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Messages - JT

Pages: 1 ... 15 16 [17] 18 19 ... 65
241
DF Gameplay Questions / Re: Suspended road
« on: February 21, 2007, 10:40:00 am »
If the road has been suspended, hit [T] to view the "Tasks" on the road, then hit to toggle its suspension state or hit [X] to slate it for deletion.

242
Hit ESC and there's an Export BMP option.  Bear in mind that the image is 50 MB uncompressed, so you'll want to convert it to a 16-colour PNG, preferably.

243
DF Gameplay Questions / Re: Starting equipment
« on: February 14, 2007, 09:45:00 am »
"Inconceivable!" --Vizzini


Couldn't waste an opportunity like that. =)


244
DF Gameplay Questions / Re: Starting equipment
« on: February 13, 2007, 12:08:00 am »
Yeah, I have no idea where I got the idea from.  I tend to use a fairly basic Proficient Miner / Proficient Miner / Mason-Architect / Carpenter / Farmer-Woodcutter / Farmer-Fisher / Farmer-Trapper setup, so it's not like I play around with it a lot, but I could swear at one point or another in the very early days, I got a military Marksdwarf.

Maybe I drank too much caffeine that day. ;-)


245
DF Gameplay Questions / Re: Starting equipment
« on: February 12, 2007, 06:59:00 pm »
Hm.  Testing this doesn't seem to do anything.

I suppose it's possible I mistook the Trapper/Ambusher reward as a Marksdwarf reward a long time ago.  Like I said, I didn't test this any time recently. ;-)


246
DF Gameplay Questions / Re: Starting equipment
« on: February 12, 2007, 06:14:00 pm »
Armor User gives you a set of iron chain armour, I believe.  Any form of weapon skill will give you that weapon if it is the highest skill of the dwarf (the dwarf will arrive as a military unit).  There may be others, and the behaviour might have changed (I haven't tested it for a long time).


As for Woodcutters and Carpenters, you do indeed only start with two axes based on the standard "Prepare for the journey" system.  However, all Carpenter immigrants to your fortress will come with iron axes.


247
DF Gameplay Questions / Re: how to deal with trade caravans ?
« on: February 11, 2007, 12:19:00 pm »
I've never had any problems with linking two gates to one lever, provided I've sealed off any potential danger by using additional channels in key locations as flood-preventive measures.

Of course, you only save one mechanism anyway, so it doesn't matter.  It's more a matter of preference.

[ February 11, 2007: Message edited by: JT ]


248
DF Gameplay Questions / Re: More little problems in Akrulbudam
« on: February 08, 2007, 02:50:00 am »
Two words: kitten meat.

Dwarves should open restaurants. ;-)

[edit]

If you're having trouble controlling the population, just kill off all of the non-pet females.  If you get a lot of immigrants with pets, this can be difficult, of course, because the kittens will stack up faster than you can mow them down.

I wonder if Toady is going to implement occasional angry thoughts over pet cats becoming pregnant and having kittens.

"Your cat violated Fluffles!  This means war!"

[ February 08, 2007: Message edited by: JT ]


249
DF Gameplay Questions / Re: Place Yer Bets...
« on: February 08, 2007, 02:36:00 am »
I don't think "Grower" is a possibility for possession, so it probably defaulted to Craftsmanship.  I had a farmer get possessed by a fey and he turned into a legendary craftsdwarf right away.

That sure cleaned up the stone supplies around my fort, let me tell you...

[ February 08, 2007: Message edited by: JT ]


250
DF Gameplay Questions / Re: meat going rotten
« on: November 23, 2007, 06:49:00 pm »
I'm pretty sure that people who are seeing "xfoodx", "XfoodX", and "XXfoodXX" are actually being subject to vermin, not to people trampling the food, but I'm not absolutely certain.

251
DF Gameplay Questions / Re: meat going rotten
« on: November 22, 2007, 08:10:00 pm »
Deer chunks are some of the garbage produced as a result of butchering.  Every animal produces the following when butchered:

1 skull
1 skin
[fat] fat
[size] bones
[size] chunks
[size] meat

...unless expressly specified otherwise in the raw data files.


252
DF Gameplay Questions / Re: A good but bad problem to have
« on: February 07, 2007, 02:32:00 am »
I think what needs to be done is to have the game recognise that certain expendable masterpieces are only masterpieces if they are actually used.  If I were a master chef and my greatest meal ever was eaten, I would be ecstatic, not upset.  Likewise, I'm sure a master fletcher would be swimming with delight if he heard his arrows were being used to slaughter enemies of his nation.

253
DF Gameplay Questions / Re: Newbie question
« on: February 07, 2007, 02:24:00 am »
The big clincher for me is that I have a door fetish (I've never dug too deep, but when I do I imagine they'll have a field day), and when I dig out an area that borders on actively-flooding terrain where I haven't been able to erect a bridge, I set the door to be forbidden to prevent any fisherdwarves or anyone else from being stupid enough to go out there for a drink.

Sometimes when I want to expand my floodplains for some serious cave plant and tower-cap quantities, I wind up completely forgetting about the forbidden door, and wonder why my miners have gone idle when there's still a huge tract of designated land waiting for discombobulation.


254
DF Gameplay Questions / Re: Effects of detailing on item quality
« on: February 07, 2007, 02:06:00 am »
Hm.  This sounds like an idea for some feature requests.

Sounds to me like a catapult should cause a "shockwave" effect, knocking people down within a 3x3 or even 5x5 square (kinda iffy on that one) around an impact site.  Anyone caught in the impact zone could also be flung away, suffering minor crushing wounds.  The landing catapult bolt should also tumble and roll for a significant distance before coming to a halt.  Anyone directly hit by a catapult boulder should be crushed outright, and a tumbling boulder should fling victims out of the way with serious injuries.


Realistically speaking, catapults are siege weapons, intended to destroy siege equipment.  Thus, they'll probably become more useful as sieges get better equipment and better tactics (so they could try to launch boulders at the mountainside to bust it down, would bring miner/sapper teams to mine into the mountain, bridge moats, etc.).

Along those lines, it'd be nice if we could issue "move" orders to catapults and ballistae and assign them destinations, where multiple dwarves would then cooperate to move the engine to the destination, kinda like a pulled wagon!


Sounds like some good detail to add into Bloat 117.


255
DF Gameplay Questions / Re: Taking a year long vacation from farming?
« on: February 07, 2007, 02:11:00 am »
Beer specifically, or alcohol in general?  You need a still workshop to produce alcohol.  Beer is made out of cave wheat, so you'll have to bring cave wheat seeds along with you when you start a fortress, and you'll probably have to wait until the second or third year before you can get any sizeable crops of wheat going, given that your first year will probably be spent with plump helmets to survive the winter.

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