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Messages - Farmerbob

Pages: 1 ... 71 72 [73] 74 75 ... 112
1081
DF Modding / Re: [INTELLIGENT] pets
« on: June 21, 2011, 06:19:53 am »
They drink from wells if the well is on the z-level directly above the water. Trust Me.
IIRC, they actually drink from the water BELOW the well, hence the depth requirement.

Ah ok, this would make sense then.  They aren't using the bucket, they are just leaning over into the well and drinking :)

1082
DF Dwarf Mode Discussion / Re: Two Questions in dire need of answer.
« on: June 21, 2011, 06:18:02 am »
Part of the !FUN!  of DF is discovering things yourself and inventing new ways to do something, or on occasion discovering that you know how to do things others didn't know were possible.

I frequently assist newer players in the forums.  I'm also frequently incorrect about some of the more complex aspects of the game, and generally avoid the 2010 military as much as possible.  However, recently I discovered that a lot of the other experienced people here were not aware that it was possible to carve fortifications into a constructed wall.  But last night I was introduced to a very clever method of breaking through an aquifier.  It's give and take here, even amongst some of the most experienced players.

1083
DF Dwarf Mode Discussion / Re: Favorite mod?
« on: June 21, 2011, 06:06:43 am »
What are all of your favorite mods OTHER than Genesis (which pretty much goes without saying)?

I like the vanilla mod myself.  Just the way Toady wrote it.

1084
DF Modding / Re: [INTELLIGENT] pets
« on: June 21, 2011, 06:03:22 am »
They drink from wells if the well is on the z-level directly above the water. Trust Me.

Ah very good, but they will not drink from wells that are far above water level?

1085
  so.... yeah, WTF?!  leader of the free world?
What? Oh come on, give me a break, I'm busy fixing Cambodia. I'll get to the US later, after I solve world hunger.

http://www.americanprogress.org/issues/2009/07/f22_oped.html

Is this site to be trusted to not be full of hippy bias. Not that I don't like hippies, just the bias part.

I only looked for a site about the F22 - couldn't care where it came from as long as that particular article was reasonably accurate, and it seemed to be.  Several expensive projects that the military itself simply doesn't want are being continued due to corporate politics.

1086
DF Dwarf Mode Discussion / Re: Why won't they plant?
« on: June 21, 2011, 05:00:39 am »
I've got a large farm plot on nice sandy soil out in the open with over 200 seeds yet the plant whose seed I have lots of is not being grown, they're not even touching the farm plot. It's annoying the crap out of me and I don't know why, they can obviously access it as I had them fertilize it. By the way what does seas fert (Y/N) mean?

EDIT: I changed it to sweet pods and they started planting. Things only are available on the list if you can legitimately grow them there right? So why wouldn't they grow my berries? T_T
EDIT2: I've got a bunch of sweet pod seeds but they only planted four spots on the 10x10 plot. Why aren't they planting everything?

Sounds like you have a farm plot that's half-underground and half-aboveground.  Try to make sure you choose one or the other, or it will drive you nuts.  Either that, or the season might have changed?  You have verified each season's crop types, and made sure you have some of each type crop seed?

1087
DF Dwarf Mode Discussion / Re: Legendary monastery/hermitage
« on: June 21, 2011, 04:52:25 am »
Well, one of my weaponsmiths got a fey mood and made a copper crossbow studded with spikes of copper, now he's a legendary weaponsmith. This makes him the third one of my metalworkers to have made an artifact. I want to create a special place for my legendary dwarves where they can make lots of masterwork goods without ever having to leave to the main fort. A cyclopean monastery, if you would. How can I do this so that they can get the supplies they need without being able to leave? Any design suggestions? And how could I get them in there without letting the other prisoners *cough* I mean honored brothers out.

Easily done with carefully designed burrows.  Create bedrooms and workshops only for the legendary dwarves.  Use the profile manager to set the ownership of the shops to the dwarves, and forbid the doors to the monestary whenever some noob crafter somewhere else in the facility decides to have a mood.  Overlap the main fort burrow with the monestary burrow for food and alcohol and other needed stockpiles, as well as whatever the masters actually produce  Give a couple peasants with only hauling skills access to the monestary area to have them move things around the shops for the masters.

1088
Life Advice / Re: Speech problems, who do I go to?
« on: June 21, 2011, 04:33:32 am »
Speech therapists in the US can handle a wide range of issues from confidence speaking to lisps, stuttering, and other stuff.

Some speech issues can be genetic, but can also be controlled through training (*edit* I'm NOT saying all genetic speech issues are controllable through training - but a lot are).  I used to stutter a bit and have a lisp.  I got speech therapy in school and no longer do any of these things, and am absolutely fearless when speaking in front of many people.  I responded well to coaching and got a lot out of it.  My biggest speech issue these days is trying to speak on the phone with sunflower seeds in my mouth  8)

As mentioned above, talk to a generalist doctor or your family doctor if you have one, and get a recommendation as to who they suggest for further study.

1089
Life Advice / Re: How far back can you remember your childhood?
« on: June 21, 2011, 04:24:45 am »
40 here, and my earliest memory is trying to get the bad kitty away from mommy's flowers because the bad kitty was eating the leaves.  The bad kitty scratched my forehead and scared the crap out of me.  Age was around 2, cat's name was Velvet.  Funny thing is that I didn't develop any sort of fear or hate of cats.  I don't remember anything else for years after that, the trauma of those few seconds in my 2 year-old brain has just locked itself in.  I suspect my mother put a lot of effort into making sure that me and Velvet made up - the cat was a well behaved cat by all everyone else remembers about it, but when you try to drag a cat off a table by it's tail and you are a beefy 2 year-old with a very strong grip, the cat's not going to appreciate it.

1090
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2011, 04:17:50 am »
OR you can do something.
to have one you like being elected, make him NOT work. and stay in the meeting area with other dwarves.
THEN grab the little glassmaker prick and THROW HIM in exile.
like a 5*5 room with booze and food, and close him in.
after a while, he'll be a loner, and the other one should get more elected (or at least, stay put in place)

Urist has just created a magnificent artifact lever!

Wouldn't you like to see it Mr Mayor?  It's right over here in the new store room we built for surplus food & alcohol.

Why is there a bed, table, chairs, coffers, and everything a dwarf needs to live here?

Wait?  What? *forbid door* *assign rooms* *set mayor jobs to manager and bookkeeper*

1091
DF Dwarf Mode Discussion / Re: Generating a specific map
« on: June 21, 2011, 04:11:37 am »
This created a mountain with a volcano and a river but it had no trees and I could not embark on it... Is there anyway paint something that is flat but still contains trees and a volcano and river?

Flat volcanos are pretty rare no matter what you do, they are usually at least a few Z-levels above the rest of the surrounding area.

Trees are easy in the long run though - if you have soil.  Build big underground areas in soil and pierce caverns below - trees will begin to grow underground in soil types, and on mud as well, I think, though I can't guarantee the mud, I've never paid close enough attention.

1092
Money mah dear boy.

Then stop going to war and fix yo shit before you go back to play in the sand box.


I think you could afford it if you stopped trying to play super hero.

It's called Pork-barrel-politics and the good-ole-boy system, chum.

http://www.americanprogress.org/issues/2009/07/f22_oped.html

Even when it's obvious how to save money, it sometimes doesn't happen, for a lot of interrelated reasons.

What the US needs to do is make it completely illegal for corporations to donate any money at all for any reason to any political entity, and additionally make lobbying illegal.  If you want to be a successful business do it by providing a superior product that people want, and treating both your employees and your stockholders well.

Until this happens and is enforced, big companies will corrupt the governmental process even more than politicians by themselves would normally manage to do.

1093
DF Dwarf Mode Discussion / Re: Generating a specific map
« on: June 21, 2011, 03:22:30 am »
Go to advanced world parameters, and set the elevation and volcanism very wide.  Elevation should be at least 300, and volcanism at least 100.  Then, hit p to paint the features.  Pick a wide area, and paint it to have max volcanism and one elevation.  This will create that painted area exactly as you want, and leave the rest of the world to spawn mountains and plains and forests to allow civilizations to develop as normal.  I usually do this with a pocket world, for the simple purpose that "this is meant for 1-2 forts, I don't need a long, rich history".

I've never played with the paint feature, might need to do that someday :)

1094
DF Dwarf Mode Discussion / Re: Generating a specific map
« on: June 21, 2011, 03:06:07 am »
Never used perfect world, I just use the built in stuff.  Took a while to figure out though.

Too long to explain here really.  I posted a commented version of my pocket region generator of choice for my personal use recently, I'll see if I can dig it up, it will perhaps help you understand how the worldgen works a bit better.

I don't claim to know it extremely well, but I know it well.

*wanders off to search through old posts*

Here's an example that generates extremely volcanic 17x17 regions.

Spoiler (click to show/hide)

The above settings generated one of the best maps I've ever seen in DF - http://dffd.wimbli.com/file.php?id=4521

But for your purposes you might want to adjust number of volcanos down a bit, and maximum elevation down as well, then drop variance even further.  Be prepared for many fails, but you might eventually get what you want.


1095
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2011, 03:00:34 am »
Thanks - no dice for windows, or anything, so I've replaced him with a dwarf who likes gabbro and anvils...

Sigh - but they keep being re-elected, and I don't really want to kill off my best glassmaker (hey - if he's the one that can't make it, will he punish himself?)

He'll tell his sheriff to beat him.  If there's no sheriff, he'll write it down in the lawbooks, and when you install a sheriff, all justice will be performed back-to back.

Best bet:

b -> j = build a cage onto the floor.  Make it a justice building.  Can do the same with b -> v for chains.

I like to build nice big jails, about 10x10 in rock and get my best blacksmith to make high value platinum / gold / aluminum cages and install them.  Then smooth the whole room and engrave it.  Then put lots of statues made by your best mason in it.  Then assign the statue garden as a public building to the same area as the jail.

Unless absolutely required, I turn off all jobs for the sheriff except feed/water in the healthcare section.  He'll take care of both prisoners and patients that way, and spend a lot of time idling in meeting areas where your dwarves are, allowing him to act quickly against tantruming dwarves. 


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