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Messages - Beeskee

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226
I didn't think he was, but even the most experienced programmer can learn new things.

227
DF Gameplay Questions / Re: Making Hunters Hunt?
« on: August 12, 2010, 05:14:47 pm »
Does the hunter have bolts in their quiver?  If not, make some more bolts, and maybe increase the amount of bolts assigned to the hunter group.

Is the hunter assigned to a burrow which doesn't include the areas the animals are in?  If so, add the outside area to the hunter's burrow, or make a new burrow for them.


If all else fails, try enabling the hunting labor, disabling their other labors, and waiting a bit. It does take them a little while to start hunting.

228
There's a lot of useful programming tips in this thread. Unfortunately there's also a lot of ego stroking and... er  .... measuring contests. :(  (Also a lot of posts don't really contribute at all, like this one.) It would be nice if we could condense the thread down to useful information for Toady to read.

229
It would be cool if all the epic monsters had a randomized Achilles heal that would insta-kill them. It would be especially useful for the unkillable epics.

230
DF Adventure Mode Discussion / Re: Skunk Monster?
« on: August 12, 2010, 04:53:18 pm »
I got a law-giver that was basically a Tauren, once. A bipedal cow. She had a full set of nice clothes as inventory too. She wasn't skinless though. Which, I imagine, would hurt like hell.

231
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 12, 2010, 04:51:02 pm »
I just killed a dragon. And while carrying said dragon corpse I mysteriously started to melt.

What a world, what a world!

232
DF Gameplay Questions / Re: Room designations...
« on: August 12, 2010, 12:28:04 pm »
I think it happens more if the dwarf's bedroom is far away from their working area, so by the time they figure out they are tired, if they would fall asleep before they reached their own bed they go crash in the closest one instead. The biggest problem is when DF tells them a certain bed is closest when in fact it's further away than their own bed.

I've been making lots of little barracks, dorms, and stand-alone beds scattered everywhere but it only helps a little.

234
DF General Discussion / Re: PRINT_MODE poll
« on: August 12, 2010, 11:15:54 am »
Ok, that answers that. :) I thought I just wasn't getting it, or something.  I'll stick with the defaults then. :D

That probably answers your question, too. DF probably doesn't need half a dozen nearly identical video modes, especially if they are a lot of work to maintain.

235
DF General Discussion / Request: Video of Toady playing DF?
« on: August 12, 2010, 11:04:56 am »
Does anyone knows of any videos of Toady playing DF? I would really love to see how the creator of the game plays it. :)  I bet he knows some tricks he isn't telling us hehe.

Is there such a thing?  I know there are a ton of DF videos on Youtube and etc now, but I haven't found any of the creators playing.

236
DF General Discussion / Re: An awesome qutoe I thought I'd share.
« on: August 12, 2010, 10:51:46 am »
How about the internet?  You addicted to that?

I know I am... :P :D

I'm addicted to DF too.

237
DF General Discussion / Re: PRINT_MODE poll
« on: August 12, 2010, 10:41:31 am »
That explains the modes. Now, which one would (should) be the fastest on most modern computers?

Those descriptions are pretty similar to the ones in the init, they are good basic descriptions but everything ends up being basically described as "a little faster than standard" - I don't know if there's a "fastest, best" mode or not. :D

238
You can set a lower population cap in the init too.

There's a lot of ways to kill dwarfs, probably the best way for a lot of them to die is for you to change your mind and want to keep them, that will ensure a grisly death for each and every one.

239
DF General Discussion / Re: PRINT_MODE poll
« on: August 12, 2010, 09:54:21 am »
Yeah I have no idea what any of the modes really do. I end up using whatever the default is for Mayday's pack.

I know you must have put a lot of effort into each mode and it sucks to hear that, but the mode documentation is pretty minimal. I tried each mode way back when and they all seemed about the same.

240
DF Gameplay Questions / Re: Farming makes no sense to me.Could YOU help?
« on: August 11, 2010, 01:22:24 pm »
Make sure underground farms are muddied. Emptying a small pond works well, and you can seal it up and let it refill with rainwater afterwards. Planting in the caverns works well too. Enable the crop you want for each season, and remember the view defaults to the current season when selecting farms.

For size, I've been doing 1x1 farms, I've found that a tiny, ~40 tile total farmland (above and below ground combined) with skilled farmers supports over 100 dwarfs. I keep farming enabled on a bunch of folks to start until I have some high-skill farmers, then I remove the labor on everyone who still sucks at farming. I leave "everyone harvests" enabled though, and periodically check farmer skills and enable the ones who have been gaining skill through harvesting. It's also a good way to see who is idle, if they have free time to harvest they obviously aren't doing anything else. :)

As your farmers gain skill, the batches of plants harvested get larger, but it's planter skill not harvester skill that causes this. You will find that your farmlands "grow with you" as your planters get more skilled, but the more planters you have, the more the skill gains get spread around. In other words, 10 farmers will be legendary in short order, but 100 farmers will not. For a high-population fort with low skill farmers you'll find that you need 100 farmers and 1,000 tiles worth of crops to keep up with the demand, instead of 10 farmers and 100 tiles of crops.

I don't fertilize but that doesn't mean it's a bad option, only that I personally don't need it. Fertilizing can provide a huge boost to crop production though, with minimal work needed and no additional land.

Fallow: like others said leaving a farmland fallow doesn't provide any bonuses or anything, it only leaves that farmland empty for that season. It may be useful to temporarily deactivate a field for a crop that you are overproducing.

Remember you can send herbalists out to gather plants, if you find yourself running unexpectedly short on crops. It may be a good idea to gather plants occasionally even when you don't need them, to train your herbalists up for the time when you DO need them.


.. sorry, I'm apparently channeling Verbose Man.

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