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Messages - greycat

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3196
DF Gameplay Questions / Re: Dwarfwash!
« on: October 26, 2010, 02:31:47 pm »
An X-by-1 pool suffices.  You don't need to have ramps both up AND down.  If the trench is just a ramp in the middle of nowhere, it counts as a V-shaped depression in the ground, capable of holding water, etc.

Code: [Select]
=====
++R++   2x1 pool of water
++R++   (top view)
=====

Two "dig channel" jobs, 4 "fill pond" jobs (2 per tile), and it's finished.  And it's glorious.

3197
DF Gameplay Questions / Re: Whaaaaaa!?!?! (Atom smashing and you)
« on: October 25, 2010, 12:37:59 pm »
Make sure the bridge is in the Raised position before you dump the stuff.  If you dump it onto the Lowered bridge, then the act of raising it will make a primitive catapult.

3198
DF Gameplay Questions / Re: Coup de Grace?
« on: October 25, 2010, 09:09:50 am »
I've heard that you get no (or very little) experience for hitting a foe who has fallen over.  Same with shooting.

3199
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 24, 2010, 09:54:28 am »
Also, when assigning ammo, does it do it for the whole squad or just per dwarf? Like, if I assign 250 bolts, does that mean each dwarf gets 250 or the entire squad splits them up?

The squad will split them up.

3200
DF Gameplay Questions / Re: Yay! Dwarf Fortress! But...
« on: October 22, 2010, 08:16:52 am »
Yeah, by default, the world generation lasts until either 20% of the megabeasts are dead, or 1050 years.

Sounds like you're playing 0.31.13.  The default world gen length in the latest version is 250 years, not 1050 years.  I'd strongly recommend upgrading to get those other bug fixes as well (or downgrading to .12 if that's your preference).

3201
DF Gameplay Questions / Re: Questions on Dwarfs
« on: October 22, 2010, 08:11:41 am »
if you place a container or cabient in their assigned room will they use it and place things inside of it?

Cabinets -- yes.  Definitely.  You want cabinets.

Coffers/chests would theoretically be used for a dwarf's non-clothing possessions, like coins and amulets and toys and such, after the Economy starts.  Unfortunately, the Economy never starts now, due to bugs.  So, unless you're playing 40d or unless you're playing a future version of 0.31.x where these bugs have been fixed, I don't think there's any need for coffers in regular dwarves' quarters.

3202
DF Gameplay Questions / Re: Current Bugs & Workarounds
« on: October 22, 2010, 08:07:31 am »
*bump*

3203
DF Gameplay Questions / Re: Farming in 31.16 help
« on: October 22, 2010, 08:01:39 am »
an easy way for farmplots is .. after you dig out the first layout try to create a makeshift well at first if you got a brook or river or large enough murky pools to tap (emptied out murkies can be covered with floor or sealed with walls afterwards to prevent access from outside /rivers can be accessed safely by fortification/channel combo)

after that just declare the well a water source and  build a walkway with channels next to it above your x*3 farmplot and keep pit/ponding each tile ..

That's almost exactly what I do.  I like to get a well in place ASAP because it becomes vital when you have wounded dwarves during winter months (or during a siege, etc.).  Once you have the well, which is the hard part, having some dwarves take water from it and dump it on the farm plots is simple, albeit tedious due to all the micromanagement.

The only difference is that I use 2x2 farm plots.

3204
DF Gameplay Questions / Re: Make some steel, dammit!
« on: October 22, 2010, 07:52:56 am »
I've seen this issue several times myself, and I don't use burrows other than one giant one for all the internal bits of the fortress so that I can tell civilians to hide inside when there's a siege or ambush.  It's intermittent and I don't know how to reproduce it.  Sometimes the pig iron and steel options appear on the workshop menu, and sometimes they don't.  The manager can always do it, so that's my workaround.

3205
DF Gameplay Questions / Re: Moats
« on: October 22, 2010, 07:48:41 am »
An "air moat" is actually more effective than a water-filled moat, although it doesn't look as nice.  More creatures can swim than fly, so a channel that's got nothing but air in it will keep out more creatures than one that's filled with water.  (You'll need to remove the ramps down inside it, though.  If the ramps are left in place, creatures can just walk across.)

3206
DF Gameplay Questions / Re: How do you make your money in early game?
« on: October 21, 2010, 01:26:45 pm »
Wait until military is up, gather adamantine, build serrated discs, armour and weapons.

This is your early game?  Damn... what do you do in the ENDGAME?

3208
DF Gameplay Questions / Re: Blood, blood everywhere
« on: October 20, 2010, 12:36:53 pm »
Moving water washes blood away. So you could create a shallow pressurized stream of water that runs through said channel using pumps and a pressure plate system [...]

Sounds dreadfully complicated.  I'm not even going to attempt to do the SCIENCE! to verify it.  The pool of 2/7 water seems to be the ultimate solution for me.  Dwarves step in it with blood on 'em, and step out of it without blood on 'em.  The blood stays there until someone cleans it up.  No job cancellation spam, no needing to pull a lever to stop the waterfall and then restart it.  Just elegant passive beauty.

3209
DF Gameplay Questions / Re: Blood, blood everywhere
« on: October 20, 2010, 10:09:37 am »
Hmm... actually, it seems I was slightly wrong.  (Or the game changed -- but more likely I was just wrong.)

When a dwarf steps in a pool of 2/7 water and puts all his blood there, he steps out of it with only water coverings, no blood on his shoes.

Likewise, when some other dwarf steps in the pool of 2/7 water which also has a pool of blood, he emerges with just water coverings.  No blood.

By contrast, when a dwarf steps on the floor grate that has a pool of blood on it (e.g. the grate underneath the waterfall), his shoes DO get bloody.

So, in short, waterfall = BLOOD and SPAM, and wipe-your-feet pool = GOOD.

So I guess the optimal design is to put wipe-your-feet pools before and after the waterfall, in order to keep the blood from getting to the floor grate.

3210
DF Gameplay Questions / Re: Hospital
« on: October 19, 2010, 12:36:57 pm »
It is much much easier and less micromanagement to simply build a glass terrarium and have it filled with water (turning it into an aquarium) then turn it back into a terrarium. The dwarves will leave the water filled bucket right there by the terrarium. If you don't have access to glass request a terrarium from the caravan.

How is it easier to BUILD a glass terrarium than to pick a random ramp or hole anywhere on your map and mark it as a pond?

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