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Messages - krenshala

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1861
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: April 29, 2011, 10:19:20 pm »
my fort is quite new, so nothing amazing, but my two best artefacts are:

Minedabbling the raw oar: a trifle pewter mace.  Its decorated with bands of pig leather, wolf leather and trifle pewter. (Well, its not very good, but im not sure if trifle pewter makes a good mace, as you can't normally make weapons out of it)

Crowntrailed the aching strength: an iron mail shirt.  It menaces with spikes of gneiss, and has an image in it in iron, of elves and humans fighting.
Trifle pewter is basically the stuff metal figurines were made from in the '80s and '90s.  Its about as hard as (cold) butter. :)

1862
DF Dwarf Mode Discussion / Re: Markdwarves only defense
« on: April 29, 2011, 09:25:23 pm »
i've had trouble with archery ranges, but found a fix. if you make a SEPARATE range for each target in its own room, more than 1 dwarf will train. at best, i've seen 6 dwarves all shooting targets at once. it was wonderful
(make sure each range is appointed for that squad to train at, it probably means like 8 ranges per squad)
You can have all the targets in one room, and still have them all designated as archery ranges.  This is how I did it, and had all six targets in use at once.

Oh, Hyndis, I use bone bolts because accuracy and volley size make up for the lower penetration of bone ... and you can then turn your victims into more bone bolts. ;)  Of course, if you have sufficient metal for armor AND bolts, you might as well take advantage of that.

Your training-at-the-front-door method is what I use as well.  A barracks in the entry hall, so anything that tries to break in interrupts the active squad's sparring; the squad gets annoyed, kills the intruder, and goes back to sparring. :D

1863
DF Dwarf Mode Discussion / Re: Shad in my aqueduct?
« on: April 29, 2011, 09:18:14 pm »
I've set my well (that was not dry) to be both a water and fishings
 source before. ;)
won't that only work if your well is on the z level directly above the water?

I tend to leave a empty level or two so swimmers have to either hang from the ceiling or climb up the rope to get out of the well.  I did add the water zone to a well that I hadn't built yet, but had water, however, and that did require it to be the z-level immediately above the water.  The fishing zone, however, seemed to work if the well is constructed, regardless of how far down the water is.

1864
DF Dwarf Mode Discussion / Re: Floor hatch use?
« on: April 29, 2011, 08:50:17 pm »
On a semi-related note, if one accidentally carves a down stairs instead of an up/down stairs ... how the carp do you get the up stairs added to it?  I have access to both levels (via a different path that is temporary), and I tried build an up stairs over the carved down stairs, but it wouldn't let me.  I got a similar result when I attempted to build an up/down stairs.  It also wouldn't let me [d]esignate the stairs to be removed (z).  :(
You have to construct (b-C) up/down stairs on top of down stairs in order to add up stairs. If you construct up stairs, the down stairs will be covered over and made unusable.

You can't designate up or up/down stairs in the tile because there's no wall to be turned into stairs anymore. Removing stairs with d-z is only for dug or natural ramps and up staircases; for constructed items, you use the d-n remove construction setting.
I tried to build an up/down stairs but it claimed there was something there blocking it.  Also, I dug the stairs, so I should have been able to use d-z to remove them, but it didn't work.  Your suggestions match what I thought was the correct method for dealing with the problem. ;(

1865
DF Dwarf Mode Discussion / Re: Shad in my aqueduct?
« on: April 29, 2011, 08:11:50 pm »
I've set my well (that was not dry) to be both a water and fishing source before. ;)

1866
WinXP Pro SP3, tried to run the Tile Assembler and it died with "Cannot initialize 0xC0000135".  Does the .exe need to be moved for it to work right?
Edit: No, it needs to be in the same directory as Dwarf Fortress.exe.
Did the old TilesetAssembler.exe crash the same way?

Try this version to see if it fixes the problem: TilesetAssembler.exe @ MediaFire
At work right now, but I'll give that a try when I get home.  The rest of the v15 DF install is working fine, so I wouldn't be surprised if it was something peculiar to my computer.

1867
WinXP Pro SP3, tried to run the Tile Assembler and it died with "Cannot initialize 0xC0000135".  Does the .exe need to be moved for it to work right?

1868
DF Dwarf Mode Discussion / Re: a rant
« on: April 29, 2011, 12:34:37 am »
I typically set the metal scarcity to "Frequent".  It's not quite the metal bonanza 31.18 had, but its also quite a bit easier to get a weapons-grade metal for use of some kind.  Of course, "shallow metals" can mean gold, platinum and the one that gives you nickel, and nothing else. ;(  (that was so frustrating, because otherwise it was a really nice embark)

1869
DF Dwarf Mode Discussion / Re: Floor hatch use?
« on: April 29, 2011, 12:25:20 am »
On a semi-related note, if one accidentally carves a down stairs instead of an up/down stairs ... how the carp do you get the up stairs added to it?  I have access to both levels (via a different path that is temporary), and I tried build an up stairs over the carved down stairs, but it wouldn't let me.  I got a similar result when I attempted to build an up/down stairs.  It also wouldn't let me [d]esignate the stairs to be removed (z).  :(

1870
DF Dwarf Mode Discussion / Re: Carved Fortifications
« on: April 29, 2011, 12:03:39 am »
Do people not read threads? We've moved past the evidence phase. Now I'm trying to figure out how I came by that incorrect belief.
Maybe its due to the fact (that I'm no longer positive is true) that you cannot engrave a constructed smooth wall (made of blocks).  I've never attempted to carve fortifications into constructed walls because you can't engrave them ...

1871
I've seen others report similar results if they have been generating a number of worlds without exiting completely out of DF between them.

1872
DF Modding / Re: [0.31.25v15] Phoebus' Graphic Set (Tileset Assembler)
« on: April 26, 2011, 12:29:55 am »
Phoebus, it is slightly more work, but I think your best bet would be to use a 1 bit mask layer to identify which parts the floor texture should appear in, and which parts should be completely blank (transparent) for the background.  Use it as a layer mask, where on shows the floor tile, and off shows transparent (or the reverse, not sure without checking which would be easier).  You could use a name such as Floor_Mask_blah.png for that layer (or Mask_Floor_blah.png in case you want to create other Mask_Type_Tileset.png combinations).

1873
DF Modding / Re: [0.31.25v15] Phoebus' Graphic Set (Tileset Assembler)
« on: April 25, 2011, 02:48:52 pm »
Nice.  I'm going to have to play around with that tileset generator. ;)  [Using Windows since I haven't found the time to get the linux side of the dual-boot set up yet since solving some hardware problems.]

1874
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 02:51:27 pm »
That or remove it from teh cage you purchased it in.  Can't play with your new toy if it is still in teh box it arrived in. :D

1875
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 02:23:09 pm »
Thats what I was going to ask. ;)  Are you training a dog, and if so, is it someone's pet already?  If it is not a dog, what is it?

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