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 - greycat

Pages: 1 ... 187 188 [189] 190 191 ... 230
2821
DF Gameplay Questions / Re: oh look its a new military question
« on: July 10, 2011, 10:38:54 am »
Ambushes are a bitch.  I'd rather face a siege any day.

There are only two ways to save your legendary dwarves from ambushes.  The first is not to let them go outdoors; this means disabling hauling labors, but more importantly, it means not having anything out there that they need.  Set up an underground tree farm for your wood needs; keep any aboveground farming plots completely protected; etc.

The second is to set up a series of watchtowers scattered around the map (or at least near the places ambushers are going to pass), so that the ambushers will be detected before they reach your fort.  This requires a whole lot of work, so you really need to focus on the first one first.

2822
DF Gameplay Questions / Re: ability to stand lost
« on: July 10, 2011, 09:43:50 am »
This thread's full of confusion.

First of all, and most important, if you want hospitals to work, make sure you're playing 0.31.25 (or later, whenever Toady releases the next version).  There were a slew of healthcare bugs in older releases.

If a dwarf requires a crutch, it will say so on the (v)(z)(h)(Treatment) screen.  The same place it says "Diagnosis required", it will also say "Crutch required" or something similar.  If it doesn't say that there, and if the dwarf does not already have a crutch, he's not going to get one.

If you don't have bags of gypsum plaster for making casts, you can get by with splints.  If the Treatment screen says "needs setting", then the bone doctor will put either a cast or a splint on it.

Tables that are built inside the hospital zone can be used for surgeries.  The table should be right next to the patient's bed, so that the patient is taken directly from the bed to the table.  If the transfer takes too long, there's a risk that the doctor will see that the patient in his arms is out of bed, and take him back to the bed, instead of to the table.  Or something like that.

I'm not aware of any bugs regarding tables that are sitting in a workshop or furniture stockpile interfering with healthcare.

Soap is definitely desired for cleaning.  They might clean a patient without soap, but in that case, there's a serious risk of infection.  You want soap ASAP and at all times.  I generally make 4 bars at a time, whenever I see the suppy dropping.  (Dwarves also use it at a well for "clean self" jobs.)

Bags of plaster are stored just like any other object (splints, buckets).  They're already in a bag, so you don't need another bag to contain them.  Building a bag as a hospital coffer is just the same as building a rock coffer.  Also works for nobles' rooms (and since my bags tend to be much more valuable than my rock coffers, it's a great way to boost room value -- although precious metal coffers might be better still).

2823
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 10, 2011, 08:33:00 am »
I've got a small question here, are swords better than axes in killing organic beings? And since I now know of what lies far beneath, which is better in lopping off clown limbs to kill them?

On that note, are hammers as good as what I read in the history of Dwarves (like when they hit a creature it flies about one or so screens off?) and are they good at all vs undead/clowns/flying creatures?

Hammers no longer make enemies fly across the battlefield.  That was dropped in DF2010.  However, hammers are still one of the better weapons against heavily armored foes, since the impact is still mostly transmitted through the armor.

Axes are probably the best bet for chopping off limbs; I always prefer them over swords, personally.  If  I wanted to pierce organs, I'd go with spears instead of swords.

2824
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 08, 2011, 03:08:52 pm »
"Empty food storage item" for booze means a barrel or a rock pot.  You need some.  You can almost never have too many bins, barrels, or rock pots.

2825
DF Gameplay Questions / Re: Selecting generic material for Uniforms
« on: July 08, 2011, 03:05:47 pm »
It's a known shortcoming of the interface.  You cannot specify "metal" yourself -- it can only get there via the default uniforms.

2826
DF Gameplay Questions / Re: Dwarves can't use a well
« on: July 08, 2011, 03:03:45 pm »
Its just that only 1 dwarf can use the well at a time.

I don't think that's correct.  You can fit up to 8 dwarves around a well, one per adjacent tile, if it's got floor all around it.  Maybe only one of them at a time can actually be retrieving water from it, but the others will definitely stand there with the active job, whether they're actively performing it or not.

If the well's only got 1 adjacent floor tile (e.g. you built it at the end of a 1-wide dead-end corridor), then indeed only 1 dwarf at a time can perform a job there.

2827
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 08, 2011, 02:20:33 pm »
Another silly question: once a sarcophagus has had a dwarf or pet placed in it and it's a "final resting place," what happens if you try to relocate it? I've realized I'd like to move some of my fallen into fancier sarcophagi in fancier portions of my tombs.

If you deconstruct the coffin, the corpse/skeleton will no longer be inside it.  So it'll be assigned to be buried in some other coffin that's marked for burial of citizens, if there are any.

2828
Once I remake the plant/food system I plan to call underground seeds "spawns" or "spores" and aboveground just "seeds".

I really like that.  (Better than I like "pips".)  Also, if you could somehow manage to force the underground plants and the aboveground plants to group together in the stockpile list, that would be really nice.  As it is now, in order to make an underground seed stockpile, you have to go through the whole list and select these 12... skip a few... these 3... skip some more... these 5... skip more... this one... etc.  That's not as important as labeling them, though.

2829
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 08, 2011, 07:17:41 am »
The lepord that died in the aformentioned siege. His body is on my refuse pile. But I can't seem to do anything with it. Like tan his hide, or render fat, butcher, ect. He's labeled as mutilated.

A corpse, mutilated or not, needs to be butchered first.  Was the leopard tame or wild?  If it was tame, the corpse will be called "mutilated stray leopard corpse", and you cannot do anything with it, ever -- you might as well just atom-smash it.  If it was wild, build a butcher shop near it, or move it near an existing butcher shop, and someone should butcher it (assuming you left the default "auto-butcher" setting on; if you turned that off, then request a butcher job manually).

2830
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 08, 2011, 07:10:46 am »
so if you were to place a dump zone on the next box, place the egg there by dumping it, forbidding then the egg, remove the dump site, and letting it there for a while...will it grow or rot?

Feel free to try it, but I doubt it will work.

2831
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 07, 2011, 07:11:31 am »
I believe crutches are assigned by the medical dwarf.  It's their call, if the dwarf doesn't have a crutch by now and they are available, they probably won't get one.

I don't fully understand how crutches work, but in my experience, when a dwarf is lying in the hospital bed with a missing leg and hasn't been diagnosed yet, the (z) (h) (second to last) screen will say "Crutch required" and "Diagnosis required".  In other words, it seems that the game itself decrees that a dwarf is going to need a crutch (or not), even before the doctor has seen her.

Maybe I'm misinterpreting it, though.

2832
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 05:34:21 pm »
Doctors will use supplies from anywhere.  They don't have to be inside the hospital.

2833
Dwarves call it Fun. ;)

2834
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 01:45:40 pm »
I believe barrels of lye still have a stockpile bug.  That is, if they're in a stockpile, they can't be used, but if they're outside of a stockpile, they're fine.  Since food stockpiles accept lye by default, you may need to turn that off.  For existing barrels that are already in a stockpile, you may have to dump them somewhere else outside the stockpile (then reclaim).

2835
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 10:59:55 am »
Ah, thank you.  I never even knew that there was another Announcements forum up above the Dwarf Fortress Announcements forum that I did see....

Pages: 1 ... 187 188 [189] 190 191 ... 230