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Messages - Victuz

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76
DF Gameplay Questions / Re: Giving marksdwarves backup weapons
« on: September 29, 2011, 10:51:02 am »
I don't know if that was changed but they used to hit with their crossbows in melee using the "Macedwarf" skill. So you might want to train them in it just to be sure (although crossbows don't make for best melee weapons)

77
DF Gameplay Questions / Re: How to fix a blown waterway?
« on: September 29, 2011, 10:49:06 am »
Funny how every fort so far has had at least one noob error, at least this one didn't cost me the whole fort.

The game is boring if you don't make mistakes ;). I flooded my entire apartment complex with an aquifier yesterday because I was certain it's not ACTUALLY an aquifier just the game whining about it because I was digging under a pond... Darn sand. On the bright side I have a well and an unlimited source of water in a map without a river.

Thus the construction of the water tower in front of my gate has begone :). I like haw I now have 39 migrants called "Test subject <number>" ;3

78
DF Gameplay Questions / Re: Dye Thread or Cloth?
« on: September 29, 2011, 10:44:38 am »
There's no difference. The quality of the dye job is kept when the thread is woven to cloth, so no value is created or lost by dyeing thread relative to dyeing cloth. The option is mostly useful if you happen to have more of one than the other, or perhaps so that suturers don't use your theoretically-valuable dyed thread for stitches.

I know of no way to use cloth only of a certain color in a stockpile, except perhaps by use of burrows to limit your dyers to only have access to one color of dye so that only cloth of a certain color is ever available.
I guess that's a way but that would require a ridiculous amount of micromanagement. And all it would take to mess it up is just one dwarf bringing an undyed or a different color piece of cloth to that stockpile area to completely mess it up.

I guess the best way to do make sure all dwarves are wearing the color I want is:

1. Dump all produced clothes and dyes (except for the specific color I want) into magma
2. Produce a large amount of cloth make sure it doesn't get woven into clothes, bags, ropes etc.
3. Assign it all to a single stockpile and force your dyer to work there in a burrow until he falls unconscious.
4. Wove clothes out of what's left when he gives out the message "No undyed cloth available".

That seems to be the only way as far as I see.
On the bright side you can force military to wear that one specific color you want... Too bad you can't dye steel breastplates :p.

79
DF Gameplay Questions / Re: Finding a good embark/good world gen settings
« on: September 28, 2011, 08:30:16 pm »
Easy. Goblinite. Kill goblin seigers/ambushers, take their stuff and melt it down. Then use the resulting metal to make your own gear. How to kill them, you ask? Marksdwarves. Bone/wood crossbows and bolts, kill goblins, take stuff, etc. It won't matter if you don't have metal, because the goblins will bring you all that you need! Not to mention, you don't have to buy GEAR form caravans.. buy metal objects, melt them down, and make gear. danger room + 2 dwarfs = Siege breakers

Corrected

I am avidly against danger rooms. I don't use exploits that make the game far too easy. I just set them to train 24/7, give them training weapons to begin with if I have nothing better, and go with it. I end up with legendary dwarves two can hold back hell itself if I ask them too.

Well nowadays I usually get two dwarves to start practicing as soon as I get weapons anyway.
So truth be told I don't REALLY need a DR because before the first raid/siege both of them have almost legendary skills. Danger room just makes it much faster and I sadly don't have as much time to play as I'd like :P.

80
DF Gameplay Questions / Re: Finding a good embark/good world gen settings
« on: September 28, 2011, 08:03:11 pm »
Easy. Goblinite. Kill goblin seigers/ambushers, take their stuff and melt it down. Then use the resulting metal to make your own gear. How to kill them, you ask? Marksdwarves. Bone/wood crossbows and bolts, kill goblins, take stuff, etc. It won't matter if you don't have metal, because the goblins will bring you all that you need! Not to mention, you don't have to buy GEAR form caravans.. buy metal objects, melt them down, and make gear. danger room + 2 dwarfs = Siege breakers

Corrected

81
DF Gameplay Questions / Re: fill in a ditch or bowl with dirt?
« on: September 28, 2011, 07:50:35 pm »
I did it once and I THINK there was fertile ground there. The bad part was the fact that it was just mud with lots of shrubs growing on it. No grass. That might have changed though.

EDIT: If you have free access to magma you might want to just make an isolated test on a 3x3 square to see if grass grows there and decide than.

83
DF Gameplay Questions / Re: location location location
« on: September 28, 2011, 05:07:19 pm »
Human armies can be quite badass because they usually have mounts of various kind.
I remember that one time I got raided by 40 humans mounted on War bears... that was Fun...

As for blow gun/bow dunno, never had the chance to use either one of them since (unless modded) they are foreign weapons and you can't produce them or the ammo yourself. Crossbow is better.

84
DF Gameplay Questions / Re: One flaw with the Trial of Entry
« on: September 28, 2011, 05:04:57 pm »
As for babies I found that atom smashers really like to play with them. And burrows make it ridiculously easy.


In my second fort, I restructured a bit.  I now have about half my workforce set as haulers, and disabled hauling on all my skilled dwarves.  I would heartily recommend that you consider "hauling" as an industry unto itself and dedicate a swath of resourcesdwarves to it full time.  With this setup, I was at 50 dwarves and felt I had too many dwarves, and started bumping up my military and finding new uses for them.  What also helped is with all the construction I do, I set all my haulers with the masonry labour, but set all the masonry workshops to only accept Adequate or higher skill.  That way chairs are made by my skilled masons, and haulers don't waste time on making chairs, only on hauling and constructing floors/walls/etc.  (Construction yields no masonry XP.)
 

This is pretty much what I do now. It's also good idea to have like 5 dwarfs specialized in hauling one specific type of stuff. (5 for food, 5 for stone and so on) and after that have the rest carry everything. speeds up things such as moving seeds from place to place or dumping stone. Really having 1 specialized dwarf in an industry enough in my opinion. I never had more than one specialized craft dwarf, gem cutter/setter, brewer and so on. Growers, Masons, Carpenters and Furnace Operators are probably the only exception at least in my opinion.
Right now when I play I usually have to get to around 100 dwarfs to reach "full productivity" and after that the rest is either getting  drafted into the military (serving as cannon fodder for the 15 that actually used the danger room) or serve as test subjects in trap development civil experiment.

For example right now I have one of them standing right in front of my 15z high water tower, I just sent the order to pull the lever. Behind him is a specifically dug out 10z drop. I want to see how far he falls, travels :3.

85
DF Gameplay Questions / Re: Urist McMechanic was bitten by a cave spider!
« on: September 28, 2011, 04:26:11 pm »
Maybe the spider just sold him the filthiest keg of booze he ever had.

That would have such effect on me I think.

86
DF Gameplay Questions / Re: location location location
« on: September 28, 2011, 04:15:21 pm »
If I remember correctly the size of goblin raid/siege should be appropriate to your wealth and the amount of Ursts you have.
So if you have like 20 guys and not much other stuff done the siege SHOULDN'T be ridiculous. Don't take my word for it though. You never know with those darn goblins.

As for the sword. It's an artifact and therefore should be awesome, and it's a sword so it's not affected by the material as much as say maces or hammers. And even if it's not as great at least your soldier will crap his pants in happiness because of using it :).

87
DF Gameplay Questions / Re: fill in a ditch or bowl with dirt?
« on: September 28, 2011, 04:08:33 pm »
There is no "small ditch" problem that can't be fixed with a proper ridiculous amount of magma.

Just do that than add water and BAM fertile ground.

PS. has a lot of potential for Fun too.

88
DF Gameplay Questions / Dye Thread or Cloth?
« on: September 28, 2011, 04:05:59 pm »
Just a quick question. is there any difference as to what order I dye my stuff in?
Like an increase in value or something.

PS. Oh also is there a way to set a stockpile to gather only cloth of a certain color? I can't find any specific option for such a thing but it's always worth asking. Worst case scenario I can always set a burrow and forbid the "illegal" color for the clothmaker in it.

89
Hey guys I know this is quite heavy necroing and I'll be offtopic but I have an issue with KoDP :/ and noone seems to be alive on different forums (related specifically to KoDP).

So yeah I got the game installed it and applied the 1.7 patch. however when I try to run the .exe file exactly jack shit happens. I'm on win xp and I tried running it from compatability mode and even dosbox (always worth a try xP) but the file is just never ever responding to anything. it's as if I never activated it. Any suggestions?

EDIT: Never mind... the file just suddenly started working an hour after activating it and works normally now.

90
DF Modding / Re: Runesmith - A DC like tool
« on: June 14, 2011, 07:45:26 am »
Quick question. Is there any way to make mood setting work in this version? TBH it's pretty much the only thing I'd like to use runesmith for (sure having 10000 attributes on your miners is kinda funny but it gets boring quick xP)

Bump? :P. Can anyone tell me if there is any way to make moods work?

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