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Messages - krenshala

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616
DF Dwarf Mode Discussion / Re: Hello Again
« on: July 20, 2012, 07:57:10 pm »
Dwarves can drink vampire blood, if you do thing right.

Dwarves can build walls at a diagonal, and don't walk to the west/north side if they are already next to it, but sometimes stand on the tile instead (workaround is to cancel and redesignate with a different resource).

Kill orders actually end with the target has been eliminated (troops don't stand around admiring the body any more).

Minecarts can be used to shotgun their contents through fortifications.  They can also fly through fortifications if already airborne.

Falling objects do damage, mostly based on their mass (reports of seeds causing fatal head injuries exist, as do reports of clumsy dwarves slipping on stairs and dropping the log they are carrying on their own livers).

617
Oh, so the vampire mayor locked in prison will have one of the other five survivors killed because nobody has time to make the two mugs she mandated?

618
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 20, 2012, 07:40:22 pm »
Whats going on in my fortress?  Don't know any more as I stopped receiving reports.  :(  The goblins killed everyone but a farmer, a miner (with a month old child), a suturer, another farmer and the self elected mayor of Zaneglektag, the Vampire locked up in prison by the previous (original) leader for murdering one of my woodworkers.  I had almost 90 dwarves counting the 20-ish children.

TIL: Jabberers are mean!

619
I'm pretty sure that hand is rotten.  Its just not connected so the dwarf is fine. ;)

620
It has also been reported that having a 10 dwarf squad with four or five copies of the "Train (minimum 2)" order for the month means you end up with four (or five) pairs of dwarves training at all times.  I haven't tried it yet, myself, but squads of 2 to 4 dwarves train to Skilled in under 12 months, and Professional in 24 or less.

621
DF Dwarf Mode Discussion / Re: Can military Dwarfs retreat?
« on: July 19, 2012, 10:13:54 pm »
Its called a bailey, a walled area meant for grouping and killing enemies, usually from multiple directions and a floor or five above, and also preparing your own troops for a sally, if you really want to.

622
DF Dwarf Mode Discussion / Re: Can military Dwarfs retreat?
« on: July 19, 2012, 09:43:35 pm »
Station them in a walled area where they can't see all the enemies to kill, and once they have finished off the current target/group they will (should) listen to their station orders.  As weenog says, they don't think like we do ... its fight or flight, nothing in between.

623
DF Dwarf Mode Discussion / Re: The river is flooding!
« on: July 19, 2012, 04:31:50 pm »
Are you running any mods?

This sort of thing is hard-coded.

This happens to me on any waterfall that freezes at the bottom, and I'm just using the Phoebus packaged tileset, no (other) mods.

624
DF Dwarf Mode Discussion / Re: 34.11, problems collecting goblinite
« on: July 19, 2012, 01:42:14 pm »
I run into that problem with plants all the time.  One day I'll either figure out how to tweak a minecart quantum stockpile into an automated sorting machine, or find a happy medium between no crops and drowning in crops.  But not today.
Minecarts configured to take from a general stockpile and dump in specific quantum stockpiles. ;D

625
DF Dwarf Mode Discussion / Re: 34.11, problems collecting goblinite
« on: July 19, 2012, 01:17:12 pm »
Do you have wheelbarrows enabled on that stockpile? If you do, it could just be that you have 1, 2 or at most 3 dwarves out doing the hauling with the barrow, and it will just take a while to complete.

626
DF Dwarf Mode Discussion / Re: The 365 days a DF player dreads.
« on: July 17, 2012, 06:57:33 pm »
4. The day volcanoes get the ability to erupt.
5. The day magma has its flow rate recalculated and it doesn't make it to the changelog in time to save a thousand inundated forts.
That day will probably also include some optimizations that mean we will have even less time to react because the temperature calculations take less time than before.

627
You're probably missing quivers?

Note that: Miners, Woodcutters and Hunters should never be assigned to a militia unit as there are weird uniform conflicts.
With 34.11 I've noticed that my hunters will eventually sort out their equipment issues and proceed as normal.  The problem is, if I take them off active duty they drop their active duty uniform wherever they happen to be standing and run off to get their hunter uniform items from the store room.

When activating them, they make four, five, or even six trips to the store room to drop off and/or pick up equipment before they finally follow their station orders.  And its usually something like "drop off crossbow, move to station, realize I don't have a crossbow, go pick one up, move to station, realize I have hunter bolts, go drop that off, move to station, I need a quiver, go get a quiver ..."  Eventually they arrive at the station point and begin firing at targets.

628
DF Dwarf Mode Discussion / Re: Stutters on 6x6 embark and larger
« on: July 17, 2012, 06:45:51 pm »
This sounds like what I experienced one computer and a couple of DF versions ago.

Of course, I've gotten to the point where a 5x5 embark is starting to feel "small", even though I have a bunch of room for my dwarves to move around in.

629
DF Dwarf Mode Discussion / Re: 100-tick timer?
« on: July 17, 2012, 06:38:41 pm »
There is a thread from 12 to 18 months ago where someone worked up a series of rooms to weed out goblins that were too fast and those that were too slow, and ended up with one that moved exactly 10 ticks per tile.  He used that to run a goblin powered "clock" for various things in his fortress.

630
DF Dwarf Mode Discussion / Re: Exporting world maps
« on: July 17, 2012, 08:43:30 am »
Ooh nice. Checking that thread now in the hopes it works in linux.

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