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Messages - CapnUrist

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676
DF Gameplay Questions / Re: Dirty dwarfs
« on: December 21, 2010, 09:20:05 pm »
They stick to the grating. I have a shower set up in my main hallway that every dwarf walks through at least twice a month (it's between the bedrooms and the dining hall, with no way around), and the grates are covered with the blood of everything that has ever bled in this fortress. Sadly, dfcleanmap won't get rid of them, I suppose because it's either not a solid surface or they're all considered "pools",

677
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 21, 2010, 09:17:56 pm »
Each cavern will be more or less a separate space. You can usually tell them apart by the flora; the first cavern contains only tower caps (white) and fungiwood) yellow). The second has goblin caps (red), black-caps (black), tunnel tubes (pink) and spore trees (dark blue-green), along with the trees in the first cavern. The third cavern will have the last four mentioned along with blood thorns (dark red) and nether caps (dark blue).

Each cavern can span anywhere from a few z-levels to huge empty spaces (one thread in the discussion forum has someone commenting on his 60-zlevel caverns).

678
DF Gameplay Questions / Re: A few questions
« on: December 21, 2010, 09:11:08 pm »
1. (d)-(b)-(d), select the cage(s) you want to strip down. Then hit (k) and remove the dump order from the cage itself.
2. (i) for zone, pit it over an open space and press (p) to make it a pit/pond. Hit P to select creatures to throw into it. For items, make a garbage dump zone next to an open space, and designate the items for dumping.
3. Some animals can be trained for war besides dogs. However, some animals cannot be trained at all, and some require a Dungeon Master, who currently shows up very rarely if at all. I believe there is a third-party program that makes all animals trainable.
4. No.
5. There is no foolproof way, however I usually keep most of my animals caged, and anywhere I don't want animals going (such as my danger room) get at least 3 consecutive doors.
6. Hospitals are buggy right now, but there are a few things you can do to make it work.
  • Build containers, either bags or coffers, to contain hospital items within the hospital zone. You'll need quite a few (I use at least 25).
  • Make sure there is a nearby source of water, either a well or a cistern, to use for cleaning and watering dwarves.
  • Don't use gypsum powder casts; there is a bug causing the bone doctor to freeze up at the well making the cast for all time. Use splints instead.
  • Traction tables are also a bad idea, as are tables in general. Anything doctors can do on a table can be done with the dwarf in bed.
  • Keep your doctors nearby and not busy. Burrows help with this.
7. No. I believe Animal Care will be used for veterinary purposes in the future but for now if your animals get hurt, they're on their own.
8. Dwarves will ignore messes outside their fortress that aren't on constructed or smooth floors. Another third-party tool, dfcleanmap, is available as part of the DFHack toolkit. Check the modding section.
9. Not that I know of. Never had to deal with a FB using anything nastier than spittle.
10. The item will be listed among your artifacts in blue lettering, and the dwarf who named it will prefer to use it over anything else. Destroying the item will give that dwarf a bad thought. Nothing else.

679
DF Gameplay Questions / Re: Water replicator - would this work?
« on: December 21, 2010, 06:51:04 pm »
You can produce water easier by freezing and melting it. 3/7 water or higher freezes to an ice wall, which melts to 7/7 water.

That might work, though. Try it and report!

680
DF Dwarf Mode Discussion / Re: An illustrated holiday anecdote
« on: December 21, 2010, 06:22:36 pm »
However, bridges do not support construction, even though the game thinks they do when planning the constructions. So just the supports underneath holding it up. The bridges were, up, I assume, to hold all the occupants in.

681
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2010, 06:19:47 pm »
One of my metalcrafters went into a possessed mood and produced a lead toy hammer.

Two thoughts immediately popped into my head:
1. Is it safe for dwarven children?
2. I wish I could equip my military with that. Even as a toy that would hurt.

682
DF Gameplay Questions / Re: Prisoner Pits:
« on: December 21, 2010, 05:11:54 pm »
Anything that didn't come with the goblins (and some that did) will enter combat with them. I often have discovered kobold thieves tip me off to goblin ambushes. The kobold usually gets murdered then.

683
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 21, 2010, 05:10:45 pm »
Is there any way to mark a specific animal to help identify it in assigning it to a chain? I have 55 war dogs piled together into a dog-bomb cage, and I want to select the best two male and female specimens to chain up nearby for breeding, but I haven't seen any way of specifying which dogs I want on the chain short of butchering the rest or trial-and error (and with 55 animals to sort through that will not be a quick process).

684
DF Gameplay Questions / Re: Veterinary Medicine
« on: December 21, 2010, 05:08:12 pm »
I believe that animal health problems are planned to be taken care of by the Animal Care skill, which to my knowledge currently has no use.

685
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 21, 2010, 04:58:28 pm »
I'm at peace with goblins in my fort o.O how do I change this? XD

Did you just reclaim a fortress that was taken by goblins?
If so, the goblins will be friendly to newcomers... so you can just slaughter them at will and chuck the bodies outside.

Otherwise, chances are some goblin will come along looking for trade or something, which you can then brutalize and hang from a spike out front as a declaration of your taste in humanoids.

686
DF Dwarf Mode Discussion / Re: Blindness pandemic?
« on: December 21, 2010, 02:10:27 pm »
I temporarily had a blind jeweler and surgeon once. While it had practically no effect whatsoever on their professional life, imagining the result was hilarious.

Jeweler sitting with a friend in the workshop.

*chink*
"Is it done yet?"
"...Nope."
*chink*
"How about now?"
"...Nope."
*chink*
"How's this then?"
"...Nope."
*chink*

687
DF Dwarf Mode Discussion / Re: So, uh, I accidently a tiger
« on: December 21, 2010, 01:14:50 pm »
Apparently I accidentally an ettin.

Wondering what I can do with it now, especially since I also have two goblins, a troll fish dissector, and a rhesus macaque.

688
DF Gameplay Questions / Re: No cave fish available
« on: December 21, 2010, 01:05:02 am »
The embark screen names them "cave fish" but there are several distinct kinds; take a look at the food you have when you actually embark, and it'll show what breed of fish you got.

Other warning messages like that are common but not a problem, such as your chosen civ not having a certain type of wood or meat.

689
DF Gameplay Questions / Re: A good way to train soldiers?
« on: December 21, 2010, 01:01:48 am »
Chainshirts cover the arms and upper legs, where breastplates don't. However if I remember right, breastplates can be worn over top of chainmail for maximum protection.

690
DF Dwarf Mode Discussion / Re: Corpse fell into water. Forever there to rot
« on: December 20, 2010, 07:33:25 pm »
Pumps work just fine for draining part of a river; I usually just divert the water a few tiles downstream to make room for the floodgates. As soon as the riverbed is clear the dwarves will fetch it up, if you have a tomb or a graveyard stockpile set up.

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