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Messages - rephikul

Pages: 1 ... 138 139 [140] 141 142 ... 152
2086
burrow over the depot and desired stockpiles.
It pays to have the stockpiles ringed around the depot and workshops ringed around the stockpiles  8)

2087
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 28, 2010, 03:03:22 pm »
I'm trying to train some recruits using training weapon and found out they are actually very good vs unamoured opponents. Slug men snail men etc dont survive much then couple hits.

2088
DF Gameplay Questions / Re: Trap weapons
« on: October 28, 2010, 02:51:23 pm »
I also mod in a giant hammer bludgeon trap component.
Haha i got this one too, i named mine "Crushing Pillar" tho. Somehow they end up heavier then the stone they came from

2089
DF Gameplay Questions / Re: Where are my seeds going?
« on: October 28, 2010, 02:48:11 pm »
So let my dwarfs eat juts plain plump helmets then right?

As for planting, yes each farm plot grows a single crop for the first 3 seasons and fallows for the winter season ( i've heard bad things about the winter season )
what bad things? My crop grow just fine.

2090
DF Gameplay Questions / Re: A question about caverns...
« on: October 28, 2010, 02:45:57 pm »
it'd still be as many levels below "surface" as it is defined in world params regardless of map. As far as cavern generation concerned, the game seem to consider "surface" somewhere quite related to the average height of the lowest biome on the embark site. If you compare  the earth layers as specified on embark with the starting layer of the cavern you'd find it very consistent spaced to the "surface."

2091
I do that, but some are more passive than others. Some marksdwarves sit around and shrug, others immediately start shooting whatever they see. I wonder if this is a personality thing.
It seems well trained markmen tend to have further firing range and thus are more proactive. Also, if they got no bolt they just sit there.

2092
DF Suggestions / Re: Carpal Tunnels and Trading
« on: October 28, 2010, 02:38:46 pm »
For now you can sell whole bins. Up to 20 times less hauling and clicking.

2093
DF Suggestions / Re: Wider use of nicknames
« on: October 28, 2010, 02:35:48 pm »
I did see a suggestion about renaming squads, and I support that one.  With random squad names, I keep getting names that all look alike and it drives me batty.  It'd be nice if we could rename them to something we'll remember or be able to tell apart, at least.
For now you can keep rerolling squads so their name start alphabetically. That way you have to remember just one character.


Elaborating on this, it would also be keen if we could give nicknames to buildings as well (levers, workshops, bridges, etc).  I realize the note system is handy for this, but that doesn't help when you have five mason's workshops and are going through the Buildings menu (although since it points out the location in that menu, the point is moot... BUT STILL!).
Shouldnt your 5 manson workshops like, next to each other and neatly lined up? Might as well put all workshops at one place. Very easy to find them then.


The important part of my nicknaming suggestion is items.  It seems that the only reliable way to get my dwarfs to use the weapons/armor I'd like them to use is to assign individual weapons/armor.  When you have five adamantine axes of the same quality, you start to lose track of what got assigned to who (especially since it seems that items aren't always in the same place on the list every time).  Naming the items ("Urist's Axe," "Ral's Axe," etc, for example) would really really be keen.  And nifty.  Maybe even groovy.
Assign them to use cotton axe instead of just "axe" They'd pick the appropriate item then.

2094
DF Suggestions / Re: Better control over levers...
« on: October 28, 2010, 02:28:12 pm »
you can already do lever -> event -> pressure plate -> desired delayed event.
Voila, very complex trap  8)

2095
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 28, 2010, 11:21:55 am »
Not really a question for this topic but... I see most of the people here putting quotes in their sigs. So I was wondering... Why? What kind of quotes should be put there? I want a sig too but I don't want to be different...
The best sigs are the one that's worth the extra time it take to load it on everyone else's screen and the time it take for them to read it, intentionally or otherwise. Assume they do read them every time, and make it worth.

2096
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 28, 2010, 08:29:00 am »
About animals... do newborn (recently captured, traded...) animals appear in a down position on the list to slaughter ( z-animals)?
Yep. Animal are also partially sorted on z screen. Trained animals seems to be at the bottom. For a true list based on order of creation use u screen

My question: does turning weather back on cause rain on old saves? It's been half a year and I see none.

2097
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2010, 09:50:44 pm »
Provided zombie whales don't burst into the dining room again.
You know, before I discovered Dwarf Fortress, that sentence would have seemed very strange to me.
On the contrary, I've seen that before

2098
construct a 2nd entrance further out with raise bridge as "gate." When the kobold is spotted at the inner hallway, raise the bridge and trap him in. No where to run, no where to hide, to the garbage stockpile his head will be.

2099
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 27, 2010, 09:37:30 pm »
When I assign stuff to be taken OFF the depot but they dont get removed in time before the traders go away, they seem to NEVER get touched by haulers. There're 6 idlers now but they wont pick up those damn star saphires o.O Is this some sorts of bug?
Do you have a gem stockpile with free space in it?

Also make sure you bought 'star sapphires' and not 'large star sapphires'.  Large Gems go in a finished goods stockpile, and are mostly useless.
I'm pretty sure it's depot-related issue because when i individually mark items for dumping and undump them when they are being moved they get moved to the proper stockpiles. I've fixed the problem by rebuilding the depot, tho.

2100
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 27, 2010, 03:21:19 pm »
When I assign stuff to be taken OFF the depot but they dont get removed in time before the traders go away, they seem to NEVER get touched by haulers. There're 6 idlers now but they wont pick up those damn star saphires o.O Is this some sorts of bug?

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