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Messages - El-Ravager

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16
DF Gameplay Questions / Re: Drainage and continuous-flow plumbing.
« on: March 01, 2010, 05:01:20 am »
I know that e.g. for a undergorund river, water is sourced quciker then it can drain thru the map edge, wich can lead to flooding if you do not also have the drain chasm on your map. So yes, if you make your drain wider, it should solve your problem.

17
DF Gameplay Questions / Re: Can't sleep
« on: March 01, 2010, 04:50:39 am »
Fill how whole room with constructed beds? :P

18
DF Gameplay Questions / Re: Difficulty getting Dwarf Fortress to Run
« on: March 01, 2010, 04:47:06 am »
you can try looking into the init.txt (under DF folder/data/init if I am not mistaken) and edit the file to correspond to your screen resolution (I recommend a bit below full screen) and not ask about full screen/window mode. I had it with my old PC that it would not start unless I gave it precise values.

19
I like the upgrade tag idea best.

You could also add a work worder type for this to automate things. Just allow a work worder to say 'replace buildt wooden beds with *wooden beds* or better'

About dwarves managing hteir own rooms: it would be okay, if you could designate rooms without 1st building a piece of furnuture. We would also need a way to stop them from constantly doing small upgrades to their rooms as they become available.

20
The only way to go on is to visit upon those heaten peacenicks what they visited upon you. Only instead of one priest you send the tribe and instead of trying to find converts, you make them convert, or make the rivers run red with their blood. It would be a good time to start a tradition about drinking the blood of your enemies, methinks.

21
DF Dwarf Mode Discussion / Re: Is this normal?
« on: February 26, 2010, 06:23:13 am »
Champion Wrestlers, wich you will ahve after 2 seasons of training normally, usually make short work of most wild animals and other close combat stuff, unless they are vastly outnumbered. Its when the bows come that you will see casulties, thou if you give them shields as well, it will be less. Armor never seems to do much for me agianst arrows.


22
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 26, 2010, 05:39:13 am »
Is it an undergorund farm? in that case it needs to be irrigated before it can be fertilized, even if you buildt it in a sand/soil layer.

23
DF Gameplay Questions / Re: Frightening is not
« on: February 26, 2010, 05:36:07 am »
Indeed. My current fort, wich is in a part calm biome and part good alligned (not sure what level), has had crocodiles appear randomly since year 2, biting bits off my woodcutters. These were definetly not there from the beginning.

24
DF Gameplay Questions / Re: Hi! Just a newbie, lookin' for a bit of help...
« on: February 25, 2010, 09:25:22 am »
yep, if you need something done quick, you got to turn off all other labors for the dwarf who needs to do the doing.

25
DF Gameplay Questions / Re: I need help in this..situation of magma...
« on: February 25, 2010, 09:21:35 am »
Well, if you want to wall it off, it should not be so hard. the inside of the pipe has no up ramps, so creatures cant get out unless they can fly. All you have to do is mine a bit of stone, build a small wall at the south side and a even smaller one to the west (and you also have to dig away a few up ramps in the south, but otherwise the south wall can even face north to south and be buildt out of sight of the magma).

This is acutally much saver then having the pipe be all open and in the middle of some lush forrest of potential flash fire and doom ^^

PS: Can you pelase post the worldgen info for this? Id love to have this start :)

26
DF Dwarf Mode Discussion / Re: Having an issue with some dwarven stupidity
« on: February 24, 2010, 04:06:36 am »
Dwarves will never drink water unless no alcohol is available, so I guess they might really be trapped. Build a up stair or ramp for them (preferably designated in a way in wich they themselves can build it), that might help.

27
DF Gameplay Questions / Re: An accurate reflection of real life
« on: February 24, 2010, 01:55:36 am »
16*16 embark tile with 280 dwarves? What kind of alien super hardware do you use to not make it 1 frame per decade slow?

Otherwise:Yes, moving items to the depot always takes priority over trade. I know because in my current fort evryone is so buisy that he only guy who did the moving was my trader and he only stopped with it when all designated bins were in the depot.

28
DF Suggestions / Re: Sleep on rocks!
« on: February 24, 2010, 01:33:46 am »
What disbelief needs suspending?

I dont contest the existance of Beds not made of wood. I contest the existance of beds made of wood, rock or metal that anyone would want to sleep in without also adding a matress and/or straw at the very least, hence why I say you should need rope reed or somesuch item as well to make beds. And with wood at least the sawdust could be used for cushioning ^^

29
I didnt read it all, but a simple sollution here would be to just list the uses of a given stone when you look at it either as natural stone on the map, or mined rock on the ground. So looking at alunite it would say 'rock', microcline would say 'most awesome of rocks' and hematite would say 'smelt into iron bars' and so on.

30
DF Suggestions / Re: Emergency duty
« on: February 23, 2010, 03:14:07 am »
I think emergency duties should automatically be assigned to everyone who has nothing else to do, and they do something considered an emergency instead of spare time. This might include hunting, or cooking in the case of lack of food, weaponsmithing and armorsmithing when a seige is coming and the soldiers don't have weapons, and brewing (of course).

If this is dine without the player triggering it: baaaaaaad. I can already see the line of untrained hunters rushing out to wrestle the elephants for their delicious meat ^^

If a player can assign emergency status to a job if certan criteria are met thou, I like it. Such criteria could be:
-total food stockpile < number of dwarves = any labour that directly produces food can set to emergency. This would not include cooking because dwarves can eat food raw if they have to, it doenst have to taste good, it has to exist.
-hostiles on map > number of military dwarves*X = military duty can be set to emergency and the soliders will not pause to eat/sleep till they are acutally hungry/fatigued. This does not include wild animals and so on, just real hostiles. Maybe only ambushes, siges and megabeasts count.

Alternatively, instead of setting triggers, you could deter the use emergencies with some sort of downside. A good deterrent could be if any dwarf who was on emergency duty will be on break for at least twice the time afterwards. This way anything could be an emergency, but you cant use the emergency setting to make your dwarves work more all the time.

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