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Messages - JAFANZ

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631
DF Dwarf Mode Discussion / Re: High boots are...foreign?
« on: August 27, 2010, 07:13:11 am »
Different Dwarf Civs in a different world can make different things, if you can't remember which civ you were originally, find out which you are now, abandon, embark from a new civ, & before actually completing the embark process, see if you can buy High Boots, if you can't, abort & try again until you can.

632
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 27, 2010, 03:00:36 am »
I believe his problem is that once you run out of "_" the repeating job is cancelled not suspended/ignored.

633
DF Gameplay Questions / Re: 2 Qs: Butchery and Furnaces
« on: August 27, 2010, 02:55:01 am »
AIUI, the problem with Barrels is that stacks of prepared food aren't split for storage in barrel, so if the stack is larger than 10 (or possibly 5, since that seems to be what 0.31.12 is using as the dry goods capacity for me) units, it won't fit in a barrel.

I'd also note that most people seem to think this behaviour is advantageous, as stacks of prepared meals larger than the capacity of a barrel (1) still only occupy 1 tile/stack, & (2) free up the barrels previously holding the ingredients consumed [which is handy when you need somewhere to put some booze].

AFAICT, for prepared meals, the main advantage of storage in barrels would be protection from vermin, if you have cats chained at the entrances to your food stockpiles, these may be less of a problem (& the cats will chew up less pathfinding resources).

634
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 27, 2010, 02:17:14 am »
World Gen Params: Hit (Esc)ape then go into "Export Local Image" & hit (e)port. It will put 4 files in your DF root directory, 2 with name of the fortress, 2 with the name of the world, one of these will be the world gen params.

copy & paste the world gen params into data\init\world_gen.txt (I recommend changing the Title:<whatever> bit when doing this), then go into 'Design World with Parameters', select the new entry, & let 'er rip, it will generate the same world.

Next is the irritating bit:

Make a backup of your savegame, load the backup (this is usually easiest), abandon the fortress, the re-embark on that world, selecting (R)eclaim, but _not_ actually embarking. Make a note (mentally, or at least externally to DF) of the location of the Reclaim site on the 3 maps, abort, & embark on the _ReRoll_ you did above, find the same location, Highlight the actual embark zone you're recommending, take screenshots until you get one that catches the yellow "X" on the World & Region maps (on XP I use PrntScrn & paste into MSPaint), once you have a usable shot, crop it to a useful size, save it as a jpg, gif, or png, upload to a hosting site, then make a post here.

635
DF Gameplay Questions / Re: Need some help
« on: August 27, 2010, 02:00:54 am »
Where is it supposed to say "No Important Leaders"?

'cos the only way I know (in-game) to identify a moribund starting civ is to look for the one(s) that doesn't(/don't) highlight any Mountainhomes on the World map when selected.

636
DF Gameplay Questions / Re: Frozen water
« on: August 27, 2010, 01:56:08 am »
1, MAKE BOOZE!!!
2, if you have magma, tunnel under the frozen water source and send it through, it should melt.
3, Wait it out, only feasable if dwarves can last until thaw.
4, breach the caverns. there's bound to be water down there.

future notes, make a Pit/Pond underground save some water for drinking. start the farms as early feasable, brewing like crazy when you get the plants.

I already have farms growing plump helmets, set to brew and NOT cook. So I should get more seeds I assume.

Do you have:
1) A Still with some "Brew Drink" tasks set?
2) Dorfs assigned to gathering from the Farms (if you have no-one assigned as "Grower", check that <o>rders isn't set to "Only Farmers Harvest")?
3) A Dorf assigned to Brewing & no higher priority jobs?
4) Barrels to hold brewed Booze?

637
DF Gameplay Questions / Re: Generating world with extinct dwarves.
« on: August 27, 2010, 01:38:53 am »
Only the 1st 2 waves of migrants are hard-coded, so if you originate from an extinct dwarven civ, you will get 2 waves of Migrants & no Dwarven Caravans.

638
DF Dwarf Mode Discussion / Re: Mass move to trade depot?
« on: August 27, 2010, 01:09:13 am »
A work around would be to designate you garbage dump next to the depot, mass dump everything you want to move, then unforbid everything you wish to trade.

639
As for the ass, in any case a vent from a miasma-generating stockpile should let miasma seep out along the magma chute to add some farts to the equation.

or you could just... you know, shit out the refuse...... :)
When refuse comes out, I guess that makes it a technicolor shart.
Fixed that for you.

640
DF Dwarf Mode Discussion / Re: "The Blender"
« on: August 27, 2010, 12:48:41 am »
Goblins will only run over traps "forever" until there are no more traps for them to run over, the use of repeater is to trap them in an infinite loop over a finite supply of traps, otherwise they'll eventually get past your traps, be it because the traps are not working anymore or because they invaders are all now Legendary+5 dodgers/shieldsgobbos.

641
The nose should be the prison, have two nostrils that allow for prisoner dumping.  :P

Stomach should be the prison, prisoner dumping should involve a goblin grinder, running water, & the back exit.

though a bridge based obsidian farm might be a good substitute for the goblin grinder (solid waste rather than liquid).

642
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 26, 2010, 01:10:31 pm »
Sphalerite is 95% right, you need water from wells for a hospital.

Supposedly the bug that contaminates water below the sealine, also desalinates water above it, so the the well can be drawing from the sea & still be used.

I haven't actually seen anyone comment on whether or not water being transported to a patient is contaminated once it drops below sealevel though, so I'd recommend building your hospitals up there too, at least until & unless you usable infinite underground water.

643
DF Gameplay Questions / Re: Adamantine Walls or Masterwork Engraving
« on: August 26, 2010, 01:02:31 pm »
Not to derail the thread, but what tile set is that? I love the switches with on and off written on them.

Looks like Phoebus_16x16 to me, it's the default for the LazyNewb packs.

644
And either way, the water should turn the top layer into cast obsidian eventually, I believe the SMR will only do for the collapsed rocks.

645
DF Dwarf Mode Discussion / Re: Starting Builds
« on: August 26, 2010, 11:53:10 am »
Most of them get eaten, to the tune of 8 of the males and 2 females, I keep the male and female with the best attributes, maybe 2 females if I have 2 gigantic heavily muscled.  The rest are all butchered fairly soon, unless I need them as war-dogs.

So the muscled/weak, skinny/enormous, etc. descriptions of animals are proven to affect their stats?

I've noticed a general correlation between the descriptions/dangerousness of wildlife, but not enough to empirically prove it.  (The muscular/gigantic werewolves took out a civilian or caused an injury, but I've only had 8 weres total and my military's been training and upgrading equipment, so...  not exactly laboratory conditions.)

Weak animals give less meat, as do skinny ones, extremely fat produce more fat globs, enormous produce more of everything, well muscled produce more meat.  I have no idea if it effects their actual combat stats, I just like getting the most possible from my butchering.

So which is better, Enormous or Gigantic?

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