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Messages - hactar1

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76
DF Gameplay Questions / Re: Lumberjacks on strike..
« on: May 25, 2007, 04:49:00 pm »
Yes, you need a battleaxe.  You did bring at least one battleaxe, didn't you?

If you didn't, you'll have to wait until you get an anvil (first summer), build a smelter, wood burner, and forge, make charcoal from your precious little wood (disassemble the carts for a little bit), smelt some copper ore or something, and forge an axe.

Or, abandon the fortress and remember to bring an axe next time.  They're dwarves, not beavers!

This info is on the wiki page.

[ May 25, 2007: Message edited by: hactar1 ]


77
DF Gameplay Questions / Re: Civilian Turn Master Solider/
« on: May 25, 2007, 04:30:00 pm »
quote:
Originally posted by TotalPigeon:
<STRONG>...I've got a bunch of professional wrestlers...</STRONG>

Did you dress them in dimple-dyed =Cave Spider Leotard=s?
 :D
 ;)

[ May 25, 2007: Message edited by: hactar1 ]


78
DF Gameplay Questions / Re: Forbidden area
« on: May 23, 2007, 01:17:00 pm »
You must have set the "Dwarves stay inside" option.  Hit 'o' in the main menu and then 'i' until it says "Dwarves can go outdoors"

79
DF Gameplay Questions / Re: Retired adventurer turn ruler?
« on: May 20, 2007, 09:34:00 pm »
Wait... so are you saying that you can potentially end up with retired adventurers in your fortress?  This changes everything...

Granted, all my adventurers end up dead, but still!


80
DF Gameplay Questions / Re: Broken forges?
« on: May 23, 2007, 03:08:00 pm »
I think I figured this one out...  The items I was trying to make were animal traps, and I just read on the wiki that the metalsmiths need the trapping job active in order to build animal traps.  How counterintuitive!  But, I take it this is being/has been fixed for the next version.

81
DF Gameplay Questions / Re: Broken forges?
« on: May 17, 2007, 06:34:00 pm »
I did have a metalsmith's guild rep actually.  So, that's possible Toady, although the smiths would seem to diligently smelt all the ore they were asked to.  Also, this went on for the better part of a year of gametime before I got sick of not being able to forge anything.  I suppose it's possible they were meeting with the guild rep a lot of the time, and when the meetings finished they accepted all the other jobs first.  But given the length of time this went on, I kind of doubt it.

82
DF Gameplay Questions / Re: Broken forges?
« on: May 16, 2007, 12:43:00 pm »
Yeah, I had the right materials... the jobs just sat on the queue, they weren't being canceled.  The smiths were sitting around with "no job", not partying.  And yes, I tried all sorts of things like removing and restarting the jobs, rebuilding the forges... nothing worked.

83
DF Gameplay Questions / Broken forges?
« on: May 16, 2007, 09:28:00 am »
In my latest fortress (now dead), nobody would ever work at the forges.  They just stopped working, after a few years of productive metalworking.  I had two perfectly good magma forges, and like 8 smiths, but the jobs would just sit on the queue and never be taken.  When I removed all the jobs but metalsmithing from the smiths, they would lounge around with "no job" even though the smithing jobs were languishing on the queue.  I had plenty of metal bars and other raw materials, and the forges were uncluttered.  I even deconstructed the forges and rebuilt them; same problem!

Am I doing something wrong, or is this a bug?  It seemed to happen after I tried playing with workshop profiles, but I reset the profiles to let everyone work, and those would have been reset when I rebuilt the forges anyway.  Do any of the options (like "gather minerals") also affect forging? Smelting still worked, by the way.


84
DF Gameplay Questions / Re: Is My Start Location Going to be Dull?
« on: November 02, 2007, 08:57:00 am »
quote:
Originally posted by Durnheist:
<STRONG>It has ZERO wood and plenty of sand at ground level near the brook.  I don't know how the new tower-cap system works, you may be able to irrigate the mountain near the underground river or lake and get tower-caps for wood, although there are none there now.
[ November 02, 2007: Message edited by: Durnheist ]</STRONG>

The tree-seeding system apparently works by spores from existing plants.  So basically, if you don't have any tower-caps already, you're pretty much screwed out of any possibility of getting any.  You'll have to trade for logs, which shouldn't be a problem since it seems like you have plenty of resources for trade.  Save your logs for beds, get the magma industry going, and make everything else out of stone or metal.  The only other things I think you need wood for is making soap, clear glass, or fertilizer.


85
DF Gameplay Questions / Re: What's the extent of mouse control?
« on: May 12, 2007, 07:04:00 pm »
Wouldn't it be fairly easy (in the code) just to warp the cursor to wherever you click, if the game is in a mode that has a cursor?  I've always thought that would be pretty useful.

86
Traders will arrive even if you don't have a depot; you can still trade with them if you build the depot and let them get set up before they have to leave (1 month I think).

Supposedly the dwarven caravan reports are what determines your immigration.  On maps with no contact with the dwarf caravan, will you ever get any immigration at all?  I always pick full-trade sites.


87
DF Gameplay Questions / Re: Unfreaking believable
« on: May 03, 2007, 03:18:00 pm »
That's pretty cool indeed.

I don't think it had to do with proximity to the burial site, only the order in which you had things engraved after certain events happening.  I believe the game keeps track of some sort of "group consciousness" whereby dwarves are likely to engrave (and design in certain crafts) scenes that have had a recent impact on the fortress.  When the gorillas killed your fisherdwarf, that was on the top of the heap for your fortress, so the next engraving was done about it.  If you had been engraving your dining room, that picture probably would have gone there.

-edit-
dammit, beaten to the punch!

[ May 03, 2007: Message edited by: hactar1 ]


88
DF Gameplay Questions / Re: Quick question about archery targets
« on: May 03, 2007, 08:53:00 am »
I have this setup, and it works just fine.

FWIW, I don't think barracks really have a "room value" per se.  Dwarves already get a "slept without a proper room recently" thought when they sleep there, and I don't think (I'll have to check) that the barracks has any rating in the "R" menu.  The dwarves might admire certain fine items in the barracks, but the barracks room itself only serves to specify which open beds should be used for the military.


89
DF Gameplay Questions / Assigning war dogs to elites
« on: November 29, 2007, 12:35:00 pm »
Is there a way to assign dogs to elite dwarves?  When I go into the Pref menu, I get "This hero need not work", but I'd like to assign him some war dogs for protection.  The Work Dogs option just isn't there!

90
I've read that the goblins only send their leader if you are "very successful" in defeating their previous sieges.  Perhaps the fact that most of the goblins from the previous sieges were captured, not killed, is causing the game to not register that you won so soundly?

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