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Messages - slothen

Pages: 1 ... 3 4 [5] 6 7 ... 172
61
DF Dwarf Mode Discussion / Re: Militia will not equip quivers
« on: September 26, 2014, 10:25:09 am »
There are quite a few outstanding bugs with marksdwarves. If you post a save on http://dffd.wimbli.com/ someone can figure out what's going wrong and possibly confirm one of the ammo-handling bugs still exists in v0.40.x.

Can confirm issue still exists.  Its looks much like it has for years.  Hundreds of bolts, only like 4 stacks available in ammo selection screen.

Here's some screenshots.  I'd made a ton of bone bolts, most of them got binned.  Had to use dumping to empty the bins, moving the stockpile and such did not convince the dwarves to unbin the ammo.  Still, newly  made ammo will get picked right up.

Spoiler (click to show/hide)



File uploaded:  http://dffd.wimbli.com/file.php?id=9794

62
DF Gameplay Questions / Re: Homoesexual dwarves and the military
« on: September 26, 2014, 10:12:57 am »
There is no way aside from somehow figuring out where that variable is stored, similar to how to people used DFHack to check the total blood volume of creatures to identify the birthday bug making creatures not grow up.  Its potentially something that could be added to Therapist.

63
DF Dwarf Mode Discussion / Re: How do you arrange your dwaves' jobs?
« on: September 25, 2014, 09:29:15 am »
WITH THERAPIST

64
DF Gameplay Questions / Re: world gen settings for more demons?
« on: September 25, 2014, 07:38:40 am »
Number of demon types has no impact on how many demons the gods help escape from the underworld in the time before time.

I meant generated period, not escaped.  I see what you're asking now though.

65
DF Gameplay Questions / Re: list of PRO/NOOBTIPS that you have found
« on: September 25, 2014, 07:35:50 am »
RELATED: Consider not stocking your hospitals, in 0.34, there was a bug that essentially resulted in stocking a hospital at all resulting in it ultimately gobbling up your whole fort's supplies of thread, buckets, plaster, etc

Pretty sure this is fixed.

66
DF General Discussion / Re: Should the tantrum Spiral change?
« on: September 24, 2014, 12:00:27 pm »
its impossible to get out of
It can be waited out.  It can be as deadly as the black death but more often than not the fortress is capable of recovering.

Some good ideas you have there.

67
DF Dwarf Mode Discussion / Re: Quick way to remember containers
« on: September 24, 2014, 11:50:06 am »
bins are pretty good for collecting lots of goblin clothes at once.

68
DF Gameplay Questions / Re: world gen settings for more demons?
« on: September 24, 2014, 11:45:26 am »
i think you're confusing two things.  If you want more demons, you need to increase the number of types of demons in the worldgen settings.  That provides more demon species, and thus more demons in the world.

I'm not sure about vaults, but as for adamantine spires, their prevalence is linked to the individual map squares you choose on embark.  The only way to get more is to embark on a larger area.

69
DF Gameplay Questions / Re: list of PRO/NOOBTIPS that you have found
« on: September 24, 2014, 11:39:27 am »
Protip 1: Use several different dining rooms to avoid mingling among all dwarves. When ONE dies, it affects NUMEROUS ones. With 6-8 dining rooms, When ONE dwarf dies, it does not necessarily affect ALL.  Do the same with bedrooms as well.

Or do this, but with wells, zoos, and statue gardens instead of multiple dining rooms.


PROTIP:  Learn how to use the workshop profile

PROTIP:  Make several masons workshops, queue up "make rock blocks" to infinity, and set the workshop profiles so that only dabbling, novice, and adequate masons can use the workshop.

NOOBTIP:  Once you have lots of dwarves, turn off the hauling labors for critical dwarves, ie broker, skilled smiths if you have few, Chief Medical Dwarf, the expert planter, etc.

PROTIP: Make one corner of your refuse stockpile a dump.  If your stockpile gets full, dump the things you don't need or are waiting for to rot.  They will go the short distance to the dump and be quantum-piled, clearing room. They'll also be forbidden, and since they're still on the refuse stockpile, they will rot faster.  Easy way to get workable bone items from dismembered sapient creatures.

NOOBTIP:  When using levers for defensive barriers or to control water flows, don't place the levers too close to the mechanisms they operate.  Would be silly if you couldn't close the bridge/floodgate because a breach prevented you from getting to the lever.

PROTIP:  To keep track of levers and mechanics, leave a notes with matching patterns on top of the pair-wise joined mechanisms.  The note title and text give you additional ways to describe the mechanism.

70
DF Gameplay Questions / Re: Zombie Archer??
« on: September 24, 2014, 11:21:40 am »
i wonder if you can get elite archer zombies, and if so can they be identified so you don't get your archers murdered.

71
DF Gameplay Questions / Re: Castles
« on: September 24, 2014, 09:22:07 am »
don't bring stone blocks, that's dumb.  Possibly bring stone itself and turn it into blocks, but better just mine the stone yourself and still do the same thing with mason enabled for everyone.  You can have one mason with a few levels of skill, have him make blocks, then have the others with no skill levels but the labor enabled to just do the building.

72
DF Gameplay Questions / Re: Glass as trap component material
« on: September 24, 2014, 09:20:15 am »
glass trap components can be very effective against most invaders because most invaders have exposed, unarmored bodyparts.  They're not instant kills the way metal traps can be, but in higher quantities they will munch invaders reliably.  Not to mention 1 embark point for a bag of sand + 3 embark points for a log (or zero if you have plenty accessible) can turn into a green glass disc.  Good for trading and defending.

I don't know how effective the blunt glass components are.

73
DF Gameplay Questions / Re: Hold back the slaughter
« on: September 24, 2014, 09:17:38 am »
burrows are the best way.  You will get some cancellation spam from stockpiles if you don't forbid things that are outside and there are unlocked doors allowing dwarves to path to it.  Make liberal use of forbidding items in dangerous areas.

74
DF Dwarf Mode Discussion / Re: Quick way to remember containers
« on: September 22, 2014, 07:09:12 pm »
Okay, I do think it is important for me to learn how to do quantum stockpiles, EVEN if it is a cheat, so I can learn some of the ins and outs of that approach.  It might be a "cheat", but it is also an alternate way to play the game, and I think it is therefore important to at least learn how to do it.

You really don't need to justify it to anyone.  That said, I do find quantum stockpiles are indeed unnecessary in DF2012 and DF2014.

Quote
As far as stone, I have for now created one garbage pile and D-B-D all the stone, and since I have about 50 dwarves, this gets done very fast.  I can then D-B-C and stone is reclaimed.  I could potentially design a stone stockpile in the vicinity of the shops that use lots of stone, but I simply use that garbage pile for the moment.  Always open to suggestions, of course.

This is how I used to use quantum stockpiles, for stone like this.  Since DF2012 changed how stone work, I consider this method to be obsolete.

Quote
The wheelbarrow points are interesting.

Do we have a link for feeder stockpiles?

The best use-case for feeder stockpiles is seeds.  One stockpile collects seeds with no barrels allowed.  It feeds a second stockpile that allows barrels but only accepts seeds from the first stockpile.  If a dwarf goes to collect seeds, he'll grab a new seed bag if there isn't one in the first stockpile, but he will NEVER take the entire seed bag from the second one to collect seeds.  meaning the second seed bag is always available for planters.

Wheelbarrows work best with several more specific stone/ore stockpiles than they do with one big one.  I also use wheelbarrows for armor/weapon stockpiles because the bins get heavy.

75
DF Gameplay Questions / Re: Wells over a cavern
« on: September 22, 2014, 06:52:34 pm »
wells can reach down quite a bit.  They're wells!

5 z levels is not much, so just do that.  The long delay in lowering and raising the bucket can be an issue with 10-20 z level wells.

Fun fact, you can have wells stacked on top of eachother drawing from the same source, provided they line up and there are no floors/walls/grates/hatches/whatever in between.  When I make a cistern to serve the fortress (that is not just using water where i happen to find it), I tend to stack the well room and the hospital on top, and have the hospital have its own wells.

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