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Topics - FleshForge

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DF Gameplay Questions / Dwarves dropping food in their quarters
« on: November 03, 2010, 04:58:09 pm »
What is up with this?  I've seen them bring food to their quarters and drop it on the floor.  I make sure every quarters has at least one chest, and sometimes they'll actually put the food in the chest but usually they just drop it on the floor.  Some of these guys have three or four food sitting on their floors - I kind of thought the were storing their military provisions there while off duty, but I only have them set to carry two food, so I don't understand why that's happening.  I've looked at the food items and they're actually owned by the dwarves who put it in their quarters.  Sometimes the food is of a type that rots and stinks the place up, which makes them unhappy.  The stuff that remains is prepared food.  What's going on there?

2
DF Dwarf Mode Discussion / Bluemetal does a body good
« on: November 01, 2010, 08:16:24 pm »
After much sweating getting it out of the ground and many years of painstaking strand picking, my bonehead mayor/doctor just stitched up a kid's cut pinkie with bluemetal.  Mental note to just never leave strands sitting around and smelt it immediately.

3
DF Gameplay Questions / Coup de Grace?
« on: October 25, 2010, 08:51:02 am »
I have a certain dwarf who always seems to arrive first on the scene of an unfortunate accident that befell an invader (11 kills now).  Looking at the combat log, he has been all stabby with his steel short sword and ... has 17 sword XP.  Apparently when a dwarf finishes off an exhausted critter, they get no weapon experience - which I suppose is fair, though disappointing.  Is this normal?

4
DF Gameplay Questions / Artificial rivers and flow?
« on: October 21, 2010, 03:28:59 am »
I read the wiki article on flow and I'm not sure if this works the way I think it does - if you create an artificial river underground, will it have flow and be able to power a water wheel or not?  It kind of sounds like not.

5
DF Gameplay Questions / Loom/Collect Webs range
« on: October 19, 2010, 01:56:52 am »
Is there a way to keep weavers from going outside your perimeter when collecting webs, or do you just resign yourself to getting mashed or completely preventing pathing to distant webs?  They don't pick the nearest, apparently it's kind of like masons and rock where they'll pick the "freshest" webs (usually far from your perimeter).

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DF Dwarf Mode Discussion / Butterfly Bridge
« on: October 14, 2010, 09:33:48 pm »
While there are many variations on pressure plates and drop traps, this seems to be pretty amazing.  Below the bridge can be your favorite invader disposal system, whether rabid war kittens or spikes or magma or simply sudden deceleration trauma.  Enjoy :)

Spoiler (click to show/hide)

7
DF Gameplay Questions / 31.16 Re-embarking without reclaiming
« on: October 09, 2010, 09:19:50 pm »
Since the newer versions allow this I decided to try it - it looks to me as if unit spawn locations are retained from the original embark, which is pretty awkward if the new location is not exactly the same and if you prefer to build walls near the extents of your map.  Namely, sieges spawn in unexpected locations and not on the edge of the map, which can be inside your walls.  I don't know if this is a bug or a feature, since this business of re-embarking without reclaiming is new.  FYI!

8
DF Gameplay Questions / Human caravans in 31.16?
« on: October 08, 2010, 10:00:08 pm »
I have not gotten a human caravan since I started using 31.16.  While I do use the Fortress Defense mod, I don't see why that would cause a problem there - are other people getting human caravans in 31.16 or is this just me?  Thanks.

9
DF Gameplay Questions / Why am I not getting migrants/dwarven caravans?
« on: September 09, 2010, 11:03:35 pm »
I'm going on the fourth year with my current fort and I haven't gotten any dwarven caravan, nor any migrants after the second small wave.  Looking at the civ screen, I can see that my parent civilization "has no important leaders" - I'm hoping this is not going to mean I will never get any more migrants.  :(  Is there another explanation?  I've had this happen a few times in other forts but I tended to just restart with a different map rather than try to figure out why.

more info: trying to start a character in adventure mode, my only options are human or elf, even though I see three dwarven civs in the embark screen ... I guess all their leaders are dead?  shame, that was a great-looking map otherwise.

10
DF Suggestions / Treat by-hand/bucket irrigation as a designated task
« on: September 04, 2010, 07:37:25 pm »
I spent some time searching and I don't see where this has already been suggested - if this is a duplicate suggestion I apologize.  I am not posting this in the "improved farming" thread because after reviewing that thread, I don't think this idea has anything to do with the topics discussed there, this is a very specific "quality of life" change request.  This has nothing whatsoever to do with food productivity or anything like that.

The current implementation of bucket irrigation is excessively fiddly and not-fun.  In order to get a sizeable area irrigated, the user sets an activity zone, and a random dwarf waters that zone, which generally will leave you with a 3x3 set of tiles that end up being watered; so that zone must be removed, and another created for the next area of 3x3 tiles, and so on.  Since only one dwarf will handle each pond activity zone, to cover a large area, the common technique is to use many zones, which is a ton of onerous micromanagement.

It would be much less irritating to just designate an area of tiles to be irrigated, similar to how tiles are designated for mining or engraving; at which point, dwarves go and get a bucket, get water, and bring it to the designated tiles, which are then examined to see if they already contain mud or water.  If a given tile is already watered or otherwise not suitable (blocked by object, whatever) then it is de-designated, perhaps with just a job cancellation message.

I'm not suggesting removing the pond activity zone mechanic that is already in place, because it has other uses (e.g. filling a well) but I think this would be a very nice quality of life improvement for the player.  Again, I don't feel this has any connection to farm productivity or other matters.

It would make a lot more sense if the water didn't have to be dropped from a higher z-level.  Also, perhaps this type of job could be limited to dwarves with the Grower labor enabled, perhaps as an option in the (o)rders menu ("All dwarves irrigate/Only growers irrigate/No dwarves irrigate").

Thanks!

11
DF Dwarf Mode Discussion / Psycho mom!
« on: August 28, 2010, 10:55:23 am »
One of my miners just hauled off and murdered another dwarf for no special reason I can see, twice - she's ecstatic, has four bouncing kids.... "She is quick to anger.  She is concerned about rejection and ridicule.  She feels strong urges and seeks short-term rewards.  She prefers that others handle the leadership roles.  She is relaxed.  She is often cheerful.  She is mostly unaware of her own emotions and rarely expresses them.  She is incredibly compassionate and feels the pain of others. She is very disorganized.  She needs alcohol to get through the working day.  She is getting used to (causing) tragedy."

I guess the "quick to anger" trait along with "strong urges" is a pretty dangerous combo!

12
DF Gameplay Questions / Dwarven Catch-22
« on: August 26, 2010, 02:59:04 pm »
I have an injured dwarf who's in my hospital, and the doctors just keep moving him from one bed to another without actually doing anything for him (much like in the famous book).  What's up with that?

13
DF Dwarf Mode Discussion / A diplomat has left unhappy :(
« on: August 23, 2010, 12:11:17 pm »
You'd think the human emissary would be just a little more understanding if, in mid-conversation, the expedition leader suddenly sprouts a dozen crossbow shafts from his chest with accompanying "thunk thunk thunk" sounds.

14
DF Gameplay Questions / Does running water cause noise?
« on: August 21, 2010, 01:08:53 pm »
I'm actually thinking of running waterfalls through bedrooms but more generally I'd just like to know if running water causes noise.  Thanks.

15
DF Dwarf Mode Discussion / Fascinating embark location
« on: August 16, 2010, 05:29:36 pm »
I know these are a dime a dozen, but .. here's Brutalbeer: a vibrant little promontory at the intersection of untamed wilds and terrifying biomes, featuring dolomite, a comfortable warm climate, good green stuff, a nice little river that drops a breathtaking 13 z-levels straight down, elephants, and ... zombie giant eagles!  :o



The good part of the map is very defensible and wall-friendly, looks like this will be a fun map!

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