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Messages - Jh00

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1
DF Dwarf Mode Discussion / Re: Weird Stuff Dwarves Do
« on: July 15, 2010, 01:30:42 pm »
Mandating the construction of adamantine buckets. If at least they were used to take a d*mp, then I would feel ok about it.

2
DF Gameplay Questions / Baron HOWTO, please?
« on: July 15, 2010, 01:28:32 pm »
After countless fortresses, Iīm utterly frustrated for not yet getting a Baron (even after reading some people telling me to be happy about that). Guys, could you help me on this?


1- The DF2010 wiki entry says that I need 20 population to be eligible to a Baron, while the 40d wiki entry says 80. Can you confirm if it is really 20 or not?

2- The DF2010 wiki entry says that I need ">1 road value". How do I know that? In terms of roads, what do I need to build to be eligible for a Baron? Do I need to connect the road to the edge of the map? How long must it be?

3- According to this Toadyīs post, I would need to do "4 of the following:  25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs". Does this is still a requirement for DF2010?

3a- If so, what is a "crafting job" for the sake of completing the requirements? "Make Wood Crafts"? "Make Stone Crafts"?

3b- What about "25 metal-related jobs"? Is it necessarily smelting or just any job that uses metal someway? Does creating a metal door counts to this number?

3c- If I create 25 "iron rings", would it count both to the "25 crafting jobs" as well as to "25 metal-related jobs"?

3d- For the "10 gem jobs", would it be enough to just cut 10 gems or would I need to encrust something with them?

3e- Is it enough just to create these items or must I sell them to the dwarf trader?

4- Do I need to have a suitable room for the Baron before he actually comes? If so, should I create it and leave it vacant or can I use it for the mayor while I wait?

5- The 40d wiki entry states that the previous yearīs dwarven caravan must have survived. Does this apply to DF2010? If so, does it mean that if the dwarven caravan survives and I complete all the craft requirements this year, next year I will certainly get a baron?

6- After starting a fresh fortress, how long do you usually take to be promoted to a Barony?

Any other tips would be greatly appreciated. If the thread goes well, I can enter a link for this in the wiki.

Thanks in advance!

3
DF Dwarf Mode Discussion / Re: Weird Stuff Dwarves Do
« on: July 15, 2010, 11:50:29 am »
Killing a friend in a tantrum because a goblin killed his other friend.

4
General Discussion / Urgent! - Need suggestion on wireless routers
« on: July 12, 2010, 03:47:48 pm »
Hi!
I live in Brazil, but my wife is in Denver for a business meeting. She just called me and said she will be able to leave for shopping in 1 hour (something I hadnīt planned). I really wanted to buy a new wireless router, but I wonīt be able to research all the options I have in so short notice.

Do you have any suggestion for a good and affordable wireless router?

Currently, I have a Linksys W54G v8.0 running with DD-WRT, but everytime I launch utorrent, my connection drops - and so I was thinking about buying a new one.

Thank you very much in advance!

5
awwwww! :(

I was all ready to have my former mayor challenge the newly elected mayor to a death match in the arena...

Hmmm think about pitting those dwarfs with lots of pets... yummy.

6
Why not we just post a link to the bug you wish to have fixed? It is probably already explained there, and maybe, just maybe, Toady can have a look on this thread and easily see what was suggested.

7
I guess you should be able to target other dwarves and marchants or something... Like I want to start a war witht he elves but can I "directly" No! I have to make a little simply up/downstairway ladder then deconstruct some floors on the elves when they arrive... the abilityt o personally attack themw ould be nice.

Indeed, I would love to cage those elf merchants and throw them into my magma pit. I didnīt invite them to my fortress, nor I like those appalling merchandise they bring. At least they would work very well to lubricate my weapon traps.

8
Just curious to know which bug (as reported in the Bugtracker) would you like to see fixed first.
Personally, I would like to see this and this .

BTW, considering the "DF Eternal Suggestion Voting" page, wouldnīt it be nice to have something similar to see which bug is the most annoying according to the players, so maybe it could have some priority?

9
DF Dwarf Mode Discussion / Re: My first titan!
« on: July 07, 2010, 11:59:24 am »
It's last words were:
Quote from: Egesh Laslemvicu Iquoblasiv
Who the hell plays with temperature on?

LOL!

10
DF Dwarf Mode Discussion / RIP arsenal dwarf
« on: July 07, 2010, 11:38:52 am »
Quote from: ToadyOne
The arsenal dwarf was obliterated
That was the most useless piece of nobleness on my fortressness. No wonder Toady "obliterated" him instead of politely "removing" him.

Iīd rather have a  Wardrobe Stylist to manage my XXsocksXX.

11
Quote from: ToadyOne
Military marksdwarves will fire on their enemies properly now, and I made the kill order work a bit better, so that non-targeted benign wilderness animals wouldn't gum it up and it'll force targeting of targets that aren't normally allowed (it was a bit confused about those).

Does it mean that I will be able to kill Friendly Goblins?
Does it mean that I will be able to euthanize melancholic dwarves?

Oh please, say I will! :D

12
DF Suggestions / Re: Build over floors?
« on: July 01, 2010, 11:51:54 am »
This all makes perfect sense in programming terms, it is simply that you are refusing to understand it in programming terms.

Some possible ways to overcome it:

Programmatically, consider that a floor is kinda "the top of a wall in the z-level bellow". If you place something over a floor, and "k"īing it, you will see, for instance, a chair and a floor. If you decide to remove the chair with "q"/"x", fine. But when you "q" over it, you would have the option to toggle (with + or -) between the chair and the floor, and if you picked the floor, it wouldnīt allow it while the chair was still there.

The game is already able to handle different things on the same spot (for example, clothes on the floor). It would be just a matter of adapting it. It would be more complex, but DF has accomplished things much more difficult until now.

I support this idea, because ince I miss-channeled a single tile in fortress entrance. Because of that, I could not use that tile for traps since there was no way for me to create a wall on the z-level bellow and obviously, I could not build over floors.

13
8 using o-r you can select diffrend refuse options and auto select stuff for dumping using i you can designate an area then pressing g will make it a garbage dump if you dump it in the river or magma you can get rid of it.
Thatīs what Iīve been doing, but there is usually so much trash that my dwarves take a long time to clear it all. Beside that, to dump things outside, I need to allow gathering of ANY refuse outside, which means that many dwarves decide to wander far away from my walls to get refuse (unless I first look all around and forbid them first).

12 invasions don't carry any supplies and therefore would be to easy to starve to death.

Thatīs a good point. Anyhow, IMHO a siege is about checking who will survive longer with their provisions.  It isnīt feasible that goblins start out a siege without a supply line or provisions on their backpacks. For all I care, they could very well eat the corpses that are usually spread around my fortress (it would kill 2 rabbits with one stick!).

As an aside, naming is already half-implemented with the Notes function. I believe it is ctrl+N to add a note somewhere? Or is it just capital N? You can assign any tile a symbol and then type in whatever text you'd like over it.

I use that a lot: hit "N" (uppercase), place a note with "p", then use "t" to type a note.

The refuse stockpile used to be more easily divided into "keepers" and "rotters".  Perhaps some of that functionality will return when the bad or lacking toggles are fixed in other stockpile categories. 

That would be wonderful!

Stockpiles for sand bags and prepared meals are always used in my fortresses.  I would hate to see those eliminated.

I didnīt mean to eliminate them. I just donīt understand why "Sand Bags" or "Prepared Food" isnīt simply an item in the stockpile list, as "chairs" or "tables", instead of being activated by a letter. We have, for example, Lye that is the only item inserted into "Misc. Liquid", why not having a category for "Prepared Food" as well (which could be divided into "Easy", "Fine" and "Lavish meals"? When I started playing, I got quite confused with those stockpiles "letters".


14
DF Gameplay Questions / Re: Ordering all dwarves inside?
« on: June 30, 2010, 01:02:39 pm »
Can also cover two separate locations with one burrow, it doesn't need to be continuous.

How would that work?

I have 2 major areas in my fortress. The one on the first z-levels and the one at the botton, with the magma forges. I created a new burrow enveloping the two areas (and that included all the stairs in between). Had I set the burrow this way without eveloping the stairs, would my dwarves travel between the 2 areas?

15
Ok, it seems I failed, so I gently ask the moderator to delete the whole thread.
Thanks.

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