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Messages - Beeskee

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346
DF Dwarf Mode Discussion / Re: Whats your favorite embark biome?
« on: July 07, 2010, 01:41:54 pm »
Glad to see I'm not the only hippy half-elf. Actually I like deforestation rather than actual forests, but you kinda need forests to deforest in the first place. :D

I tried a good forest recently. All my dwarfs are now eating Unicorn Roasts. So that's awesome.  I'd like to see snow in winter though so I may try a more northerly area next time.

347
DF General Discussion / Re: OMG he does love us
« on: July 07, 2010, 01:22:23 pm »
Arse nal dwarf would have worked better if there hadn't been bugs too. Like deleted ammunition groups locking up the ammo so it can never be used again.

348
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: July 07, 2010, 01:16:28 pm »
After reading the latest notes, now I'm REALLY looking forward to the next version. I mean REALLY. On a completely unrelated note, my "weekend" is tomorrow. HINT HINT. :D

Edit: Will 09 "release" the ammo that was "locked" due to a deleted ammo group in the military ammo screen?

349
The flashing blue isn't as bad as the flashing green and red, but yeah I'd like to see hot stone and damp stone warnings stay solid instead of flashing too.

350
Agreed, the super omg flashing gives me a headache. :(

When I first saw the depot access display I thought, "Wow, this is going to give someone a seizure."

351
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 06, 2010, 02:35:58 am »
I embarked on a good area recently, and let me tell you I am LOVING the unicorn foods. :D

Hrm... I think I will outfit my dwarfs in unicorn leather.

Nothing quite like slaughtering masses of unicorns, hehe.

352
DF Dwarf Mode Discussion / Re: How to get hunters to hunt: Tested
« on: July 06, 2010, 02:13:41 am »
I have a few dozen stacks of unusable iron bolts that disagree with you. :D  They are in a stockpile with no bins but I cannot assign them to a bolt group in the military hunter ammo screen. They were previously part of a bolt group that I deleted. I can't get the copper bolts I bought from a caravan to be assigned either.

And yeah I forgot to mention to make an ammo stockpile with no bins. For others: If you have your ammo in bins already, make a new ammo stockpile, set bins to 0 (with "C" I think) and set it to take from the existing stockpile.

How to break your bolts: Create a bolt group for them, let the arsenal dwarf fulfill it, then delete the bolt group. Watch them be unusable ever again.

353
DF Dwarf Mode Discussion / How to get hunters to hunt: Tested
« on: July 06, 2010, 12:42:44 am »
I tested it in 31-08, to get arsenal dwarfs to assign bolts and hunters to equip bolts:

Have a hunter with the skill enabled. Arsenal dwarf will not assign bolts to a group without a hunter with the skill turned on.

Create a bolt group or two in military ammo screen for hunters - m - f. NEVER delete the bolt groups. If you delete it, the bolts get "locked up" and will never be reassigned. The arsenal dwarf will refill bolt groups as new bolts are made.

Turn on forbid used ammo or else your bolt groups will get filled with recycled single bolts, and your hunters will go out hunting with 2 bolts.

Hunters seem to ignore the bolt group stack sizes after they get refilled a few times. I had it set to 100 but they would only pick up one stack at a time most of the time, though they had 100 bolts at a time before.

The hunter should have a quiver and a crossbow. Once the bolt groups are filled (bolts will be listed in the rightmost panel) - pause and disable the hunting labor on your hunter, then unpause briefly, once the hunter is heading to the weapon stockpile to drop off their weapon, pause again and re-enable hunting. The hunter should drop their crossbow off in the weapon stockpile, pick it back up again, and then go get some bolts and go hunting. Each time they run out of ammo, repeat this last step.


Bolts purchased from a caravan, and bolts that belonged to a deleted bolt group, will never be reassigned by the arsenal dwarf. Consider them useless for hunting.


I tested this carefully but may have missed a step, let me know if this doesn't work for you.

354
When building ("b") furniture, "x" will show the extended list of items if your artifact is not showing up in the condensed list. Usually they show up all on their own though, with whatever name they were given. For example, when building armor stands where you have an artifact one, you'll see "mudstone armor stand" and "Erkuzthukzukl the Menacing Badger" or whatever. :)

Things like earrings can't be built directly but you can add the display case mod, or use a custom stockpile set to accept only artifact items.

355
DF Announcements / Re: Dwarf Fortress 0.31.08 Released
« on: July 05, 2010, 06:19:52 pm »
Looking forward to the next release. :)

356
DF General Discussion / Re: Architectural Styles
« on: July 05, 2010, 11:09:30 am »
Spoiler: Pic (click to show/hide)

I improved my spiral design a bit.

I usually have an extensive above ground fort to go along with the underground part.

357
DF Suggestions / Re: Suggestion: Time limits on players!
« on: July 05, 2010, 08:51:51 am »
My partner downloaded DF several months ago and now when he plays it's like I don't exist. I feel like a World of Warcraft widow! I've tried repeatedly deleting his init/ directory, but he doesn't seem to get annoyed enough to stop playing. Any chance you could put a time limit on how long the game can be played at a time? Please? Kind of desperate here!

Play DF with him! :D Mention that you would like to play a succession fort with him.

358
DF Dwarf Mode Discussion / Re: "Benny Hill" fix?
« on: July 05, 2010, 08:14:40 am »
Not if the problem is in pathfinding. :D

I was regularly slaughtering unicorns with a single hunter before.

359
DF Dwarf Mode Discussion / Re: "Benny Hill" fix?
« on: July 05, 2010, 07:38:12 am »
I was ordering them to move.

I'm seeing this happening now in hunting too, I think it is a bug in pathfinding that happens when there are more units on the map. If the hunter's prey runs out of range, the hunter flips out and absolutely HAS to pathfind to whatever spot he was going to, even if the prey ran in the opposite direction and is now on the other side of the map. Usually by the time the hunter realizes what is going on, the prey has left the map, taking a dozen stuck-in bolts with them. I haven't been able to kill a damn thing in over a year, with 5 hunters.

The bug seems to happen when there are more dwarfs. I noticed other bugs in pathfinding too with more dwarfs, my dwarfs USED to sleep in their assigned beds but now they sleep wherever they can, usually in the first available bed or sometimes on the open ground. I'm on a 2x2 embark so distance should not be a problem.

360
DF General Discussion / Re: Architectural Styles
« on: July 04, 2010, 07:02:03 pm »
I was doing a central staircase thing, I'm trying a spiral ramp one now.

Rotate 90 degrees anti-clockwise for each level down. (And clockwise for up :) )


The cluster of connected rooms are meant to be workshop/stockpile rooms and bedrooms for the dwarfs who work there. Though I could dig out the whole kit and kaboodle for a huge L-shaped dining hall or whatever.

The designated rooms are bedrooms. They can be dug smaller - split the rooms in half - or larger - knock out some dividing walls.

The room on the right connects to the workshop room above it.


The ramp chamber could be larger. I was kinda winging it when I designed this.
It's fairly fast to go down since they move along the inside of the spiral. Which is an excellent spot for traps.





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