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Messages - SpacemanSpiff

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46
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 17, 2010, 07:44:19 pm »
Then it's not masterful...or a square...HE'S A LIAR!

Clearly he's a legendary liar as well as a legendary engraver.

47
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 17, 2010, 05:24:48 pm »
Which surgery workaround did you use - getting rid of all your tables completely, forbidding them, or just locking the surgeon into the hospital with no tables inside?

48
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 17, 2010, 01:24:15 pm »
will they drink from murky pools?

Yes, but only if nothing else is available, and they'll wait longer until doing so (so they get more dehydrated), and they'll get unhappy thoughts from the dirty water.

49
DF Dwarf Mode Discussion / Re: Post your dwarfy insults here!
« on: June 16, 2010, 01:13:43 pm »
"Oggez Rashas Awaits" - what dwarven mothers say to scare their children into silence

50
I've tried forbidding it and dumping it.

Make a stockpile to accept it, then take him off mining duty?  [If you're feeling kind, put the stockpile right next to his hospital bed, so he doesn't have far to crawl...]

51
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 16, 2010, 10:44:55 am »
One last thing - it seems that my military dwarfs that insist on having "No Job" instead of "Individual Combat Drill" all have the "would not do any more work than necessary" line in their descriptions.  Anyone else seeing this correlation?

Yep.  Anyone with the procrastination trait won't do individual combat drill, so they're useless in the current military setup

52
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 16, 2010, 10:43:29 am »
I've given one of my peasants orders only for feeding patients, but my wounded miner is still starving and dying of thirst!

From the bug tracker, looks like this one is fixed in the next release

53
DF Dwarf Mode Discussion / Re: Remains not rotting away?
« on: June 15, 2010, 11:40:29 pm »
How long did it take for the skeletons to turn into component bones? Were they indoors or outside? I've got some 'stray dog skeleton's sitting in my refuse pile outside, and they've been there almost 2 years now, and are holding up pretty good.

I'm almost tempted to atom smash the damn things.

I don't know exactly, but on the order of a year or two - I was "k"-ing through my refuse pile checking out the remains from the latest goblin ambush, and noticed these bones had replaced a couple of body parts from one of the previous two goblin ambushes.  This was below ground, and in a glacier no less.   Maybe complete skeletons hold up better than dismembered parts?

54
DF Gameplay Questions / Re: Deadly hand wounds in the new version?
« on: June 15, 2010, 02:33:07 pm »
Yes, it's down to lucky shots. 

The Materials thing is finicky.  Your cursor needs to be in the correct column before it'll activate.  Trouble is I can't remember off hand which column that is, and I'm away from DF :)  Try the middle and right columns, one of them will work.  Oh yeah, and remember that the military interface is mouse-driven, so you can clicky-clicky your way through.

55
DF Dwarf Mode Discussion / Re: naming weapons
« on: June 15, 2010, 01:03:03 pm »
I just want to turn off the part that makes it stop and announce a new name every 2 seconds

Just find the right line in announcements.txt and take out the pause

56
DF Gameplay Questions / Re: Deadly hand wounds in the new version?
« on: June 15, 2010, 11:16:41 am »
Fingers, toes, ears, eyes (and some other bits?) aren't protected by armor.  So your grizzled veterans soon end up missing a few minor pieces.

57
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 15, 2010, 09:17:49 am »
i would like to know more about the miss-equips, an unexperienced arsenal dwarf is sending the WRONG Eq to the troops?
of what do we speek here, wrong items like chain instead of leather?
giving the soldier not the best-currently-available weapon?

In my experience it's more common for soldiers to just not pick up one gauntlet, boot, or helm.  In a typical early game, I'll have a squad of 10 dwarves with 10 suits of metal armor made for them.  After three months the armor stockpile will still contain a helmet, a couple of mismatched gauntlets, and a boot.  But after the arsenal dwarf gets some experience in a year or so, it might be down to just one gauntlet.

58
DF Gameplay Questions / Re: Personality related to jobs?
« on: June 15, 2010, 09:11:05 am »
Hi, I'm kind of a returning fan to DF and wanted to get back into this game.

I have a question that's been bugging me since I first started playing. Do personality traits affect your workers' job performance? Or can I assign any worker any type of job regardless of their profile warning me of their random PMS tantrums?

I know that one personality trait has a major effect on game play: a dwarf with any tendency towards procrastination will never do individual combat training, which makes them useless in the current military.  Apart from that, I try to do the following:
  • Bookkeepers should prefer to be alone
  • Butchers should not be empathetic
  • Any dwarves in time-critical roles where laziness really pisses me off (doctors, brokers) should have at least average willpower (ability to complete a task) and focus (ability not to be distracted)
  • The militia is a good dumping ground for social misfits, and anyone with a love of adventure.  Hmm, actually I should reorganize my squads, so I have one of the useless angry misfits and another of the keen adventure-lovers...

I haven't run the experiments to confirm whether any of the listed items actually makes a difference, but they certainly feel right :)

59
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 15, 2010, 08:59:14 am »
Your military will only function if:

1. You create the squad
2. (Personal choice, here) You go to SUPPLIES and tell them they don't need to bring water or food with them, else they'll faff about for years looking for waterskins and backpacks.
3. You assign the squad a uniform that has a weapon choice with it.
4. You go into the squad's schedule and CLEAR IT ENTIRELY.
5. You designate an area for training (done from armor rack/weapon rack)
6. You designate an area for Individual Equipment and Squad Equipment (usually where your weapon/armor stockpiles are).

#4 isn't necessary if you don't use alerts.  #6 isn't necessary at all.  For #2 I let them carry a waterskin with water or booze (backpacks in 31.03 used to lead to abandoned food in the barracks filling the place with miasma - I haven't bothered since then.).  As your arsenal dwarf gets better at their job the rate of mis-equipping will fall to near-zero.  I give the job to my manager, since it uses the same skills, and it's easy to get a good manager just by starting lots of tiny jobs.  1 rock block, 1 rock block, 1 rock block...

60
DF Dwarf Mode Discussion / Re: Fire, Ice and... Dwarves!
« on: June 14, 2010, 06:22:36 pm »
Hey, after being inspired by a post I read earlier, I was wondering how I would go about generating a world giving me the best chance of getting a volcano, ice and sand on a 2x2 embark?
So far I have managed to get a volcano and sand, on a 2x2, though I think I put too many megabeasts, as ALL civs were wiped out...
But I'm new at thie world gen parameters stuff so I was hoping someone could save me some trial and error time?

For ice, I'd specify at least a medium region, so you get sufficient climate variability that you'll have glaciers in the north, south, and/or mountain ranges.
For volcanoes, I've had good luck just cranking up the minimum number to 25-50 in a medium region, and then doubling the variance so they don't all end up in one cluster.
Sand I dunno about :)

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