there's something wrong since I made these changes to the raws...

540
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2009, 08:45:03 am »
Oh yeah, that happens from time to time... doesn't say much for the intelligence of a species, when they come to a heavily defended glazier with nothing but a loincloth and a copper dagger ;)


In other news:
I started a new fort in a terrifying swamp/forest and we got skeletal alligators. The woodcutter (and proficient axedwarf) survived with broken right hand, right upper arm and right foot and is in bed now. Two miners with -dog leather armor- held the beasts long enough for the rest of the group to build a wall and moat with a drawbridge.
Walling everyone in is not the best thing to do, but with these monsters outside, no one will leave the safety of this fort until they have at least basic armor and weapons and some training to use them.

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