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Messages - greycat

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271
DF Gameplay Questions / Re: Newer changes?
« on: January 26, 2016, 11:15:42 am »
The version I have is 40.24, and all the new tavern/library/praying etc. mechanics are confusing.

There aren't any new tavern/library/praying mechanics in 40.24.

272
Are you absolutely sure this is a civilian-alert burrow and not a regular burrow?  If it's a regular burrow, then there's no mystery at all.

273
DF Gameplay Questions / Re: Military Question
« on: January 26, 2016, 11:05:26 am »
otherwise if the minimum is set too low they WILL goof off, or if its set too high 9 of them will stand around waiting for the loafer before deciding to piss off themselves.

This is competely false.  "Minimum 10 training" means every dwarf in the squad is on duty (solid smiley face), rather than a civilian (hollow smiley face).  That's all.  Training will still occur individually, or in groups of 2 or more (I've never seen more than 3 dwarves attending a single demonstration -- thus, a group of 4 -- but maybe it can go higher), based on whoever is in the barracks and ready to go.  It does not mean that all 10 dwarves have to be present before training can begin.  It doesn't even mean you need 10 dwarves in the squad.

274
DF Community Games & Stories / Re: Dwarven Temple Contest!
« on: January 26, 2016, 08:51:53 am »
Greycat I'm really digging the architecture on your temple, those 3d arches are kinda amazeballs.  Hopefully you're better at construction planning than I am, I killed a lot of my miners and haulers due to unintentional cave-ins and other construction mishaps while building the hive.

I had one dwarf go to the hospital for a broken foot + ankle (but no nerve damage), and one dwarf dead (the friggin' Queen!).  She killed herself by standing on the stairs that she was deconstructing, instead of standing below them like everyone else.  I saw it right at the very last moment.  I was like, "Hey, why is she--" ... "Crap."

I also had a few blocks fall, but they didn't seem to cause any injuries.  Probably just luck.

275
Wooden wheelbarrow work just fine with magma filled minecarts, I have used them many times without issues...

OK, it's possible that the code has changed.  I can only refer to my own experience, in which the wheelbarrows became xwheelbarrowx and then XwheelbarrowX and then were simply gone, leaving the minecart stranded.  Of course, I did not notice this immediately; what I noticed was that the minecarts kept being returned to their original spot (a stockpile that takes from anywhere) and not to the place I wanted them (a stockpile taking from the original spot).  I do not recall which game version this was, but certainly pre-0.42.

276
DF Dwarf Mode Discussion / Re: How to handle citizen stress? .40
« on: January 25, 2016, 04:05:27 pm »
"Decent meal" just means they ate one of their personal favorites.  (Confirmation.)

277
DF Announcements / Re: Dwarf Fortress 0.42.05 Released
« on: January 25, 2016, 03:47:58 pm »
I will still continue to set up stockpile links, because that's not weird.  But being able to specify that I want statues of Gods, not statues of vermin that your friend hates, would be pretty cool.

278
If you do use wheelbarrows for this, make sure they are magma-safe.  A dwarf carrying a minecart full of magma doesn't get warm (or at least not enough to complain), but a dwarf pushing a wooden wheelbarrow carrying a minecart full of magma will see the wheelbarrow disintegrate due to heat.

279
DF Gameplay Questions / Re: Dig without Channeling?
« on: January 25, 2016, 12:01:02 pm »
Yep, what greycat said. I assumed you wanted multiple channeled tiles next to each other for multiple wells.

That would be potentially dangerous if you have multiple miners, and if you designate them all at once.  Again, one miner might will stand on a tile that another miner is channeling, and then Fun Ensues.

If you want to designate adjacent channels over an existing water/magma source without anyone falling in, you either need to restrict the work to a single miner (by burrowing or physically constraining all the others), or designate one channel at a time.  (Or a subset of the channels at a time, such that no two adjacent channels are ever designated simultaneously.  This can get tricky.)

If the reservoir hasn't been dug/filled yet, you can designate the channels first, and let the miners have their way.  They'll spend most of their time digging on the lower level, under the channels.  Once that's done, remove the ramps at the edges, and dig the rest of the reservoir area.

280
DF Gameplay Questions / Re: Military Questions (Different Ones)
« on: January 25, 2016, 11:33:36 am »
I just use wooden shields.  Or bucklers.  I don't really care which.

281
DF Gameplay Questions / Re: Dig without Channeling?
« on: January 25, 2016, 11:29:08 am »
It all depends on what you're trying to do, exactly.  And which game version you're playing.

If you just want to dig a single 1x1x1 hole for a well directly over a water source, channeling works perfectly.  The miner will stand on the solid floor next to the hole that she's channeling.

Beyond that, it gets complicated.  If you're trying to dig a simple vertical shaft (e.g. 1x1x10 deep), your best bet is to dig a 1x1x10 up/down staircase adjacent to where you want the shaft, then channel out the shaft -- but not all at once!  If you designate all 10 channels at once, invariably you will have one miner standing on a tile that another miner is digging, resulting in a sudden drop.  Designate the odd-numbered channels first, wait for those to be dug, and then designate the even-numbered channels.

For anything more complex than that, specify the nature of the project, and someone will have an answer.

282
DF Dwarf Mode Discussion / Re: How to handle citizen stress? .40
« on: January 25, 2016, 10:30:16 am »
Decent meals, decent rooms, decent booze, decent furnitures, amazinggrand communal dining rooms seem to do the trick. They will sometimes be bothered, sure, but usually that stress is removed by them getting pleasant things.

Yeah, in 0.40 (which this thread covers) furniture is the main key to happiness.  Dwarves get happy when they go into their personal room and see their own high-quality bed, cabinet, pig tail rope restraint (what happens in the bedroom stays in the bedroom), etc.  Add the happy thoughts from a "legendary" dining hall (not even difficult to acheive -- just an 8x8 room with tables and chairs adds up to "legendary" very quickly), and the infrequent thoughts from passing by a high-quality gold statue, and they're pretty well set.

Dwarves don't actually get happy thoughts from high-quality meals, and there's no such thing as high-quality booze.  But they do get happy thoughts if they get to eat or drink one of their personal favorites.

On the other side of the coin, try to avoid negative thoughts, or at least the ones that can be easily prevented.  Make sure you have some variety in booze and diet.  Make sure you produce enough clothing that dwarves aren't running around in tattered scraps (or worse, with bare torso/crotch/feet).  The quality isn't important, but your clothiers will level up quickly due to the sheer volume required.

283
DF Community Games & Stories / Re: Dwarven Temple Contest!
« on: January 25, 2016, 10:07:25 am »
SimRobert's imgur link is missing the .png extension.

284
DF Community Games & Stories / Re: Dwarven Temple Contest!
« on: January 25, 2016, 09:30:24 am »
Nomad, that's just incredible.  I can't fathom how you did all of that in 2 weeks, especially acquiring the giant grizzly bears.

285
DF Gameplay Questions / Re: Military Questions (Different Ones)
« on: January 25, 2016, 09:18:24 am »
I always issue metal helms to every military dwarf, regardless of weapon and regardless of other armor choices.  Head protection is absolutely critical.

In some fortresses, I even "draft" all civilians into off-duty, non-training squads and give them all metal helms.  All except the miners and woodcutters (and would be "except hunters" too, but I don't permit hunters).

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