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Messages - Marsunpaistii

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1
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: June 04, 2012, 12:07:58 pm »
Is it possible to make carts go uphill while loaded without using power aka. being pushed by dwarves? I tried to make a testing setup where 2 z levels down is a wood stockpile and a stop to fill the cart, and 2 z levels up from there is another stop to dump the wood. It worked fine except that instead of pushing the cart up 2 z levels, a dwarf carried the cart full of wood 2z levels up and rode the cart back down, which I intended to do in the first place. But how do I get the dwarves to push the cart up instead of carrying it?

2
DF Dwarf Mode Discussion / Siege operators run away in fear
« on: September 22, 2011, 05:04:32 pm »
I set up a ballista based defense system for my fortress but I noticed that the operators run away in fear when they see enemies. How do I make them stop this? I tried [Nofear] modding and also tried to assign the dwarves to squads but no success.

3
DF Adventure Mode Discussion / Aiming thrown enemies
« on: June 13, 2011, 08:51:15 am »
A small idea for adventurer mode; you should be able to aim enemies you throw using wrestling just like you aim when you throw stuff normally and the damage would be affected by your throwing and wrestling skills. Same thing for aiming ranged weapons at certain spots of the enemies just like you can aim melee attacks nowadays

4
DF Dwarf Mode Discussion / Dwarven schools
« on: May 31, 2011, 07:19:40 am »
After I saw the thread with the experimenting of the student and teacher skills, I thought, why can't we make schools in dwarf fortress? You could designate a chair or something to be a school and you can assign dwarves and a teacher to that school, and also the skill to teach in there. You could teach social skills that are normally hard to increase, or if your teacher is good enough, you could also teach labor skill but not fighting. You could thus increase the dwarves teaching and student skills and thus also have them train faster through demonstrations when assigned to a barracks. This would help to train dwarves faster or those who tend to put the "useless" skills to nearly every dwarf such as masonry, carpentry and plant gathering or wood cutting, you could increase their skill easily without needing to create, for example, 20 masons workshops and have them all produce crap for 3 years in succession to get your dwarves not to be that bad at doing their job.

5
DF Dwarf Mode Discussion / My little gold mace artifact
« on: April 27, 2011, 09:18:42 am »
Im wondering if I should use my Diedhumor the artifact gold mace (that is worth 1.7 million urists) for my military. How good are gold maces exactly? Heres a pic of the description too:

6
DF Dwarf Mode Discussion / Re: A qwestion.(lol)
« on: April 22, 2011, 04:13:49 am »
Try it out. Just embark and place a water source zone on the river. If the numbers in the brackets in the water source are more than 0, the water is drinkable. For example; Water source (13) = drinkable, water source (0) not.

7
DF Dwarf Mode Discussion / Re: If only Urist didn't...
« on: April 21, 2011, 09:07:29 am »
If only Urist McMason didn't trap himself every damn time I order them to wall off a section or build walls just anywhere.

8
DF Dwarf Mode Discussion / Re: New Computer! What to do?
« on: April 17, 2011, 02:30:03 am »
Overclock and never suffer an FPS death anymore.

9
DF Dwarf Mode Discussion / Re: What can I do with this salt?
« on: April 17, 2011, 02:29:27 am »
I once had an epic battle between my best squad (which wasnt that good) with good steel items versus a platinum titan. They struggled for a long time to kill the platinum titan, and then, for some reason, my trainee from an other squad that only had training shitweapons, came and hit the platinum titan with his wooden sword and cut his torso off. I ofcourse, hadnt yet read the combat log and when I saw how the titan died I was so amazed. The trainee who killed the titan was a dabbling sworddwarf.

10
DF Dwarf Mode Discussion / Re: I'm at a loss.
« on: April 17, 2011, 02:19:01 am »
How exactly did you station your marksdwarves? When I use the move to command in the squads screen they automatically go back and get some arrows. Also if you use burrows so that you just open the burrow and select "assign civilians to burrow" to make your marksdwarves guard that area, you are doing it wrong. To restrict civilians to a burrow, go to the (m)Military screen where you select (a)Alerts and create a new alert. There you select "burrow restrictions" to the burrow you would like to restrict your CIVILIANS. Whenever you get attacked you just open the military alert screen and hit enter on the alert you just created and civilians will run to the burrow. If you want your military to defend burrows or just act differently during the alert, you got to edit their Schedule and edit what they do every month during when the alert is toggled for the squad, for example, defend burrows. To use your new created alert for your military, you got to open the squads screen and where there is "Active/training" and "Inactive" you should be able to toggle that field until you see your new alerts name.
So simple; setting alert for military is done from squads screen and setting alert for civilians is done in the military -> alerts screen

11
I don't think the creatures actual tile positions matter but rather the fact if the creature is attacking an another creature at the same time the dwarves may have a chance? to hit the enemy in the back

12
DF Dwarf Mode Discussion / Re: Screw pumps deconstruct before usage
« on: April 03, 2011, 07:42:13 am »
Let me guess: you're setting down the plans for the entire stack, right?

The game uses designated pumps as existing support for placing new designations, which is nice so that you don't have to wait for one level to be built before setting up the next. However, this also means that if you make the planned line too long, the pumps that are already built run the risk of falling apart if the whole planned stack isn't completed.

The solution? Either plan shorter stacks, or what I like to do, provide support at the top with a stable gear assembly and go from the top all the way to the bottom. Dwarves build things in a last-in-first-out order, so if the last pump you designate is the ground floor pump, that'll be the first one, and they'll go from there. I learned this the same way I imagine you are, by planning a very tall pump stack (30+ z-levels) and having the pumps already build collapse before the stack is completed.

Woah, thanks for the info! Its not too annoying to have them deconstruct but the fact that the parts go behind the channel where the dwarves cant access and the parts are wasted because I can't be arsed to retrieve them

13
DF Dwarf Mode Discussion / Screw pumps deconstruct before usage
« on: April 03, 2011, 03:57:05 am »
The question is simple: why do my screw pumps from my pumpstack deconstruct before I even get to finish the pumpstack?

14
DF Dwarf Mode Discussion / Re: Pump stack placement...
« on: April 02, 2011, 08:23:16 am »
Also I've got a problem: how the heck does one get the power for the pump stack? Any possible windmill farm designs? Im really bad at using machinery.

15
DF Dwarf Mode Discussion / Pump stack placement...
« on: April 02, 2011, 06:01:42 am »
I hear people talking about their 40 z pump stacks and how they get magma to the top of the map using them, but whenever I try to build one, I can't find any good place to dig the shaft for the pumps because there is always either 4 z high caverns or an underwater lake so that I cant find any 5x5x30 area that has nothing on the way to dig the shaft, or do you just build the pump stack through the caverns using constructions?

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