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Messages - Aachen

Pages: 1 ... 14 15 [16] 17 18 ... 33
226
Sieges will block the arrival of caravans.

227
DF General Discussion / Re: Abandon the fort
« on: July 08, 2011, 04:09:00 pm »
Everyone starves or flees.

Things get jumbled about.

228
DF Dwarf Mode Discussion / Re: Dwarf pop questions.
« on: July 08, 2011, 03:56:36 pm »
Set your population cap to zero. You'll get two or so waves, which should leave you at under twenty immigrants (including the first seven). The d_init settings for children explains what the fields all relate to, but

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This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.

BABY_CHILD_CAP:100:22 would give you an absolute cap of one-hundred children, and at most twenty-two percent of the adult population, for example.

229
DF Gameplay Questions / Re: WHAT THE HELL'S GOING ON HERE?
« on: July 08, 2011, 02:39:59 pm »
It does look rather a lot like the total-necrosis syndrome I'm dealing with in my fort.

Have you got yr. hospital set up?

Have you checked his inventory? Is there a "forgotten beast extract" covering?

230
O, are there .... applications .... for this artifact as relates to Justice?

231
.... and I give him a choice of gold aluminum steel iron copper billion bronze platinum and HE MAKES AN ALUMINUM MACE ....

Well, you did give him a choice.

Still, most unfortunate.

232
Dear dwarves:

You know there's a terrifying necrotic disease going around the fort. You know that it came from that horrible, horrible chickadee monster — the doctors have their observations. You know that there are pools of extract around. Why can't you put it all together and

a) avoid the damned puddles
b) clean up the damned puddles
c) be quicker with the damned surgery!

I'm surprised there's anything left of any of your feet!

This is almost too horrifying to bear. And, c'mon, doctors .... get your colleagues on their feet first. The farmers and children can wait!

233
DF Suggestions / Re: Scapegoats or "Designated Whipping boys"
« on: July 08, 2011, 12:26:11 am »
O, my, where've the Philosophers gone?

234
DF Dwarf Mode Discussion / Re: Idleland
« on: July 08, 2011, 12:18:15 am »
During standard alerts, I'll have a variable five-fifteen percent of the population at idle. I mass-designate items to be dumped, though, to keep a lot of inconsistently-busy dwarves moving. It's usually easy to find a lot of something that needs to go somewhere, in my experience.

A great way to generate hauling jobs, at least, is to narrow stockpiles from general to more specific. I am very stringent with population limits — I prefer to have some infrastructure in place before the waves of unemployed arrive.

It probably depends a lot on how one prefers to allocate labors, though. I have few dedicated haulers; instead, I tend to assign a few (three-five) of the hauling categories to a dwarf, which are generally related to the field it works in. "Item" usually means less otherwise, as it is a broad category. Food, too, since I want food to get where it's going before it spoils. Burial is left for the some of the medics. Refuse is for the chronically idle. Idling becomes more of an issue when an alert is triggered, as the restriction usually means whole industries are outside the permitted burrow.

Masonry. If nothing else, block fabrication can keep quite a few of the rotters busy.

235
DF Dwarf Mode Discussion / Re: Cant train animals
« on: July 07, 2011, 11:59:35 pm »
Pets certainly won't be trained.

Have you got the animals caged or pastured? I tend to cage puppies and let adults back out when I need some trained. If they're pastured, it may be that the dogs are claimed by a "pen/pasture animal" job.

Did you try tearing down and rebuilding the kennels?

Is this a vanilla or modded install?


236
DF Dwarf Mode Discussion / Re: Dwarven Dominoes
« on: July 07, 2011, 09:10:30 pm »
NEED MOAR PITCHBLENDE

237
DF Gameplay Questions / Re: Forgotten Beast extract
« on: July 07, 2011, 04:56:30 pm »
Seems unlikely, from my experience.

You could dupe the save, abandon, and scan legends to see what the FB population looks like.

Otherwise, I'm not sure if every forgotten beast has an extract attached to it.

238
DF Suggestions / Re: Let us end this conflict.
« on: July 03, 2011, 07:38:50 pm »
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The reason why Goblins currently just war with you endlessly is to keep the game interesting for now

[cough]they already send diplomats and offer peace[/cough]

[cough] [BABYSNATCHER] [cough]

239
DF Suggestions / Re: Growable Penicillin
« on: July 03, 2011, 07:36:12 pm »
Mainly either a crop or possibly collectable fungus (to make it more FUN) that could be used to treat infections would be a good idea.

So, basically, penicillin with a palette-swap? :)

I expect some changes in medicine. Even if some of those nagging, chronic injuries would ever heal, and dwarves got rechecks (a sliding scale, like the bookkeeper has, would be excellent), most infection woes would be gone. Urist Bloodpoisoning may need to get cleaned thirty bloody times before they finally work the pus out, but it's better than an unending infection. And creating a cave-in room or something just to generate new diagnosis requests .... meh, I guess I'd rather let 'em be.

Given the inclusion of syndromes, though, some sort of medicine/pharmacology is merited.

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Penicillin is too closely related with our world and herbal medicine is a cliche found in an unfortunate amount of games.
A cliche is something that's impact has diminished after overexposure. Herbal medicine in real life and fiction, being older than dirt, can't really be called a cliche any more than having beds and chairs can be a cliche.

Exactly.  Isn't steel rather closely related with our world? The existence of humankind?!

Herbal medicine was medicine, as it relates to the setting. Pfizer, however, is not fourteenth/fifteenth century.

240
DF Suggestions / Re: Make Dwarf Therapist obsolete!
« on: July 03, 2011, 07:27:59 pm »
Colossal waste of time?! A video game? Noooooo. :P

I'm not saying that stand-alone play is more elite than third-party assistance.

All I'm saying is that I've been able to accomplish whatever I set out to do. Without 'em. So, no, it's not unplayable stand-alone.

Why not prebundle macros set to designate particular fortress designs (or whatever else they're used for; I've not even used those all that much)?

I rarely have to modify labors on any massive scale, anyway, so that may be why I don't see the value. The worst I've had to deal with was drafting a lot into surgery lately (augh necrotic-gas FBs!), and that took me ... five minutes? I guess a good memory goes a long ways.

Also, when viewing a dwarf and looking at its labor preferences, doesn't SHIFT+Enter or somesuch en-/disable a whole tree?

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