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Messages - ragincajun

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196
DF Gameplay Questions / Re: World Gen: Greedy Necros
« on: January 21, 2016, 09:09:14 am »
maybe it's the goblins then.  All I know is the tile sets show purple and in the formative years of world gen I see a fortress/tower go up and then the purple spreads out along the major rivers

197
DF Gameplay Questions / Re: Rivers and migrants (caravans too)
« on: January 20, 2016, 09:45:52 pm »
It's about 16 tiles wide.  Big sucker.

What I'm going to do is dig an access tunnel from my main floor underground and then stair up to the surface.  I'm going to build a guard tower (three story) with a cat in a pen on the second floor with fortifications as an early warning system.  I will have a drawbridge to seal the door with a lever in the fortress and keep in closed all the time until migrants come in; then I can open it for them.  They appear to not move until they have a path so shouldn't be an issue to crush them so no worries there.  I got my first caravan that came in on my zone so I won't worry about a bridge/road combo until I see they come in from the other side. 

198
DF Gameplay Questions / Rivers and migrants (caravans too)
« on: January 20, 2016, 05:56:21 pm »
Sooooo.... I have a large river on my embark on both sides of my embark point that keeps me secluded from the east and west edge of the map.  There is access from the north and south however.  I had my first migrant wave appear...on the east side and they are not moving.  Of course I think this is due to no route to the fortress.  BUT...when I try to build a bridge the seven squares don't even reach halfway across the river.

How do I make the fortress accessible to the migrants and caravan when they are dumb enough to not use the north/south passages but not expose my fortress unnecessarily to the forces of evil that may come from the east/west?

199
DF General Discussion / Yes, dwarves ARE stupid
« on: January 20, 2016, 03:55:50 pm »
So, I'm on a new embark on a river...and they decide to stop right on top of the frozen river...in early spring.  so it's a scramble to move everything OFF the ice before it thaws and I lose everything. 

200
DF Gameplay Questions / World Gen: Greedy Necros
« on: January 20, 2016, 02:09:59 pm »
Is it just me or does it seem the Necromancer Towers and evil areas ALWAYs take up the nice big river zones?

201
DF Gameplay Questions / Re: I am a Very Inexperienced Player
« on: January 19, 2016, 04:40:02 pm »
I too got on the LNP early and love it.  You don't have to use all the Hack items although Therapist is HUGE (to me) in keeping tabs and making things work.  Without that I don't know what I'd do.   I don't use much of the other stuff but I did finally learn Auto-Labor where I could set workflow constraints to lessen the micromanagement. 

202
Just a piggyback question since it applies, just to a different area...I've seen the posts and breakdowns for metal types for weapons as noted above...but I haven't really seen a similar breakdown to armor.  Same breakdown of good to bad for armor?

203
DF Gameplay Questions / Re: I am a Very Inexperienced Player
« on: January 19, 2016, 01:22:09 pm »
I literally went years, and probably a dozen attempts to start playing this before I sort of got it.  And even now I feel I only truly get about 10% of the game.  It's very detailed.  The tutorials help.  Watch some Let's Play's as well and you can see how they get their setups going to give you some ideas.  I've found two recently that both game me some ideas on how/where to improve that I have recently begun using or will soon.

With the LNP use their current version.  He will update it when it's stable for the new release.  I was watching an LP yesterday that had updated to the new version and the caravan just disappeared from his depot.  Typical to have a few bugs on the new releases.  The LNP will lag behind for sure but you know what is pushed out there is stable.  Just means waiting a little longer for that library or the vampire bard in your tavern.

204
DF Gameplay Questions / Re: DF Hack Question
« on: January 17, 2016, 09:38:42 am »
I believe you should export the maps from your game first, in the legend mode there are some export options, make sure you export the xml, and some maps like villages, biomes, and others (export all if you have doubt).
This appears to be the issue.  Looks like I have to abandon the fortress or do so after making a copy of the save game.  Then export stuff which I'm not sure where to do that.  Still on the hunt but I've moved this to the backburner.  Interesting but like everything else in DF...definitely not easy.

205
DF Gameplay Questions / Re: Magma Forge
« on: January 16, 2016, 02:09:03 pm »
Build constructed stairs to descend to right above the magma pool, then construct some pathways for your dwarves to build the magma forges on.

http://dwarffortresswiki.org/index.php/DF2014:Construction

So I can build a floor out over the magma pool?  Cool.  Assuming I have to use magma safe rock to build the flooring?

206
DF Gameplay Questions / Magma Forge
« on: January 16, 2016, 01:44:02 pm »
I found a magma pool...however the magma level is about 8-9 z-levels below the next "solid" floor.  So when I channel above it I get no heat for forges and smelters.  I know it needs to be just one z-level above the pool...is this just a lost magma source (barring tunneling in from the side)?

207
DF Gameplay Questions / Re: Stockpile usage
« on: January 15, 2016, 03:58:08 pm »
Whether to link stockpiles or not is a matter of play style.
In your case it sounds you want your mason to realize he should haul stone to the stockpile and then draw from it, but that's not how it works. Hauling stones to stockpiles is a hauling job that's separate from the mason one (hauling a stone to the mason's workshop from either a stockpile or wherever they happen to be is a mason job, however).
If you link the stone stockpile to the mason's workshop it IS out of stone when the stockpile is empty, and the mason takes some other available job (which MIGHT be to haul a stone to the stockpile, but probably something else). If you've got loads of haulers that ensure the stockpile is stocked, linking is great, but if you're short of haulers that can cause production to stall whenever the haulers fail to keep up with demands.
If you don't link the stockpile to the workshop the mason MIGHT get the next stone to process from the stockpile, but he can just as well haul a recently dug stone from across the map. The production rate is lower, but the risk of production stalling is rather small (for stone; wood hauled from outside would stall immediately when you apply a civilian alert to keep your civvies from running out into the goblin siege).
But if I don't link the stockpile, and just use it to have a "close source" of stone shouldn't they still go self-gather stone if haulers are not able to keep pace?  Or should I not set up stockpiles like this until after a migrant wave or two.  And in the early going everyone has to haul (with exception of miner's maybe).  I do disable hauling on my core craftsmen after I get some migrants to replace them. 

208
DF Gameplay Questions / Re: DF Hack Question
« on: January 15, 2016, 03:43:29 pm »
I'm not sure about IsoWorld, but there is a dedicated thread for DFHack, which is probably a better place to ask: DHack
Thanks Telgin. 

209
DF Gameplay Questions / Stockpile usage
« on: January 15, 2016, 02:25:57 pm »
So watching You Tube LP's is upsetting me because I can't get my game to mimic theirs..lol.

I have a workshop (say a mason) with a stone stockpile set up around it in a 5x5 room...
sssssss
swwws
swwws
swwws
sssssss

Pretty simple.  I don't change ANYTHING on the stockpile (just like in the YT LPs).  In the videos the workshop dwarf pulls from the stockpile with no problem.  In mine...he acts like he's out of stone when I've got tons of stone...just not moved to the SP yet.  What gives?

210
DF Gameplay Questions / Re: Retracting bridges
« on: January 15, 2016, 02:08:49 pm »
I recently built this exact same thing over my downstairs but I think building destroyers will destroy them while they are down.

I'd recommend you build something like this:

O     O
 >>>
O     O

> are your downstairs, O are walls

And inbetween the walls make raising bridges which will become walls when raised. Also, make a roof for it. Hook all the bridges to the same lever.
I had something similar but around my entire keep...but I could do the same right around the stairs with a second lever controlling just that one. 

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