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Messages - EBannion

Pages: 1 ... 17 18 [19] 20 21 ... 31
271
DF Gameplay Questions / Re: new fortress == new world?
« on: April 03, 2013, 01:58:37 pm »
I usually regen a new world for each fort, however...

Usually I'm making a new fort because there's a new version of DF out.

My current project, though, intends to have several forts and adventurers in the same world. Most of them in the same location.

272
DF Gameplay Questions / Re: How to dig down a level on already dugged?
« on: April 02, 2013, 03:03:38 pm »
I think you mean a channel, too.

You (d)ig -> c(h)annel -> designate, on the square above where you want the water.

273
DF Gameplay Questions / Re: Miner cancels Drink: Cannot find path
« on: March 03, 2013, 06:31:00 pm »
What kind of stairs are you using? (i) Up/Down stairs?

If you're just using Up or Down stairs for multiple levels, he'll dig himself down to a spot he ca'n't get out of.

Also check to make sure he's not in a burro(w) which restricts him from accessing the drink.

<edit> Duh, forgot to include a solution, though it should be obvious - either have him (d)ig some sta(i)rs up/down near your stairwell if it's unclimbable, or have someone else (b)uild -> (C)onstruction -> sta(i)rs up/down in the spot where your incorrect stairs are.

274
DF Gameplay Questions / Re: Random forest fires?!
« on: March 03, 2013, 03:44:46 pm »
And once the first fire happens, the subsequent fires could be started by a !!Dwarf!! heading out to a place with combustibles.

275
DF Adventure Mode Discussion / Re: Adventurer Needed, apply within!
« on: March 03, 2013, 02:12:39 am »
And just now, thanks to Tekkud's heroic efforts, a major milestone has been achieved - each and every one of the poor, departed dwarves from Bronzebanners has been memorialized by an engraved slab or by a grave.

Now the resettlers can turn their eyes and their picks to the future.

276
DF Community Games & Stories / Re: The Beginning, Again
« on: March 03, 2013, 02:09:58 am »
Milestone reached - the very last of the dead of Bronzebanners' last iteration has just had their mortal remains interred in a coffin, and now every single death has been either memorialized with an engraved slab or interred in a grave.

The dwarves now can turn their eyes to the future, and begin to prepare themselves to survive the threats that brought their dearly departed comrades' expedition to an end.

And I can go to bed for the night. See y'all in the morning.

277
Apparently after you reclaim the site they were built in, they don't show up on the (l) Artifacts screen and can be traded.

Interesting.


278
DF Gameplay Questions / Re: Dwarves aren't planting my strawberries.
« on: March 03, 2013, 01:21:03 am »
So I have some evidence for this situation which I just collected in my reclaim...

I have a ton of seeds in my stockpile from before the fort died the first time. However, it didn't recognize that I had them at all, and my farm plots told me I had 'no plantable seeds'.

Then my herbalist (plant gatherer) picked some wild Whip Vine.

Then, my farms could suddenly be set to Whip Vine, but the farmers still sat idle and did nothing.

Then my brewer made some Whip Vine Wine, producing several Whip vine Seeds, and bam, the farmers realised they could use the seeds for something. They had no problem using the seeds that were here from before once they were prompted by the two seeds that came out of the brewing.

Now to hope the herbalists find some Wild Strawberry plants and Prickle Berry plants, and that my brewer finally gets around to using those in a brew...

279
DF Gameplay Questions / Re: strange mood - what does [B] indicate?
« on: March 03, 2013, 01:17:42 am »
Unfortunately you ca'n't deconstruct cloth items.

Silk is one of the leading causes of dead moody dwarves in my forts.

You can tell how many of an item is needed (roughly) by how long it is displayed on the 'needs... bars... gleaming' display - the amount of time each item is displayed is relative to how many the dwarf wants (it's really just displaying the same message several times, but it looks like it's being shown once but for a longer time).

Skulls don't count as bone, and if it's not showing on your stocks (z) screen, you don't have them. Make sure the stockpile you are referring to isn't just skulls.

If you don't have any bones, you can always set up an emergency butcher shop, designate a hauler or two as a butcher, chop up something reasonably large (like a yak, cow, horse, or in a really bad situation, a dog) and hope she goes charging off to the butcher shop to grab a bone as soon as the luckless animal is deconstructed.

(You posted that you found the silk while I was typing this; I decided to still post it because some of the other tips are useful in more than one situation.)

280
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 02, 2013, 10:59:45 pm »
I remember right after the update with the necromancers and vampires some folks talking about intentionally putting their suspect vampire dwarfs in a position where undead could attack them in order to weed out the witches vampires.

"If the undead eat her she wasn't a vampire!"

"But doesn't that mean she'll be dead?"

"Tough luck!"

281
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 02, 2013, 09:32:20 pm »
A Werehyena just snuck into Veiltomes and tore apart my broker/bookkeeper's skull, before gravely wounding my mechanic and tearing open the hand of my militia commander before being hacked into itty-bitty pieces by my militia.

I'm left to wonder if my militia commander and mechanic are now going to become werehyenas themselves.

My last fort's military went through three cycles of werepantherism being passed from the dying to the killers until I got a group that resisted it and the cycle stopped.

282
DF Dwarf Mode Discussion / Re: Well... this is different.
« on: March 02, 2013, 07:32:30 pm »
Mad is fine as long as you keep him airlocked into a place he ca'n't escape from and shunt the enemies through it...

283
DF Community Games & Stories / Re: The Beginning, Again
« on: March 02, 2013, 03:11:55 pm »
Victory!

Bay12er Pirate Bob's adventurer Tekkud Sirabkul succeeded in ridding the Bronzebanners site of the goblin menace, and the reclamation effort has begun!

There's a post in my blog with the details of the adventure, and soon there will be a new Overseer and a new series of diaries.

Hopefull this attempt will last a LITTLE longer than the last one (yeah, right!)

284
DF Adventure Mode Discussion / Re: Adventurer Needed, apply within!
« on: March 02, 2013, 03:09:56 pm »
Success!

The post detailing Tekkud's exploits in reclaiming the fortress is up on my blog!

The reclaim has happened, and another post should follow later tonight or tomorrow to describe the Dwarves' return to Bronzebanners.

Kilrudzulban shall live again!

285
If you run your minecart under water, it will fill with water.

If you later have it dump into open space, the water will fall as mist.

So if you have a circuit by which carts go through water, fill up, and then ramp up above (for example) your dining hall, and then dump, it'll keep the mist flowing without complex pump systems or potential flooding.

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