Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - slothen

Pages: [1] 2 3 ... 172
1
DF Gameplay Questions / Re: Eternal Barfing Blobs
« on: August 25, 2016, 09:41:11 am »
I once had a corridor where dwarves had to walk through a little trench I filled to 3/7 with water.  Dwarves got a bath every time they went by, literally water cover every single bodypart for a second then they would step out.  Any mud much ichor or vomit would remain in the water when they stepped out.  Notably however, any mud, muck, vomit, blood, or ichor would also somehow cover their entire bodies for the brief moment they were in the water.  The ramps and floors making up the water trench were constructed, but dwarves were still pretty slow about cleaning.  I built a nearby statue, and whenever I wanted to clean I designated it a meeting room.  The idle dwarves that would come hang out would clean the area fairly quickly.

Notably, someone tracked in poisonous forgotten beast ichor and predictably it fell off their shoe into the puddle.  Every dwarf that stepped into that puddle developed symptoms (yellow/blue body parts) and temporary blindness.  I set a restricted traffic zone and they walked around it, and eventually it got clean.

2
DF Gameplay Questions / Re: Actual behaviour of mercenaries re: armour?
« on: August 25, 2016, 09:33:44 am »
In my experience, decorating a mercenary's equipment makes it a "fortress good" available for use by the militia, including mercenaries.

The fact that its owned doesn't prevent it from being decorated?

3
DF Gameplay Questions / Re: River + Waterpressure + Well = Flooded Fort
« on: August 25, 2016, 09:31:38 am »
This is why I build doors between pretty much everything, and hatch covers on the stairwells.

4
If a miner will voluntarily climb out of a hole to go do something else...

They won't. When channeling a single-tile chute, the miner removes the ground under his own feet and starts falling. He then attempts a wall-grab; if successful, he starts climbing and will try to path to a "safe area".  If he fails the wall-grab and ends up at the bottom of the chute without any more digging designations he will be just as stuck as a dwarf in a tree.

Basically, dwarves only use jump/climb pathing under specific circumstances: repathing after a previous path was blocked, chasing or fleeing enemies, and maybe a few other special cases.

This would make sense, except that after observing this behavior twice, none of my miners had gained climbing experience, and I had thought that it was the "grabbing while falling" action that gave experience, while "climbing out of a hole while never falling" did not grant experience.


Quote
Anyway, to avoid this behavior you can create your garbage chute using up/down stairs instead, then channel out just the top tile--items will continue to fall all the way down. You could also put a stairway next to your chute, or dig out the 2x1 pattern described here.

Using a tall stairway is interesting.  This would make it pretty easy to smooth the walls of the entire chute.  Then I can remove the stairs anywhere I want to be able to chuck stuff in.  I still have some aesthetic issues with that however.  The 2x1 shaft method is also interesting.  I might however just go with my old method, of building a complete staircase, digging out all levels of the chute, and only then using channeling to remove the floors, and then walling-off or removing the access stairwell as necessary.

On things falling down vertical stairwells inadvertently, this does happen to be pretty rare.  I think I've seen melancholy suicidal dwarves throw themselves down central staircases.  I'm wondering under what circumstances this is a safety risk.  For instance, I don't think dodging over an downward staircase (or even falling unconscious on one) will start the "falling" status.

5
I would copy the save, retire the fort, then check the map using the legends viewer.  It used to be that as long as you had a goblin civ on the same landmass you would get attacked.  Not sure how goblin army pathing will play into it.

And yes, chained things breed.

So which file do I copy? "current"?

I don't actually know what current is used for.  Copy the region folder.

6
Yes, you're correct.
Miners climb out of their work shafts, but won't climb back down again (which is the reason I always dig stairs as well). Similarly, dorfs scared by birds climb trees to get away from the birds(!), and are then unable to climb down.

Is this because you literally can't climb down a tree or otherwise something special about climbing up?  If a miner will voluntarily climb out of a hole to go do something else, there must be something special about being in a tree vs being in a hole.

7
DF Gameplay Questions / Re: Do instruments even do anything?
« on: August 15, 2016, 03:17:47 pm »
how can you figure out which pieces are needed for which instruments?  Should I just start building a few of every type of material and see which I can make?

8
I would copy the save, retire the fort, then check the map using the legends viewer.  It used to be that as long as you had a goblin civ on the same landmass you would get attacked.  Not sure how goblin army pathing will play into it.

And yes, chained things breed.

9
My understanding is that as long as you're digging a single tile wide downward shaft through solid rock, a miner can only fall at most 1-z level and can't get hurt.  Therefore you can dig a large open shaft without providing stair access at any point except the top and bottom.  However, if the miner gets tired halfway, it used to be that he'd basically be stuck in a hole.  But now that climbing exists, will the miner attempt to climb out in order to find booze?  Climbing miners seems to be the only explanation as to why I have a 6 tile deep garbage chute with no miner.  Yet after checking therapist, only two of my miners have listed climbing exp, and for both of them its exactly 500, which to me would indicate that none of my miners has gained any climbing experience (i've adjusted therapist to show exp of dabbling-level skills).  On the other hand, according to the wiki, its possible to climb a short way without gaining any experience provided you don't fall.

I haven't played DF extensively since climbing was implemented so I'm not sure under what circumstances dwarves will climb.  Is my logic sound here?

10
DF Gameplay Questions / Re: Wealth and Invasions
« on: August 15, 2016, 12:25:33 pm »
Unless you have very little in the way of architectural wealth, I would say that wealth isn't your problem.  The problem is likely the goblins themselves are having a hard time forming sieges and getting to you.

11
DF Gameplay Questions / 1-goblin siege. Too scared to attack.
« on: August 15, 2016, 12:23:10 pm »
A vile force of darkness has arrived, hooray!

But it was only a single bowgoblin that sat at the edge of the map and didn't attack (despite the doors to be fortress being open/unforbidden).  I eventually sent out a squad to deal with him.  I'm guessing that the reason it was a single goblin has to do with my fortress location.  I'm right in the middle of a goblin civ with one dark fortress and several small pits.  The siege must have been launched from a pit.  But I did try to get as close as possible to the dark fortress when choosing my embark.

The question remains why the goblin did not attack?  Is this an issue with siege AI and pathing?

12
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 18, 2015, 10:41:13 am »
I'm sad, this is my favorite tileset!  Thank you for contributing to my joy in this game and I wish you well.

13
so if you have a meeting hall designated from a statue garden or a well, and its not a taven, do dwarves still hang out there and admire things?  (assuming there is a sufficient tavern elsewhere).

14
DF Gameplay Questions / Re: needs unrotten drinkMAT-producing plant
« on: April 22, 2015, 02:02:17 pm »
I only ever find this is an issue with seeds, so I use a double stockpile system for those.

I rely on barrels and bins because I don't use quantum stockpiles.

If you're having issue with plants you can do the same with a feeder stockpile for the farmers shop, millstone, and still.

Although unlike seeds which can literally fit all in one bag/barrel, I've found you don't need to mess around with plants if you just increase the volume.

15
DF Gameplay Questions / Outdoor defenses with climbers
« on: April 06, 2015, 05:12:52 pm »
So the 1 tile ditch or stockade doesn't work anymore.  If I want to claim a bit of outside space in the early game, what's a reasonably safe way to do it?  Smoothed stone is out in my case.

Do I need like a 3-4 level tall block wall?  Do i need a 2 level block wall with an overhanging floor?  Do I absolutely need a ceiling over everything?

Pages: [1] 2 3 ... 172