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Messages - ragincajun

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211
Utilities and 3rd Party Applications / Planning Mode and Iso World
« on: January 15, 2016, 01:44:11 pm »
So two questions...I recently watched a few LPs on YouTube and they (like me) were using the LNP.  I saw then using Planning Mode when laying out rooms and then another used the Iso World program.

Question 1: Do you need a manager or something to get Planning Mode to work?  I laid out some beds, one table and chair (for my manager) and had these under construction in the workshop.  They are now sitting in a stockpile with three No Job dwarfs but they will not move the items (all hauling is enabled in Therapist as well).  If not, any idea why they are not moving the items?  I've never had an issue before with Therapist as I've used that forever but this is my first fortess with these two new options.

Question 2: How do you actually OPEN Iso World to view things?  The YT video didn't reference that part and I can't find anything on Google related to that.

212
DF Gameplay Questions / DF Hack Question
« on: January 15, 2016, 12:59:01 pm »
Not sure of the right place to ask this..

I was checking out some YouTube LP's last night and came across one that was using Legends Viewer and IsoWorld.  I've activated those in my LNP and they open up...however nothing appears in IsoWorld.  I'm not sure what to do at this point.  Can anyone point me in the right direction on how to learn how to use this tool?  I did search You Tube but nothing really came up as far as a tutorial on it.

213
DF Gameplay Questions / Re: Retracting bridges
« on: January 15, 2016, 12:55:07 pm »
Thanks Patrick.  So when I place the retracting bridge, were I to do that, I'd actually place it OVER the stairs and then pulling a connected lever would retract it OFF the stairs?  Am I understanding that correctly?

214
DF Gameplay Questions / Retracting bridges
« on: January 15, 2016, 10:05:28 am »
Here's what I'm trying to accomplish...

I have an outdoor embark.  I've dug straight into the earth.  I have a keep going up around my entrance with four access bridges; one per wall.  However a were-iguana just attacked me and he appeared right at the gate so no warning to get to my burrow and close the bridges. 

However, he is engaged with my livestock currently.  What I'm wondering for future use would be a retractable bridge that would cover my entrance stairs.  Is this possible?  I'm not sure where to set up the bridge and where (or how far) it will retract.  The wiki is vague on this point so I'm not sure if this would be a valid use to achieve what I'm hoping for.

215
DF Gameplay Questions / Wall height
« on: January 14, 2016, 06:54:59 pm »
So working on an outdoor keep currently.  Is it still recommended to go three levels high with walls and an outer "floor ledge" on the third level to keep invaders from scaling your walls? 

I'll have a roof on it with a hatch cover over the stairs for flying baddies but want to make sure critters can't crawl in.

216
DF Gameplay Questions / Elevator shaft or something similar
« on: January 14, 2016, 02:53:28 pm »
I'm doing a surface deployment but digging down for quarries.  I can easily enough move my shops periodically to lower floors to accommodate closer stone but I'm wondering if there is a way to move stone UP from lower levels.  I'm thinking some kind of minecart could work but honestly have never worked with anything outside of basic minecarts and dumping DOWN a shaft so no idea how to make a "motorized" version that would be functional going up levels.  Any suggestions or just dwarf power it with wheelbarrows?

217
DF Gameplay Questions / Assigning an Artifact Weapon
« on: January 13, 2016, 05:45:32 pm »
Just wondering what the thought is on giving an Artifact weapon to a member of my militia?

And a secondary question, the artifact made is a honey badger bone short sword.  I'm not sure how it compares to normal swords as I'd typically use steel for an edged weapon.  (The chart I found and use for weapons does not reference bone as a material.)

Is says Sharpness is 500 (5% of Iron); Contact Area is 20000 and Penetration is 4000 if those numbers help any.

218
DF Gameplay Questions / Bloody Vampire
« on: January 11, 2016, 06:05:53 pm »
So my first vampire.  Mwah hahahaha  :o

I think I've gotten the right person picked out.  167 years old (when my oldest besides that is 80).  I've locked him in a room and forbidden the door.  Is there anything else I can/should do?

Oh...and mere moments after locking him away he was elected mayor.  Umm, not going to give him a noble room so what should I do about this?

219
DF Gameplay Questions / Animal Training
« on: January 11, 2016, 05:06:33 pm »
So it appears you only need a kennel for "vermin" type creatures. 

I just bought a crocodile (Tame) from the elven caravan and assigned it to a trainer.  I've also put it in a pen area with a door (to lock JUST IN CASE fun ensues).  But the trainer isn't going near it.  Do I have to do something special for training to occur?  I've never really paid attention in the past when training dogs to become war dogs but then again I am not loathe to let a dog run free around my fortress either.  Do I need to unpen the gator?

220
DF Gameplay Questions / Ocean Fishing
« on: January 11, 2016, 04:01:45 pm »
Can you catch fish in the ocean?  I'm on a shore based fortress and they are fishing inland ponds with no success.  I wonder if the ocean is more replenishable.

221
DF General Discussion / Fishing
« on: January 10, 2016, 03:53:38 pm »
Is fishing still broken (I seen to recall fish did not replenish in past versions.)

If it's fixed, Do fishermen require anything particular besides the Fishery workshop?  I've never used it before but "free food" would be nice.

222
DF Gameplay Questions / Re: Help I screwed something up
« on: January 08, 2016, 08:31:24 pm »
Probably -- recent versions of Dwarf Fortress have cool things like an option to automatically dig ores/gems similar to the dfhack 'digv' command, but it's easy to get it turned on accidentally.  While in mining [d]esignate mode, look at the lower-right corner of your screen and check the options there:



You may have inadvertently tapped [a] and changed it to "Automining Ore/Gems" -- if so, just tap [a] again until it reads "Designating All".

If you haven't noticed it yet you can also use +/- keys to change Priority level for mining jobs, which is super useful at times.

--nomad_delta
Thanks..I'll check that.  I had not seen that before.

223
DF Gameplay Questions / Help I screwed something up
« on: January 08, 2016, 07:32:42 pm »
So I've been working on my current fortress with no major problems (outside the were antelope that shafted the caravan).  Anyway, here in the last couple of minutes I hit something (I guess) that screwed up my mining.  I've never had this happen before so no clue how to fix it.

Typically when I carve out an area to mine, the entire area shows up in brown icons for each section.  Now, however, it's showing up in Green and it's mimicing the "dig vein" hot key.  Only the first row shows up but they started digging out well outside my set parameters (which are NOT showing up now) but staying within the rock type that I keyed in the first row of stone.

Any idea what I hit or how to fix it?

224
DF Gameplay Questions / Re: How to bury the caravan members?
« on: January 07, 2016, 11:49:05 am »
Nevermind.  I turned off "Tomb" and just used as burial place and that did it. 

225
DF Gameplay Questions / How to bury the caravan members?
« on: January 07, 2016, 11:42:46 am »
So my caravan was departing and a were-antelope showed up and cleaned house.  Luckily he turned back after killing them and saved my fortress..lol.  How do I bury the caravan members (or can I)?  Miasma is bad in the hallway needless to say.  I've got coffins placed and turned on for burial but don't see the caravan people to assign to a tomb.

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