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Messages - andrewas

Pages: 1 ... 8 9 [10] 11
136
DF Dwarf Mode Discussion / Re: I need help with the new version
« on: April 03, 2010, 10:09:54 am »
No. To much has changed between versions. Once dfhack is properly updated to the new version, it may be possible to convert some aspects of the game, but it would be a lot of work and it may be some time before enough of the new game is understood to make it possible.

On the plus side, this should be the last save compatibility break for a long time, this release took so long because Toady tried to include every feature that would require such a break, rather than have to break compatability every few months.

137
DF Gameplay Questions / Re: Generating a world with less z levels
« on: April 03, 2010, 09:10:14 am »
Data/init/worldgen.txt. Id start by playing with the 'levels above X' lines.

138
DF Gameplay Questions / Re: Arsenal Dwarf Non Existant?
« on: April 03, 2010, 08:02:27 am »
Ah, thank you very kindly, I have not seen any mention of that limit.  I'll see what happend when I hit 20 dorfs then.  Does that mean that equipping your military dorfs with any items is impossible before you get 20 dorfs?  Because that kinda really sucks!

The wiki already has some information on this. Look for the 'DF2010:military guide' page.  Supposedly, they will pick up what they need until your population grows enough to get an arsenal dwarf. Its only after that that they need to go through proper channels.

139
DF Gameplay Questions / Re: Arsenal Dwarf Non Existant?
« on: April 03, 2010, 06:47:52 am »
Theres a population requirement of 20.

140
Yes, Dwarfs are stupid. There's almost always a reason for what they do though, once you know the game well enough to spot it.

Anyway, hit 'D' and you will see space where wagons can route from your depot and red where they cannot. There needs to be a three tile path for wagons to get in, of which only the center tile will appear green. I haven't checked whether they can go through farmland but that may well be your problem.

As for why they havent removed the depot, IIRC a depot built from wood will require carpentry to remove, so if your carpenter is otherwise occupied enable that labor on another dwarf or wait for him to get around to it.

141
I've seen them shoot masterpiece ammo in training. Caused quite a problem when I gave up on ammo reuse and chasm'd the lot.

142
DF General Discussion / Re: 2D wiki?
« on: March 27, 2010, 08:45:38 pm »
The google caches of www.dwarfortresswiki.net now contain redirects to magmawiki.com

Wayback Machine appears to have it tough. http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page.

143
DF Gameplay Questions / Re: How many frames are in a year?
« on: March 27, 2010, 07:53:34 pm »
According to the wiki, there are 1200 frames per day. 28 days per month and 12 months to the year, so 403,200 frames to the year.

144
DF Dwarf Mode Discussion / Re: Marksdwarf does not want to shoot
« on: March 27, 2010, 07:47:07 am »
Check his inventory for anything in his hands. Odds are he acquired a piece of armor from his opponent at some point. Also, if he is carrying metal ammo he may not have room to pick up wood/bone training ammo.

145
To the military with them. Or at least into the gym, becoming legendary pump operators. Build a pump each or turn off pump operating once they hit the target skill level, otherwise the ones who got off to a slow start will never catch up. Legendary operators can man a pump all day. The attribute bonuses will make them better as haulers even if they never see any actual military training.

If its a really big fort, or I have major expansion coming up, or I need to replace losses, I might train one or two as a legendary engraver or miner or mason. Again, you have to turn off the relevant labors for existing legendaries so that the rookie gets a chance to work, and with miners you need to be careful not to send a rookie through valuable minerals - in the worst case, they can annihilate a small gem cluster and not produce any gems from it.


146
DF Dwarf Mode Discussion / Re: Most Illogical, Captain
« on: March 21, 2010, 03:38:50 pm »
You let your dwarves clean?

Not since the death of the !!McMiner!! brothers, no.

147
DF Dwarf Mode Discussion / Re: Most Illogical, Captain
« on: March 21, 2010, 11:50:01 am »
The worst Ive seen recently was a pair of legendary of legendary miners who decided to clean inside a new channel. Me, I would think that cleaning a magma channel in the process of filling is a bad idea, but dorfs are ... different.

148
DF Dwarf Mode Discussion / Re: Will I Ever Get Attacked?
« on: March 15, 2010, 11:47:28 am »
Your fort is pretty much doomed to boredom. Pick a megaproject, play with the magma, or start a new one. I don't think there's any way to induce a siege with no civs in the area.

As for difficulty, I think its intended to be more fun in general which implies more chances for the player to make it difficult. The medical stuff should make it easier if anything, since wounds can now be treated and amputations will heal over rather than leave the victim stuck in bed forever.

149
The links on the main page are to 40d. For recent mayday tiles, you need to be using a more recent version - you can find links to 40d19 in the general discussion forum. Tweak will not work with this version but it should be save-compatible with 40d - mind you, so should the version included with the mayday download.

Failing that, you can download version 16 of the mayday tiles which work with 40d.

150
DF Gameplay Questions / Re: Drained flow question
« on: March 10, 2010, 03:04:00 pm »
Is the water in the tunnel actually flowing, or has it stabilized at 7/7? If its stabilized, then either power the pumps by hand to get things moving, or build a perpetual motion powerplant and run the stack from that.

Or perhaps designate the tunnel as a water source, downstream of the wheel, and designate a pond for them to fill, it might be enough to kick things into motion.

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