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Messages - hactar1

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91
DF Gameplay Questions / Re: Bows in traps?
« on: August 31, 2007, 02:21:00 pm »
Yeah, it's a decent idea in that it will provide some use for the bows that you'd otherwise have to trade off, and leftover arrows that elves and goblins might leave.  But making weapons like bronze or obsidian swords is so easy to do in large quantities, there's little additional benefit.

92
DF Gameplay Questions / Re: Garbage problem
« on: August 29, 2007, 09:42:00 am »
Pave the cave river.  Pave the chasm.  Make a billion stone flutes.  There's lots of stuff to do with stone.

93
DF Gameplay Questions / Re: Dwarfs not eating
« on: August 27, 2007, 08:56:00 am »
Once a dwarf starts to hunt for vermin, they'll continue to do so until they catch one and eat it, then they look for normal food again.  This is a bug with the current version, so there's nothing you can do besides making sure they always have food available and never need to hunt for vermin in the first place.

94
DF Gameplay Questions / Re: Cooking Brews
« on: August 27, 2007, 09:01:00 am »
The reason why it's so efficient (currently) is because one unit of food makes a single meal, cooked or uncooked, but it also makes 5 units of brewed drink.  Each one of those drinks counts as one cooking item, so you've made one meal into 5.  It's well worth it to train up your brewers and always have an excess of drinks available.

I tend to make one huge drink stockpile near the breweries and kitchens, and then lots of little "pubs" around the fortress that are kept full from the main stockpile.


95
DF Gameplay Questions / Re: Fortress falling apart!
« on: August 27, 2007, 09:18:00 am »
Do they have alcohol available?  After a while without having a proper drink, dwarves will start getting less and less efficient until they hardly do anything at all.  I believe this will be recorded in their thoughts somehow.

96
DF Gameplay Questions / Re: Trade
« on: August 23, 2007, 08:39:00 am »
Yes, anything they come with that they don't leave with is counted towards the value they left with you.  But generally it takes a lot of debt to get the civilization mad at you.  If it's a dwarven caravan, they'll never get mad.

97
DF Gameplay Questions / Re: Skill experience vs. time to complete job
« on: August 02, 2007, 08:35:00 am »
The mining skill influences how fast he clears rock.  The agility attribute influences how fast he moves to the next square and continues mining.  So for two legendary miners, who take next to no time to clear a square of rock, the more agile of the two will certainly mine much faster.  But for two novice miners, the bulk of the time is spent clearing rock, and differences in agility will matter less.

98
DF Gameplay Questions / Re: I demand a moonstone armor stand!
« on: July 26, 2007, 08:35:00 am »
You can also put your mason's shop in a room containing a custom stockpile designated for moonstone only.  The mason should choose the nearest stone.  But he'll still only make stuff out of moonstone if you select "Light Stone" in the workshop menu.

99
DF Gameplay Questions / Re: Uncaging a tamed animal?
« on: July 24, 2007, 08:39:00 am »
I believe you can also find the individual piece of offending junk in the Stocks menu, and designate it for Chasming.

100
DF Gameplay Questions / Re: ...Monkeys
« on: July 19, 2007, 03:45:00 pm »
You can find out where they are by scrolling to the bottom of the (U)nits screen.  It should list all the animals on the map, and you can jump to each of them to see where they are.

Lots of times some random hunter, kobold, elf merchant guard, etc will get killed up in the corner of the map, where you may have trouble finding.  The monkeys could be stealing a dead creature's gear.


101
DF Gameplay Questions / Re: I need crystal glass.
« on: December 17, 2007, 07:45:00 pm »
Just add [GLASS] to the definition of a gem you do have, in matgloss_gem.txt.  You still need pearlash, of course.

102
DF Bug Reports / Re: 33b Merchants won't leave depot [save included]
« on: November 19, 2007, 10:46:00 am »
The z-level problem might still exist, but I can say that it's probably not causing the merchants to stay in the depot.  I have the same problem, and my depot is within an easy shot to a map edge on the same level.

(edit) ...and now they all left.  I think chopping some trees helped.  The (D)epot accessibility view should show you where the 3-wide paths are.

[ November 19, 2007: Message edited by: hactar1 ]


103
DF Bug Reports / Re: quick n dirty way of 'seeing' cave features
« on: November 15, 2007, 10:33:00 am »
The demon pits apparently don't get populated until you actually break into them.  Toady said that using Reveal would show the pits, but not what's in them until you actually dug to them, but he also wasn't sure that would work after Reveal had been used.

104
DF Bug Reports / Re: Constant Freezings
« on: November 02, 2007, 10:40:00 am »
I have a save too.  I uploaded it to rapidshare: http://rapidshare.com/files/66958318/region1.zip.html

The hang occurs consistently in a minute or so after starting it up, with no real intervention necessary.  It happened before in the same game, but I avoided it by reloading and trying something different.  It seems to only happen when I'm messing around with machines, but that might be coincidence.  In this case, I was trying to build an underground water-powered millstone.

As a programmer, I can say that this has all the telltale signs of an infinite loop... maybe.


105
DF Bug Reports / Re: Could be a great game but...
« on: July 06, 2007, 11:17:00 am »
Did you have the farm working at any point?  You need to set the farm plots to a particular plant at the beginning of each season or else they will only wait for the plants from the previous season to grow.  Use the Q menu on the farm plot, then select which crop you want to plant.  The fields disappear every winter, and you need to re-muddy the fields and rebuild the plots when spring comes around.

Rather than starving over the winter, try gathering plants and butchering your livestock.  You can also still fish, but not from the outside river.  If you're feeling adventurous (and your countryside supports it), arm the hungry dwarves as best you can and go gang up on some poor beast.  Getting the corpse back to the stockpile for butchering is kinda tricky though... you need to turn on refuse gathering from outside.


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