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Messages - Sarudak

Pages: 1 [2] 3 4 ... 13
16
DF Dwarf Mode Discussion / Re: Uses for glass?
« on: March 07, 2011, 06:17:07 pm »
How do animal powered watchtowers work?

17
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 04, 2011, 01:54:58 pm »
Thanks guys. I thought that glass could be fixed by modding the raws.

And btw I've just finished drawing my new expedition leader Uvash Twistships - she's a stone dwarf with long braided red hair, green eyes and (ta-da!) she is socially crippled by thoughts that everyone is watching and judging her.

Spoiler (click to show/hide)

Where is her beard?

18
DF Gameplay Questions / Re: Massive supply of wood, and Aquafer problem.
« on: February 25, 2011, 11:37:52 pm »
You can even use the cavein method to get through two layers of aquifer. But that method only works if you have at least two additional layers of soil above the aquifer(s) if the aquifer(s) are in the first or second layer then pumps and wooden walls are your only way to go. Note that this is very slow and time consuming.

19
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 24, 2011, 11:48:09 pm »
What tileset is that??

20
DF Dwarf Mode Discussion / Re: Some questions about armor and stuff.
« on: February 23, 2011, 11:23:42 pm »
All paired items are made in pairs.  Or, I assume, however many limbs your race has.  If your people have 4 arms, you probably get 2 R and 2 L gauntlets.  Testing will be needed.

Regardless, when assigning individual gear, make sure you aren't assigning the same gear, and that you're assigning two gauntlets and boots.  If told to "Equip this left gauntlet" then they will do so, and not wear a right, unless you ALSO specify them to wear a right gauntlet.  Same for boots, assign them two boots.  This seems to only hold true for manual equipment.  If told "Any steel boot" they'll grab a pair correctly and wear two.  Also be careful that you don't have two soldiers who've been assigned the same glove.  This is hilarious and frustrating.

This is wrong. Only one boot and one gauntlet assignment is needed.

21
DF Dwarf Mode Discussion / Re: Bad Fort Design?
« on: February 23, 2011, 11:05:53 pm »
You know you can just press x on the statue placement menu to expand the statue menu and place exactly the one you want right?

22
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 22, 2011, 12:33:02 am »
Well, the blast furnace is there, and it can mass-smelt. Is it not enough yet? :).

Yeah i want a blast furnace for production.

I disagree. If anything forging is way too easy and fast already. Forging quality armor takes a long time and alot of work in reality. Maybe you need to train more armorsmiths if you want it to go faster.

23
DF Gameplay Questions / Re: Stone weapons
« on: February 21, 2011, 08:57:39 pm »
I believe they were called wooden but still acted like obsidian.

24
Just to put this here, Toady said from the very beggining that he wasn't going to add digging invaders. See the back to the dwarf game thread accessable via front page.

I think you need to check your facts.

Quote from: ToadyOne link=http://www.bay12games.com/dwarves/dev.html
# Improved sieges

    * Eliminate remaining edge-of-map exploits
    * More highly trained attacking soldiers when approprate
    * Many trap exploits are handled above by requiring more to produce a trap, things like cage traps should make more sense vs. large creatures etc. (respect strength/ability vs. material, large cages might be separate object)
    * Coming up with a plan to overcome pathing obstacles to reach fortress innards
          o Ability to dig (optionally, default on)
          o Ability to build bridges/ramps
          o Ability to use grappling hooks/ladders/climb
    * Learning from mistakes if first attempted assault plan fails badly
          o For instance, if many siegers are killed, caged, etc. in a given hallway, they shouldn't generally go that way again, even if that means building/climbing/digging
    * Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework

25
DF Gameplay Questions / Re: Dwarves stopped storing food in barrels
« on: February 20, 2011, 12:17:03 pm »
They are storing food just not in barrels.

No jugs, nest boxes or hives (i have hives stored in my finished goods pile) stored in my food piles although I have many buckets of milk.

26
DF Modding / Re: Dwarven Candy
« on: February 20, 2011, 03:44:19 am »
Actually dwarves can't see the honey in containers still if it's in a stockpile. Which is apparently why it's so difficult to make mead.

27
DF Gameplay Questions / Re: Dwarves stopped storing food in barrels
« on: February 20, 2011, 03:43:07 am »
I have 4 food stockpiles. None of them are adding any new barrels. I'm not using large pots. And I haven't made any nest boxes.

28
DF Gameplay Questions / Re: Dwarves stopped storing food in barrels
« on: February 19, 2011, 11:45:20 pm »
Nope. I checked that. Also the barrels that already have food in them are getting stored fine but no new barrels are being used.

29
DF Gameplay Questions / Re: Dwarves stopped storing food in barrels
« on: February 19, 2011, 11:30:43 pm »
I checked orders. I should make it clear that they are storing the food in stockpiles they just aren't using the barrels I have lying around. So 10 tallow takes up 10 units of stockpile instead of just 1 (which is super annoying).

30
DF Modding / Re: Modding speed of activities based on skill?
« on: February 19, 2011, 11:15:35 pm »
Sad. Well thanks for the info.

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