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Messages - Xilequith

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DF Gameplay Questions / Re: Refuse full of teeth
« on: January 02, 2013, 09:12:23 pm »
Also, they can impregnate over any distance. You can have the male shoved into the deepest, darkest hole your fortress can get and it will still produce offspring in the females on the surface (won't work if either of them are in cages, though). Just remember that they still need grass to eat :P

Oh sweet!  I was thinking of separating different livestock into different pastures and separating them with fences or something like that -- proper livestock management.  So I can just give the bull his own little pasture, maybe 5x5?

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DF Gameplay Questions / Re: Refuse full of teeth
« on: January 02, 2013, 07:33:11 pm »
If they're in an open-air refuse stockpile they should vanish eventually. If you need to clear up space right now, you can deactivate the current garbage dump (if any), set up a new one right next to the pile and order all the teeth to be dumped. I'm not sure if they'll still rot away there or not.

Perfect!  It is exposed to open-air, but I even have another non-butchery refuse pile outside my fort and I can just move them there.

...a single male [cattle] can impregnate infinite amounts of females

lol.  Sounds like a plan, then.  I've been trying to figure out what to do about a meat industry as is.  Now I have a proper excuse to slaughter livestock -- I've pretty much been waiting to figure out how many I need for sustainability.

Thanks =D

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DF Gameplay Questions / Re: Refuse full of teeth
« on: January 02, 2013, 02:12:40 pm »
If they're just several single "cow tooth", not stacks of "cow tooth (7)", they're unusable and there is no way to re-stack them.

Damn, they are just single "cow tooth"s.  Do I have to incinerate them, or something?  Will they ever rot to nothingness or disappear somehow?

how did you get so many cow teeth? My guess is a fight in which a cow got hit in the mouth - those arn't useable for crafts I think

I have no idea.  I did once notice that some message screen was full of messages that animals were fighting, but I never looked into it.  Right now I have all animals in one communal pasture.  Could they be fighting with each other?  At some point I am planning on figuring out livestock management, but haven't cared enough yet.

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DF Gameplay Questions / Refuse full of teeth
« on: January 01, 2013, 06:01:22 pm »
My refuse pile is full of cow teeth.  But when I queue the "Make ivory/tooth crafts" job I get announcements that they need unrotten ivory/tooth body parts.  I looked over the stuff in my pile and I don't see any indication of rottenness, and my pile is "outside", "light", and "above ground".  Does anyone know what might be going on?  I assume I just don't understand something about refuse.

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DF Gameplay Questions / Re: Removing up stairs from below
« on: December 27, 2012, 12:15:42 am »
Have you tried channelling out the uppermost stair in the stack? They'll do that from below if there's nowhere else to stand.

I channeled out the down stair that was on the very top.  Now the top most piece is an up/down stair.  I haven't tried channeling it yet because I'm afraid that it will only remove the down part, at which point the up part will collapse causing a cave in and plenty of fun.

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DF Gameplay Questions / Re: diggy diggy hole
« on: December 26, 2012, 06:34:06 pm »
My recommendation is ramps.  Dig up ramps one layer at a time, from the top down -- make sure it's only 1 layer at a time or they could mess it up.  I personally find this method to be safer than channeling, because sometimes channels can cause dwarves to fall and die.

At the bottom just make sure there is a tunnel leading to some stairs so the dwarf can get back out.

I've also heard of a method where you dig our the hole with up/down stairs first and then remove them from the top down, but I'm not sure how to actually do that properly.

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DF Gameplay Questions / Removing up stairs from below
« on: December 26, 2012, 05:48:38 pm »
Hi.  Is it possible to remove up, or up/down, stairs from below?  They are carved, not constructed.  I can channel a down stair from below, but so far "remove up stairs/ramps" has not removed the up part of the stair.  It's a column of up/down stairs against a wall but with no place for a dwarf to stand for removing the stair, and I'd rather not dig out the wall.

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DF Gameplay Questions / Re: Mass deaths from hunger?
« on: December 16, 2012, 04:06:02 pm »
You can make the workshop sealable, seal it up once you know the mood isn't going to be completed, and then forget about opening it until your dwarves are content enough to take the happiness hit.

Cool, I didn't realize it would temper the fortress's emotional hit.  I've done it in the past because of wanting to protect my dwarves from the one going berserk.  Problem this time, though, was that I wasn't monitoring the situation to check it that was going to happen.

taptap: It was definitely an error.  I had my still set up from the beginning and queued with the repeating brew task, but I somehow neglected to actually give anyone the labor.  Big mistake.  But I'm glad to finally know more about why this happened.  Thanks =)

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DF Gameplay Questions / Re: Mass deaths from hunger?
« on: December 16, 2012, 04:46:32 am »
no drinking makes dwarfs very unproductive

Aha!  I forgot about that.  And that explains the slow farming.  At last it all makes sense =D

do you have a seperate seed stockpile with no barrels? farming can get delayed a lot otherwise

I do have a separate seed stockpile, but not with no barrels.  I'll get rid of the barrels immediately, but how do they store the seeds without barrels?  I thought bags had to be placed in barrels.

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DF Gameplay Questions / Re: Mass deaths from hunger?
« on: December 16, 2012, 04:43:18 am »
Ah, okay, that explains it.  I mean, as soon as that child went berserk I knew this might happen, but didn't really know what to do.  I've been slow to develop my meeting hall/dining room, but I'll pick that up ASAP, as well as similar endeavors.

Regarding the food, though, I still don't quite understand why it's happening.  It's not like the farm plots are maxed out;  at any given time there were less than half of the tiles planted, if even that many.  I suppose it could have been from lack of enough growers, so I'll make sure to have some more, and I've already made more farm plots.  Either way, I'll definitely start cooking meals, and I disabled the cooking of Plump Helmets -- must have been the first thing I did when I started the fort =P.

Thanks for the help =D.  I got some migrants and am up to 90 dwarves now, so hopefully I'll be able to salvage the situation.

11
DF Gameplay Questions / Re: Mass deaths from hunger?
« on: December 16, 2012, 04:10:13 am »
There was a child that was struck by a mood, and I neglected to make sure it got the materials it needed to create the craft it wanted.  It went berserk and I had to kill it.

Looking at the thoughts of one of these dwarves it says that they lost a friend to tragedy, which is unsurprising as so many dwarves have died, either from starvation, murder, or military intervention.  Could the deaths be completely unrelated to food, and just a straight up tantrum spiral?  And if so, I'm still curious about why the food production was so terrible in the first place.

12
DF Gameplay Questions / Mass deaths from hunger?
« on: December 16, 2012, 03:46:26 am »
Hello.  I started a new fortress not long ago (it's in its 3rd year I believe) and I've run into a problem.  Apparently there isn't enough food, so my dwarves have started to go berserk, killing each other, as well as dying of starvation.  I had 84 dwarves before this began and I'm currently down to 67.  Now, I have a 4x9 farm plot growing Plump Helmets, as well as a 2x9 growing them half the time and Pig Tails the other half.  And all of this is supplemented by plant gathering.  The one thing I realized just now is that I haven't been brewing any alcohols since my fort began;  I forgot to give someone that labor.  But the weirdest thing is that according to my Stocks screen I have 200 Plump Helmet Spawns.

So, I'm really just wondering if anyone has any ideas why this has happened.  If I salvage my fort, or even if I don't, I'd like to know how to prevent this in the future.

13
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 19, 2010, 12:24:40 pm »
I have a simple question. I chose a fort location in the mountains, so I can't make a farm plot without first wetting the ground. I just made my first aqueduct and got water all over the place. It's just a layer of depth 1/7, but it's inside. How can I get rid of it? The ground is now muddy, so I don't need the water there anymore.

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DF Gameplay Questions / Re: Liaison Ruining My Game
« on: April 17, 2010, 06:30:21 pm »
Well thanks for the info. Glad to know it isn't something I necessarily did wrong. I think I might just start a new world though. I'm still learning and as such I'm making some frustrating mistakes. I'll just be more careful to make sure that my leader/broker has an office and that there is definite access to my fortress. Hopefully that will prevent the problem from starting in the first place.

15
DF Gameplay Questions / Re: Liaison Ruining My Game
« on: April 16, 2010, 07:27:27 pm »
Okay. Well to start with, I'm not sure which version I have. I am not sure I have the latest release because I didn't download it from the Bay 12 Games, I got it through the Gamevee tutorial. Secondly, about killing the liaison. There are 2 problems really. 1) I just started learning about military dwarves, so I don't know how to place a kill order. 2) The liaison appears to be pretty powerful. She is Ultra-Mighty, Extremely Agile, and Very Tough, and my military consists of 6 peasants who just started training. Should I worry about the liaison retaliating against my attack? I know that if 6 peasants attacked me and I was that strong I would fight back.

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