Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mzbundifund

Pages: 1 ... 18 19 [20] 21 22 ... 25
286
DF Gameplay Questions / Re: Question about military dwarves.
« on: September 12, 2007, 09:02:00 pm »
The best way I've found is to set up two armor stockpiles.  Have one only accept strong armor, like bronze, iron, and steel.  The other accepts weak armor, like copper, bone, and shell.  You then tell the dwarves you want to change armor to wear only clothes, no armor at all.  They'll drop all their armor on the spot.  Your item haulers will then move it to the weak armor pile.  You then lock the door to the weak pile, and tell your dwarves to wear full plate.  The only armor available will be in the strong pile, so they'll suit up with the best stuff.  You can then melt, chasm, or sell the old stuff, or keep it around for training new recruits.

Remember they need several ranks in the armor user skill or the "very strong" attribute to be able to wear full plate without slowing down.


287
DF Gameplay Questions / Re: Importance of water
« on: November 23, 2007, 09:16:00 am »
quote:
Originally posted by coelocanth:
<STRONG>If you rely on alchohol, its possible for your whole fortress to die of thirst at the same time.
This happened when I bought out the human caravan - the dwarves insisted on using barrel production to store meat, and they all died of thirst before making enough barrels to store all the food and get the brewery running again.</STRONG>

That's why you reserve a few barrels.  You do so under the stockpile menu (p).

quote:
originally posted by sphr:
<STRONG>don't forget animals. They don't take alcohol..</STRONG>

They don't take water either.  Animals don't need either food or water, and thank goodness.  I can't imagine what a hassle it would be having to provide water for the 130 horses I have stuffed in that tin cage deep deep in the bowels of the fortress.

Prisoners can drink alcohol if it's stockpiled adjacent to their chain, but it's kind of a pain to set those little stockpiles up.


288
DF Gameplay Questions / Re: Artifact structures
« on: November 21, 2007, 06:31:00 pm »
Those artifacts are already 'component materials'.  Artifact floodgates stuffed with mechanisms will still be dismantled into an artifact floodgate and some regular mechanisms.  Artifact floodgates stuffed with artifact mechanisms will be dismantled into the artifact floodgate and the artifact mechanism.

Basically they won't be an indestructible barrier, but neither will they be permanently destroyed by a troll.


289
DF Gameplay Questions / Re: Barrels and Brewing
« on: November 21, 2007, 06:28:00 pm »
quote:
Originally posted by turboburrito:
<STRONG>I think booze is considered food so you probably should set those barrels to be used for food.</STRONG>

This is incorrect.  Reserved barrels are used for drinks, but not food, that's the whole point of reserving them.

Food stockpiles that accept things like plants will keep one empty barrel in them, so that when a plant needs to be stored, it can go right into the barrel, rather then onto the floor.

It's likely that those empty barrels are already tasked for something.  Either a dwarf is on his way to move them to a different stockpile, or a dwarf intends to put something in it.


290
DF Gameplay Questions / Re: Starting Fortress
« on: September 11, 2007, 04:06:00 pm »
The wiki's got some helpful info on starting builds, but there's a decent amount of text there.

I prefer a single miner with one pick, a carpenter with one axe, a mason, and two Proficient growers.  Other stuff varies.  I usually take 15 plump helmets and immediately brew them all.  I also take maybe 10 kinds of meat, which we live on until I can get the floodgate farm started in mid spring.

EDIT:  Right.  What he said.

[ September 11, 2007: Message edited by: Mzbundifund ]


291
DF Gameplay Questions / Re: Can't tame live bats
« on: September 07, 2007, 04:50:00 pm »
I could be wrong, but what I have observed is the trainer picking up the cage (or trap) with the untame small animal in it and carrying that to the kennels, and then taming it there.  I was not speaking of large animals, as the thread is about bats.

Perhaps I'm wrong, but every time I get the 'needs tameable small creature item' cancellation, it's because the cage or trap the animal is in is built.  Upon removing it, the trainer takes it to the kennel where the taming is completed.  I'm aware of what the wiki states, but these are my personal observations.


292
DF Gameplay Questions / Re: Can't tame live bats
« on: September 07, 2007, 12:03:00 am »
Basically the trainer picks up the cage or trap with the small animal in it, takes it to the kennels, and completes the training.  He can't do that if the cage or trap is built on the floor.

To tame a small creature it needs to be confined in a mobile container of some sort.  Once a trap catches a small creature, it generates a job to be removed (unbuilt) by a trapper.  Until the trapper gets around to this the trap can't be moved, and so the small animal can't be tamed.  If your trappers are all asleep or something, you might need to wait a while before the trap gets removed.  

You could speed up the process by transferring the bat to a cage, and then removing (unbuilding) the cage with the bat in it.  Any dwarf with animal hauling can move the bat, and any dwarf with furniture hauling can remove the cage.


293
DF Gameplay Questions / Re: Murder or Lies?
« on: September 05, 2007, 07:59:00 pm »
I've never seen it happen.  Could it be that your friend was just mistaken, and that it actually was a fell mood?

294
DF Gameplay Questions / Re: Door question not covered in the Wiki
« on: September 01, 2007, 10:03:00 pm »
Remember that some enemies, most notably kobolds, can 'pick locks' which means they can open even forbidden doors.

[ September 01, 2007: Message edited by: Mzbundifund ]


295
DF Gameplay Questions / Re: Eating Lizards?
« on: September 01, 2007, 10:08:00 pm »
My cooked meals are a fine mix of meaty stews and beery roasts, with a few fish thrown in there as well.  I've never known dwarves to refuse a cold plump helmet anyway, despite having lived off them for years.  I don't think dwarves care about eating the same thing all the time.

I made a new thread since I wasn't sure whether this is a bug, and the sushi thread relates to normally eaten creatures, as opposed to vermin like this lizard.


296
DF Gameplay Questions / Re: Eating Lizards?
« on: September 01, 2007, 01:36:00 pm »
Ridiculous.  I also have 49 cooked meals.

297
DF Gameplay Questions / Eating Lizards?
« on: September 01, 2007, 08:52:00 am »
I'm well aware that dwarves will attempt to eat vermin if starving with no other food, and the bug where they don't eat normally until they catch one.

However, I have hundreds of portions of food, nobody is starving, yet completely out of the blue a dwarf grabbed a lizard out of a nearby terrarium, hauled it to the dining room, and ate the darn thing!  He was in no way cut off from the food storage, there's no way all the food was 'claimed' as I have hundreds of dinners and only 28 dwarves.  The weirdest part is that he 'detests lizards'.

What the heck?


298
DF Gameplay Questions / Re: Legendary Mechanism
« on: August 31, 2007, 01:16:00 pm »
Mechanism quality doesn't affect trap damage at all, although your dwarves will get happy thoughts from admiring a trap made with such a good mechanism.

That mace will probably kill most things that trigger traps in a single hit, though.

EDIT: According to what Toady said in this thread, trap accuracy might be affected by mechanism quality, but maybe that's just in the next version.  I personally haven't noticed any difference in my games.

[ August 31, 2007: Message edited by: Mzbundifund ]


299
DF Gameplay Questions / Re: Turn off the economy?
« on: August 31, 2007, 03:35:00 pm »
Yeah, there are lots of ways to avoid / reduce the coin clutter, but there's no way to solve the fact that low-skill or rarely used dwarves will have crippling irrevocable debt unless you pull exploits like the repeatedly pulled lever.

300
DF Gameplay Questions / Re: Turn off the economy?
« on: August 31, 2007, 01:09:00 pm »
quote:
Originally posted by Fieari:
<STRONG>Think of the economy as "hard mode".  Until you've mastered it, you surely haven't mastered the game.</STRONG>

Eh, it's more like 'inconvenience mode'.  Nothing's really harder, there's just a bunch of bothersome nonsense that happens all at once for barely understandable reasons.

I'd love to see a functioning economy included in the game, but at the moment it's like Solara said: just an effort to train as many folks as I can to legendary.


Pages: 1 ... 18 19 [20] 21 22 ... 25