Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GhostDwemer

Pages: 1 ... 52 53 [54] 55 56 ... 94
796
DF Dwarf Mode Discussion / Re: flood or pump or what?
« on: May 04, 2012, 03:14:15 pm »
I'm pretty sure the map edges of the caverns are NOT water sources. I had a flaming FB completely evaporate an underground lake connected to the edges and it never refilled. Plus, OP says he sealed the caverns. If he actually did that, then either the lake doesn't go to the edge, or he sealed the edge.

My question is, why do anything with it? Is it that you want more space underground for growing trees and pasturing animals? I tend to just leave my cavern lakes where they are, as an emergency water source if I need to turn turtle.

797
DF Gameplay Questions / Re: Marksdwarves and fortifications
« on: May 04, 2012, 03:06:53 pm »
Completely different circumstances and meaning of the word "secured," Slothen. We're talking military here, not metal detectors at the airport. Alidus is correct, nobody builds forts or castles anymore. Maneuver, defense in depth, and situational awareness are FAR more important in warfare than static, heavily defended strong points. This has been a developing trend in the military since the renaissance. With the rise of guns and artillery, castles became useless. Vauban's "Trace Itallienne" star forts replaced grand castles with forts that were little more than complicated walled holes in the ground for hiding artillery. Tall walls were out, thick earth filled ramparts were in. But ever since the end of WWI, the development of the tank has made even that style of fort obsolete.

None of the things you mention will stop an enemy with artillery, tanks, and bombs.

798
DF Gameplay Questions / Re: Clothing help?
« on: May 04, 2012, 02:55:27 pm »
My military has high boots in their uniforms too, but they still pick up new shoes. I've never seen anyone wear shoes until they rot off. But here's a thought: do your dwarves actually have anyplace to put their worn out clothing? Note, they will not put them in a refuse only stockpile. They need free space or bin space in a clothing stockpile. Making a custom stockpile that is for both clothes and refuse clothing will cause any clothing in that stockpile to rot away to nothing in short order. But the stockpile has to include finished goods->armor, legwear, headwear footwear and handwear.

Perhaps you don't have enough of the correct type of stockpile space?

799
Create the burrow, go to the military screen, go to alerts, select the active/training alert level, then select the burrow you created. Now, whenever you set the alert level to active/training, all your civilians will go directly to the burrow you created, which does not happen when you simply assign civilians to a burrow without the alert.

800
Just a guess, "The Dwarf" is a previous book, and "The Dwarf is the Way" is a book about that book. I'm waiting for a book called "The Bird" and a companion commentary, "The Bird is the Word." Ba ba ba ba ba oo mao mao, ba ba ooo mao mao

801
DF Gameplay Questions / Re: Clothing help?
« on: May 04, 2012, 12:25:43 pm »
Well, I think  that "forced" means civs will always have the thing. "Common" means they will almost always have the thing.

Oh, and when you are using a mod and you have an issue, the place to discuss it is in the modding forum. Other people who use the mod, and especially the author, may have special insight the rest of us don't. Generally, if you are using a mod, and you have an issue, and no one else is having that issue, the issue is in the mod someplace. So, as is the case here, we can't really help you.

802
DF Gameplay Questions / Re: Windows
« on: May 03, 2012, 11:04:39 pm »
I'm playing this fort with an absolutely minimalist surface. A bridge and a hatch, that's it. Inside, the first two cavern levels are sealed off and the last is about to be. I've turned the caverns into a city of brass (I have a lot of your namesake). Animal watchtowers are great, but nobody ever goes on the surface here.

803
DF Gameplay Questions / Re: Windows
« on: May 03, 2012, 09:01:49 pm »
Thanks, Sphalerite. My Duke keeps asking for windows and I'm way too prompt in fulfilling his demands after he had the Hammer break my crossbow militia captain's hands after failing to fulfill a production order. I now have way too many windows and I need to find something fun to do with them.

804
DF Gameplay Questions / Oh trees, you so silly
« on: May 03, 2012, 08:57:10 pm »
I just moved the axle leading all the way from my aquifer powerplant to my magma stack, to make room for a skylight into the caverns. I built the new axle and went to remove the old one, which happens to be in a 1 square wide hallway. In dirt. Leaving a bunch of logs to be picked up.

Not having an axle covering them, the mushroom tree saplings filling the dirt hall promptly sprang up to full height, trapping a dozen haulers and mechanics. Not really an issue because I was watching, and would have been alerted by all the cancel spam, but funny anyway. If a tree pops up in a tunnel, can anyone hear you make a sound?

805
DF Dwarf Mode Discussion / Re: The Centralia Effect
« on: May 03, 2012, 08:22:11 pm »
They tried water in Centralia. It didn't help. That sucker is going to burn for the next couple of centuries. You wouldn't think this needs to be said, but, never dump burning ashes into an unlined landfill built over an abandoned coal mine.

806
Just wait a while longer and they will write books about the books they wrote. Then they will write books about storing the books they wrote. Then they will write books about the books they wrote about storing the books they wrote.

Yo dawg, we heard you like books, so we wrote a book about you writing a book so you can read about books while you read a book.

807
DF Gameplay Questions / Re: question about eggs
« on: May 03, 2012, 07:56:15 pm »
You can cook meals with eggs. You can also trap and tame wild birds.

808
DF Gameplay Questions / Windows
« on: May 03, 2012, 07:55:01 pm »
Do they block magma moving through a tile? I very much want traders to be able to look out over the cavern I took great pains to seal off using obsidian casting, but I also want to be able to roast them alive with fiery hot magma if the mood takes me.

809
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 03, 2012, 05:46:48 pm »
They will wear armor over clothes no problem. In my current fort, going on year eleven now, I used the basic "metal armor" uniform (which is set to wear over clothing) for ten years. My military would occasionally complain about wearing worn out clothing, but they would never get too upset about it. I never saw any of my military  below "content" happiness level. Eventually they would get a break, go dump their worn clothes, and pick up new ones.

Just last year, I finally formed my squad of guards and gave them a custom uniform with all leather clothes under their armor for general badassery and maybe leather protects better? I don't know for sure.

I use the following uniform, with "partial matches" and "replace clothing":
Body: leather tunic, leather robe, steel breastplate, leather cloak
Legs: leather trousers, steel greaves
Feet: any socks, Leather shoes, steel high boots
Hands: leather gloves, steel gauntlets
Head: steel cap, steel helm, leather hood

They equip everything just fine, and replace worn clothes fine too.

Just remember, miners and woodcutters have a secret invisible uniform they wear (consisting of a pick or an axe, respectively) and these uniforms do not play well with military uniforms. Otherwise, keeping civilians in a uniformed militia is a good idea.

810
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 03, 2012, 04:51:07 pm »
No, if they like cats they like live cats. If they liked dead cats, they would like something like cat bones.

Pages: 1 ... 52 53 [54] 55 56 ... 94