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Messages - bcd1024

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136
DF Announcements / Re: Dwarf Fortress 0.31.16 Released
« on: October 05, 2010, 01:24:43 am »
   (*)added spatter init options (dwarf mode defaults to no walking spread of spatter)
   (*)allowed skull/bone/shell/tooth/horn settings from refuse pile

My hero!

137
DF Gameplay Questions / Re: 153,000 rhesus macaque fat?
« on: October 05, 2010, 01:23:19 am »
Soap bars can be used for buildings. I suggest a nice tower. Or perhaps soap bedrooms.

138
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 05, 2010, 01:20:38 am »
Is it possible to get military dwarves attached to things to drop those things and actually pick up that awesome steel short sword rather than carrying around an iron short sword?
Yes.  Disband the squad (or drop him from it, but disbanding will definitely work) which will force the dwarf to drop the weapon.  Then smelt the iron sword or sell it so he has no choice but to get the shiny new one.  I don't think just forbidding it will work.

My question: I had a several dwarves come back pretty messed up from a siege.  One got diagnosed with a cut on his cheek and was quickly patched up and sent on the way.  That's all great except that the chief medical dwarf failed to notice he was missing an arm and was shooting fountains of blood from his stump.  Is...  this normal?

Considering surgery and soap are broken, not to mention the dwarves' lack of limb regeneration technology, yes. I haven't had much luck with hospitals, but I've never had a doctor fix a ripped artery.

139
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 04, 2010, 02:29:02 pm »
Only a murky pool can collect rainwater.  So you'd need to have a murky pool that you've emptied out, let it get filled up, then re-empty it.

Thanks, I'll try that on the new embark I've got going.

Out of morbid curiosity, is there a way to drain a murky pool by digging up from below it? (yes, I'm aware that that could potentially be Fun for the dwarf doing the digging)

Best way to do it is to dig the reservoir 1 z level lower (which actually puts it on level with the water in the pool since the water is not floating above the surface). Channel out the tile on the surface between the murky pool and your reservoir. This floods your reservoir. You can use floodgates to control flow and this way you can irrigate farms and maintain the murky pool and let it fill back up

140
DF Gameplay Questions / Military Unhappiness
« on: October 04, 2010, 03:47:17 am »
The military is the main source of unhappiness for my dwarves. At any given time >75% of my military dwarves are enraged by long patrol duty. Often times the same dwarves are upset about being relieved of duty.

I have all my dwarves on rotating schedules, training two months, and getting one month off.

This isn't usually a problem as the bedrooms, dining room, food, booze, and quality furniture makes them really happy. When a baby or pet dies in the danger room I start seeing red arrows. How do I make them enjoy the military more?

141
DF Gameplay Questions / Re: Unable to Plant Crops
« on: October 04, 2010, 01:59:19 am »
Thank you for the new signature.

142
DF Gameplay Questions / Re: DF won't run Mac OSX
« on: October 03, 2010, 07:17:42 pm »
I'm running .12 on 10.6.4 with no problem.

I tried to update to .13 or .14, and I have the same issue. Seems to be version related. Try .12 maybe?

143
DF Gameplay Questions / Re: DF won't run Mac OSX
« on: October 03, 2010, 05:28:53 pm »
All you have to do is double click on df.

You don't need to execute from Terminal.

144
DF Gameplay Questions / Re: No, Urist! Bauxite, NOT mica!
« on: October 03, 2010, 04:50:08 am »
If you're dumping water somewhere I'm fairly certain you can only designate a channeled tile as a pit/pond. You can't just pick a random floor area.

145
DF Gameplay Questions / Re: Difficulties with the new version.
« on: October 03, 2010, 04:45:30 am »
If you embarked in a mountain the caverns depths may be strange.

My first .31 fortress I had to dig 35 levels to reach the first cavern, which was 30 levels deep. I don't mess with mountains anymore.

146
DF Gameplay Questions / Re: How much is enough for a moody dwarf?
« on: October 03, 2010, 04:41:17 am »
Urist wanted cloth, not thread. They never want thread. Also, cloth could mean silk or plant fiber, you should always have both.

147
DF Gameplay Questions / Re: Single best piece of armor?
« on: October 03, 2010, 04:39:56 am »
Adamantine breastplate? One wafer? How can I go wrong?

148
DF Modding / Re: DFHack 0.5.0.1 - tools and memory access library
« on: October 03, 2010, 04:21:58 am »
I think I'm doing something really wrong.

I run dwarf fortress and load my game. I try to run dfcleanmap but I get "This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information."

I read the Readme but I can't find what I'm missing.

Running Windows 7 fully updated. I tried dfhack .5 and .5.0.1 with .12 .13 and .14 legacy.

149
DF Gameplay Questions / Re: Ropes/Chains and prisoners
« on: October 03, 2010, 03:20:10 am »
I'd be surprised if this is possible. To put him on the restraint, they'd have to take him out of the cage first, and a goblin out of the cage would spook a civilian into running away.

When I need a goblin out of his cage, I link the cage to a lever and pull it when my marksdwarfs are in position. This is the best and only way I've found to train marksdwarfs in 31.12.

Ignore this, he's just being silly. Goblins can be pitted or chained, with the exception of Thieves and Master Thieves, since they automatically break free.

150
DF Gameplay Questions / Re: Dwarves Wearing Rags
« on: October 02, 2010, 02:44:30 am »
I don't know about .31 but earlier they used to get unhappy thoughts. This was remedied by making clothes, and making sure they have a cabinet and coffer in their bedroom. They would store the new clothes there, but never wear them.

I have no idea if this is still the case, but they surely don't equip new clothes.

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