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Messages - jaxad0127

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181
DF Dwarf Mode Discussion / Re: Extremely low FPS
« on: October 12, 2010, 08:41:54 pm »
Try a smaller embark.

182
DF Gameplay Questions / Re: A way of setting priority on jobs?
« on: October 12, 2010, 08:39:48 pm »
O.o?
Runescape or runesmith?
Runesmith, yes.

183
DF Dwarf Mode Discussion / Re: I found a most amazing embark
« on: October 12, 2010, 07:41:30 pm »
A tag for unminable was added and added to slade.

184
DF Dwarf Mode Discussion / Re: Speeding up a megaproject
« on: October 12, 2010, 07:40:37 pm »
People add reactions mid-game all the time and you've got to go into the actual civ file and add in something to say that civ is allowed to use it.
Hasn't worked for me.

185
DF Gameplay Questions / Re: How to guarantee a map with a river.
« on: October 12, 2010, 07:31:29 pm »
Yes, ramp up river counts. Larger rivers have the same tiles as smoothed/constructed walls, but dark blue.

186
DF Dwarf Mode Discussion / Re: Dwarven Problem Shooting
« on: October 12, 2010, 07:29:58 pm »
Took me a fair bit of searching to find a solution, so I think this problem is worth adding here...

Q: My bone doctor is unable to apply a cast. He stands idly next to the water source with an empty bucket. How do I get him to treat Urist McMiner who broke both his legs channeling himself into a corner then dropping two stories? I do have plaster powder.

A: Bone doctors are bugged and can't fill buckets (as of .14 at least). If you can get him to pick up a bucket that already has water, he'll get to work. You can force a bucket of water to happen by creating a pond zone and then waiting for a dwarf to come with a filled bucket, then forbidding said bucket. Cancel the zone, unforbid that bucket, then forbid every empty bucket the idiot doctor grabs until he picks up one with water.
Or use splints instead.

187
DF Dwarf Mode Discussion / Re: Dwarven Problem Shooting
« on: October 12, 2010, 07:16:38 pm »
Look through the "metal blocks" section. Blocks can only be used for contructions, and they have higher value than most raw material.
Unfortunately, blocks don't have a quality modifier, so you'd get even more worth by making useless crap than blocks(which are even more useless than the useless crap). You do need blocks to build pumps(wood blocks = bad for magma pumps), wells, and ashery, and constructed walls, floors, roads, and bridges made from blocks will be "Smooth" rather than "Rough", though I'm not 100% sure if that applies to wooden ones.

Blocks, however, have higher "innate" value than rough values and their creation trains the underlying profession. They may also be stored in bins in stockpiles. If I had to build a dwarf-facing wall, I'd use blocks. I'd also use blocks for roads.

And stuff like workshops and trade depots.

188
I've tapped the bottom of the magma sea (fortification on lowest level I could find). Engraver got out without problem.

189
DF Gameplay Questions / Re: Any benefit to giving caravans a vast profit?
« on: October 12, 2010, 06:39:54 pm »
except with elves. elves have a strange meaning of value. when they're happy they'll bring cloth and wood stuff, when unhappy they'll bring caged bears and giant eagles* 
:D  :D :D :D


*giant eagle not guaranteed, your mileage may vary
Really....? So, say I was a particularly devious overseer, and wanted to extend this 'unhappy' period for as long and as productively as possible, both to maximize by chances of rare, choice critters and to maximize breeding stock most quickly, how could I go about it?

Seize caravans with goods I want, and let them leave with a profit now and again?

Never buy anything but animals from them. Seize what you will. I've noticed that they bring more animals after you make it your main import over several years. Could be a coincidence I suppose but that's what has gotten me the most animals.

Indeed. I only buy animals and crops from them (for the most part). I've never seen much cloth.

190
DF Dwarf Mode Discussion / Re: Speeding up a megaproject
« on: October 12, 2010, 06:02:12 pm »
Edit: And for the record- adding tags NEVER required a regen. Well, at least not since 40d anyway. About the only time you had to do that was if you wanted to add or remove whole entities (such as cougars or cave swallows.)
Editing civs seems to require a regen. Or that tool that someone posted.

191
DF Gameplay Questions / Re: Lye
« on: October 12, 2010, 04:58:32 pm »
Try designating another stockpile that only accepts lye. Sometimes that causes your dwarves to collect all of the buckets in a single barrel.
But will that result in empty buckets?

192
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 12, 2010, 04:32:27 pm »
How does a manager job work with 3-digit numbers?
I've assigned my masons to construct 143 blocks. It only shows up as 13.
Will he designate 10 more orders of 13 after that one's done?
I've only been able to request 30 at a time.

193
DF Gameplay Questions / Re: Seasonal Melting
« on: October 12, 2010, 04:31:45 pm »
Ice destroys things in the same tile. Contructions are permanent.

194
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 12, 2010, 04:14:35 pm »
I'm trying to make a record of everything, and i've a bookeeper with a few relevant stats and an office, but no idea how to make records. So next to food/above drink it always says '200'? even though I have no meat or fish, and one plant.
On the nobles screen, hilight the bookeeper and open the settings ('s'). Have them maintain more detailed records if you want the ? to go away.

195
DF Gameplay Questions / Re: Lye
« on: October 12, 2010, 03:38:58 pm »
It should be possible to mod in a 'reaction' that takes the lye buckets and an empty barrel and transfers the lye (leaving empty bucks and a full barrel).

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