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 ... 213 214 [215] 216 217 ... 230
3211
Specifically, remove "indiv choice, ranged" and give them a "crossbow" explicitly.

3212
DF Gameplay Questions / Re: Hospital
« on: October 18, 2010, 10:57:41 am »
I thought soap and the crutches are currently hopelessly bugged?

EDIT: How do I make tallow? The kitchen has that task right? (Currently not at home)

Crutches are bugged.  They will (currently) never be used.  Their only use right now is as a trade good.

Soap is fine if it's in a hospital coffer.  Soap outside of the hospital should be forbidden to prevent job-cancellation spam.  (Build more coffers so the dwarves can move the soap into the hospital.)

Tallow is made by Rendering Fat from some animal.  It's a job that automatically queues itself up in the kitchen whether you want it to or not, any time there is animal fat.

3213
DF Gameplay Questions / Re: Quick question on ammunition equipping
« on: October 18, 2010, 07:23:25 am »
I'd just like to make sure it's clear: the following does not work (I tried it):

Code: [Select]
###########
#X X X X X#  archery targets
#_________#  channel
#         #
#         #
#  @      #  dwarf who won't shoot

Building a channel in front of the archery target completely stops all archery practice at that target.  Pity.

3214
DF Gameplay Questions / Re: Getting archers to actually shoot stuff
« on: October 18, 2010, 07:16:44 am »
Check that they're actually carrying ammo.  Go to the dwarf using the (v) key, then (i) for inventory, and verify that he has a crossbow and a quiver.  Then (Enter) on the quiver to see its contents and make sure it has bolts.  A dwarf that is equipped with a crossbow and quiver with bolts should fire upon enemies.  If the dwarf isn't carrying bolts, then you'll have to figure out why (which can be challenging...).

3215
DF Announcements / Re: Dwarf Fortress 0.31.16 Released
« on: October 17, 2010, 05:08:07 pm »
It's always been the case that steel was the dwarf-only metal.

I'm getting kobold thieves with large steel daggers.

3216
DF Gameplay Questions / Re: Food
« on: October 16, 2010, 03:43:14 pm »
You're mixing up fish meat with non-fish meat.  They act very differently.

When your Fisherdwarf catches a fish, it is placed on the ground as a "raw salmon" or "raw turtle" or whatever.  These can't be eaten yet.  They have to be processed by a Fishery, where they become "salmon" or "turtle".  (In the case of a turtle, this also leaves behind a shell.)

When you kill a non-fish animal of some kind, you get a "mountain goat corpse", or if it's been sliced up a bit while it was alive, you might have something like a "mountain goat lower body" or a "mountain goat front left leg".  These corpses and partial corpses can be Butchered, and will then produce "mountain goat meat", "mountain goat bone", "mountain goat skin" and so on.

An item that simply says "turtle" is edible meat, just like "mountain goat meat".  It might be less confusing if the game said "turtle meat", but it doesn't.

3217
DF Gameplay Questions / Re: What are the current big bugs to be aware of?
« on: October 16, 2010, 12:53:07 pm »
  • Crutches are never used.  Dwarves that take nerve damage to a leg are permanent invalids.
  • Applying plaster casts is broken.  It can be worked around, but it's simpler just to use splints.
  • Soap outside hospitals generates job cancellations and wastes dwarves' time walking to it.  (More coffers!)
  • Seeds are planted when they can't be harvested; shortly after a season change, you may lose a bunch of planted crops.
  • No elven diplomats.  No wagons in caravans.
  • Caverns sometimes spontaneously collapse without any dwarves being in or near them.
  • Military dwarves may fail to equip a left gauntlet, or a right gauntlet.  Or a left boot, or a right boot.  (See also, "nerve damage to a leg makes the dwarf permanently useless"....)
  • Whips/lashes/scourges are ridiculously overpowered, and slice right through steel armor.  Bolts/arrows are likewise extremely potent... but only in enemy hands.
  • Underground soil requires mud before underground crops can be planted.  (Debatable -- people can't decide whether this is a bug or not.)

I'm sure there are tons more.  But we've been living with these bugs for so long that many of us have simply started to treat them as normal....

3218
DF Gameplay Questions / Re: Food
« on: October 16, 2010, 12:35:57 pm »
Okay... As it turns out, I have a crapton of turtle in barrels. How do I remove it from the barrel?

If it's in a barrel and doesn't say "raw", it's meat.  It's been processed already, and is ready to eat or to cook with other ingredients.

Turtles changed in 0.31.*.  You used to get a shell when you ate one in 40d, but now you get the shell when you process the raw turtle at the fishery.  So, you can safely allow cooking of turtles now.  It won't destroy any shells.

3219
DF Gameplay Questions / Re: Military Training & Scheduling Setup Help
« on: October 16, 2010, 12:29:41 pm »
Armor.

More armor.

That is the secret to having a military that actually survives an engagement with the enemy.

3220
DF Gameplay Questions / Re: Murderous Camel
« on: October 16, 2010, 12:20:50 pm »
A cage trap would be the most effective method if you have no military at all.

3221
You can also request flux stones (not blocks!) directly from your trade liaison.  And steel anvils can be melted down into steel bars, etc.

3222
DF Gameplay Questions / Re: windmill power... what am i missing
« on: October 16, 2010, 11:33:35 am »
Also, never link the gear directly beneath a windmill to a lever - if it is disengated, everything supported solely by it will collapse.

"Everything supported solely by it" is one of those things which is technically true, but entirely misleading.  If you build a windmill on the surface, by channeling out the single tile in the middle of the 3x3 square that the windmill occupies, you can safely disengage the gearbox directly underneath it.  The windmill will be supported by the 8 tiles of soil/rock that you didn't channel out.

In fact, I just generated a pocket world and verified this.  Built a small underground tunnel, channeled one square above it from the surface, built a gearbox directly under that tile, built a lever, built a windmill over the gearbox, connected the lever to the gearbox, and pulled the lever.  The result: upon (q) the windmill says

Code: [Select]
Active
Total Power: 20
Total Power Needed: 0
Hanging

It still does the animation, and is definitely still intact.

Pulling the lever a second time restores it to its fully working state.  Total Power Needed becomes 5, and the gearbox does its animation again.

Here's the saved game. (5 MB, 0.31.16)

All that stuff about "build another gearbox next to it" never made any sense at all to me.  In fact, I edited the wiki several weeks ago to attempt to clarify this.  I can only imagine someone was building a windmill poised precariously on top of a gearbox in the middle of the atmosphere.  How and why anyone would do such a thing is beyond me, but this is DF, so I can't rule out the preposterous.

3223
Water does not "drain" through soil or rock.  All your floors and walls and doors and floodgates are watertight, whether you like it or not.

If you want to drain the water out of an area, you have to provide open space for the water to move into, and a path to that space.  Water will flow through grates, or through fortifications, or through empty space of any kind (tunnels, channels).  It will also flow down ramps and stairwells.

Water won't evaporate at all unless it's at a depth of 1/7.

3224
I don't think females can be impregnated by caged males, though.  A cage is a separate universe.

What I try to do is chain one male animal of each milkable species somewhere.  Doesn't matter where.  Then I cage the females close to the farmer's workshop where they'll be milked.  When they're out for milking, they can become impregnated by the chained-up male (distance is irrelevant).

3225
DF Gameplay Questions / Re: military equipping one gauntlet: workaround
« on: October 14, 2010, 06:10:14 pm »
Another workaround for this bug is to assign two sets of gauntlets in your squad's uniform.  That way if the dwarf skips a left gauntlet he'll still have the other left gauntlet.  Hopefully.  I haven't studied military equipment donning in full SCIENCE!-tific detail.

Pages: 1 ... 213 214 [215] 216 217 ... 230