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Messages - Drawde

Pages: 1 ... 14 15 [16] 17 18 ... 30
226
DF Gameplay Questions / Re: Not much metal?
« on: December 09, 2011, 03:50:48 pm »
When choosing a site remember to check each biome in the site.  Sometimes that 4x4 site with shallow and deep metals has multiple biomes, and the first one shown is simply one square of the 16.

Also, huge caverns can eat up the metals.  All that empty space may have been ore before it was removed to make the cavern.

227
DF Dwarf Mode Discussion / Re: Best Dwarven Recipes!
« on: November 17, 2011, 04:10:40 am »
Lock a dwarf in a room with a lever, then tell the dwarf to pull the lever, releasing magma into the room.  Cook until very well done, then drain the magma from the room.

The most dwarven recipe there is   :D

228
DF Gameplay Questions / Re: exploit list plz
« on: November 06, 2011, 03:51:25 pm »
-Walls + Drawbridge (keeps out 99% of enemies that you can just plink away at with bolts until they leave)
I don't see how something in the game being used the same way the things work in real life is an exploit.

229
DF Gameplay Questions / Re: Goblins not entering fortress
« on: October 22, 2011, 02:43:30 pm »
Goblins that survive and leave the map will tell the others where your traps are.  Any attackers that come after that will avoid that trapped square.  Which is one reason they'll wait right outside the traps.

Humans do that also, and I'd assume elves too.  I don't know about now, but it used to be that friendlies, such as traders, that pass over the traps learn where they are as well and tell their civilization.  Though I assume it's still the case.

Trolls don't seem to learn though.

230
DF Gameplay Questions / Re: 10 traps + 1 door = siege immunity?
« on: September 15, 2011, 03:15:06 pm »
Build some traps on the only path into your fort, then trade with some humans and let them go.  Then kill every human that enters the map until they declare war on you.  From what I understand anyone who survives a trap and leaves the map (even if they're friendly at the time) tells their civilization about the trap.  They can then ignore that individual trap.

Or at least in older versions.  No idea about the current ones.

231
DF Gameplay Questions / Re: Caving in for clay
« on: September 10, 2011, 03:56:30 am »
I usually just had one kiln on collect clay.  With a stockpile near the magma kiln set to allow clay.  I usually had to turn the gather kiln off eventually, as I'd end up with several hundred clay sitting there waiting for the one work kiln to make pots.

And I'd eventually turn the magma kiln off too, as I'd end up with several furniture stockpiles full of pots.

I've never had much trouble keeping a good ceramics group going.  It's the glaze that you have to watch out for.

232
DF Gameplay Questions / Re: Why's the rain always gone?
« on: September 07, 2011, 05:09:23 pm »
Did you turn off weather in the init file?

233
DF Gameplay Questions / Re: Clayest thing since Clay came to Claytown
« on: September 07, 2011, 05:07:56 pm »
To expand on something mentioned above, glazers do not currently gain skill.  If you don't have fire clay but want a clay industry, either start with a good glazer or hope one migrates in.

Also, glaze doesn't have quality modifiers.  So I expect that glazer skill only affects the speed at which a clay item is glazed.

234
DF Dwarf Mode Discussion / Re: Desert glass tower complex
« on: September 06, 2011, 09:51:39 pm »
A good way to get trees is to have multiple levels of soil and dig at least one of them out, without exposing it to the sun.  No need to irrigate it.  Once you breach the caverns you'll get plenty of trees and shrubs.  For best results though you need an herbalist to gather any shrubs that pop up, since they block potential tree spots.

And I'm no longer certain how the layer underneath needs to be.  It used to be that a tree wouldn't grow if there's either nothing or just rock underneath it.  But I think that changed.

235
DF Gameplay Questions / Re: Something is wrong with my well...
« on: September 04, 2011, 12:36:57 pm »
If he has a functioning well, he has already a bucket on a rope/chain.
I don't mean the bucket on the well.  He's getting "cancelled give water" spam.  That means either an injured dwarf is thirsty, and imprisoned dwarf is thirsty, or (I think) a working dwarf is thirsty.  You need an empty bucket for a dwarf to move the water from the well to the thirsty dwarf.

Another possibility is that his cistern, or the top level, is partially empty.  Which causes the water to flow around.  When the well is used, at that moment a 2 level or lower of water is hit.  Which means the well, at that moment, thinks there isn't enough water in it to work.

236
DF Gameplay Questions / Re: Something is wrong with my well...
« on: September 04, 2011, 03:26:29 am »
Sounds like you're out of buckets.  You need empty buckets to give water to a dwarf.

237
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 03, 2011, 03:30:41 pm »
Just designate an entire room, with all the tables and chairs, as a dining room (from one table) or a meeting area ('I' menu).  The meeting area way prevents parties from springing up.

Also, use one chair next to each table.  The dwarves prefer sitting next to the tables, and each table can only be used by one dwarf at a time.

238
DF Dwarf Mode Discussion / Re: Howto: Artifact Non-Metal Anvil?
« on: September 02, 2011, 01:15:56 pm »
I heard a story somewhere about an artifact bone anvil, but it sounds like it was just a rumor or a metal anvil that happened to have bone on it.  Was there ever a bug that allowed this at some point?
I think there was a bug that turned some artifact attempts into iron when finished.  Though I believe it was fixed.

239
DF Gameplay Questions / Re: Dedicated Hospital staff?
« on: August 28, 2011, 01:19:55 pm »
Part of the problem with burrows is that although it disallows the dwarves assigned to it from doing tasks (not eating and sleeping, by the way) from outside the burrow, it doesn't prevent them from STARTING the task.  Most of that spam comes from a burrowed dwarf deciding to haul something somewhere outside the burrow, then canceling the job because it's not in the burrow.

It shouldn't be an option, but it looks like the game's set up to look at all the jobs the dwarf can do, then canceling the chosen jobs until the game finds one the dwarf can do.

240
DF Dwarf Mode Discussion / Re: Building a safe well into the caverns
« on: August 27, 2011, 02:07:21 pm »
The second method is to make the water go upwards through a floor grate by using gravity. Keep in mind water will rise to one level below its initial level. You can do this by digging a tunnel under the water then caving in the ceiling in the right place.

~ -> water
# -> wall
... -> floor grate

##   #
##   #~~~~~
##~ #~~~~~
##...#~#####
##~~~#####
##########
I tired this one once.  What happened to me is the water filled past the grate just fine.  But it never refilled.  Once it hit 2/7 water the well became unusable.

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