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Messages - celem

Pages: 1 ... 39 40 [41] 42 43 ... 92
601
DF Dwarf Mode Discussion / Re: Hospital / soap problem
« on: June 16, 2011, 05:20:32 pm »
As far as i understand it doesnt matter.  The hospital claims the soap anyway even if it doesnt have room for it (claims based on your settings)  Reliably filling containers with a good mix is a little tricky but if you have soap, doctors can use it.  Medical stuff is really low priority.  No other labours at all on chief medic dwarf, preferably none on any medical dwarf

If you really want some in the hospital then.....forbid all your cloth and thread, make some soap, build a chest or two in the hospital, then unforbid thread/cloth once they move some soap.  For some probably slightly buggy reason you tend to end up with mainly those 2

Edit: I think the hospital generates claims for items it wants (based on zone settings). these jobs are all simultaneous and dont respect available storage space, its quite possible it decides to grab 50,000 thread and 500 soap but the dwarves go for thread first and you only built enough chests for half the thread total anyway.....no soap in storage

602
DF Dwarf Mode Discussion / Re: Weaponizing a dragon?
« on: June 16, 2011, 05:11:17 pm »
Yeah dragonfire smokes bridges, even magma safe ones.  I learned that the hard way from FD's hellfire imps.  Mine were raised with iron mechanisms and quartzite bridge........whoooosh....ashes, only constructions withstand that tag's attack (and shields :P ) It's easy to forget that bridges are not technicaly constructions just because building destroyers dont trash them.

603
DF Dwarf Mode Discussion / Re: Weapon traps?
« on: June 16, 2011, 05:09:38 pm »
You can also forge mechanisms under trap components at a forge.  Quality is the traps to-hit chance.

604
DF Gameplay Questions / Re: Psychic bookkeeper
« on: June 16, 2011, 05:04:56 pm »
indeed, bookkeepers can even sense the presence of masterwork adamantine weapons, if you're looking for curious structures.

No longer the case.  Forget which version but recent (as in last 2 or 3 i think).  They are hidden from stocks now, they may even have been ghosted from fortress wealth, havent found one to check yet.

Cavern civ stuff in my stocks bugs me.  At some point I assume its from a dead caravan and unforbid.  Next time you open that cavern...hauler conga-line into the darkness.

605
My forts usually hold about 60 years.  I tend to automate them round 15-20 and let them run unattended for hours (years) on my spare machine while I play the next.  Ive had two break 200 years over the last two real world years.

also world depth/height is generated with advanced parameters at worldgen. 

606
DF Gameplay Questions / Re: Minions !!
« on: June 16, 2011, 04:57:40 pm »
You could tame them after a fashion.  You could probably do something like tigermen and still have them weild weapons.  First step would be removing their ability to be a civilization I think.  Theyd probably have to lose tags like babysnatcher along with much of their site/civ stuff

Check the modders forum for better help, this is probably possible with the RAWs we have however is significantly more complex than addition of pet and trainable, even if that made them tamable then they arrived on the map as seigers/ambushers and would probably behave like current invader mounts. (never properly tame)

607
Quality furniture, easily mass-produced goods for trading.
Gotta watch furniture trading.  Its a bad profit/weight ratio and you'll overload the merchants fast, most furniture makes a poor trade good unless you have little option.

608
DF Dwarf Mode Discussion / Re: Archer Armor
« on: June 16, 2011, 02:58:27 pm »
The line for shooting through fortifications appears to now be hard and fixed.  That is Accomplished Blow/Bow/Crossbow users ignore Fortifications.  Or appear to, I dont know if theres accuracy stuff at work but accomplished is the line at which they start to fire

609
DF Dwarf Mode Discussion / Re: Cheating help
« on: June 16, 2011, 02:14:15 pm »
Deon's Genesis has that one but you'd have to sift it from his fairly extensively expanded raws.  Depends how familiar you are with them.  If you get stuck theres a good support community in the modding forum, its not just announcements so you can get specifics there, you can usually reach Tomi swiftly through the genesis thread if you want that bit :)

610
DF Dwarf Mode Discussion / Re: Qualitry or value happiness?
« on: June 16, 2011, 01:01:52 pm »
Depot and furnace are both mega hauling destinations.  I always build gold depots and smelters.  Butchers shop/farmers workshop/still are good candidates too.

611
DF Dwarf Mode Discussion / Re: Population Cap & FUN
« on: June 16, 2011, 12:59:17 pm »
Food in stockpiles shouldnt be part of your wealth.  Nothing in a stockpile is.

Building artifact furniture will dramatically increase your wealth.  So will making anything from candy or constructing steel armor/weapons with a reasonably competant smith.  Likewise lavish rooms for dwarves/nobles and pimped dining rooms.  This is the stuff looked at.  It also checks things like roads/bridges, traps, workshops, anything you built.  Oh and smooth/engrave of course (architecture is i believe the value of your floors/walls/bridges/roads)

In short, all the things that come with fortress age rather than dwarf count.

612
DF Dwarf Mode Discussion / Re: Second fortress
« on: June 16, 2011, 12:53:42 pm »
Did you put the stockpile on tiles with waste rock lying there already?  the floor needs to be clear for stockpiles.  Otherwise double check the stockpile settings with q-s to check its configured right.

Your goblins can explore caverns.  But if the cavern is fairly explored they may well not pass unseen areas on their way to the mapedge (remember cavern mapedges are spawn/despawn just like surface edges.  only difference is you can build all the way to the edge)  Probably more successful with a cat or something

613
DF Dwarf Mode Discussion / Re: Think I made a mistake...
« on: June 16, 2011, 12:49:52 pm »
Yeah the stuff that leaves with the caravan disappears from the world.  Expect this to change soon, but DF trade cycles arnt quite there yet

614
DF Dwarf Mode Discussion / Re: Think I made a mistake...
« on: June 16, 2011, 12:40:03 pm »
Yeah elves dont seige in the regular sense.  It is a seige in terms of gameplay mechanics, but you dont get 'A vile force of darkness' message and I dont recall if you get the seige flag till they are uncovered (maybe not even then)

You see the same behaviour from various other ambush races (that is races with stealth tags) in mods like Fortress Defense (Minatorossi for example send seige-sized ambush waves complete with notable leaders but i dont see vile force flags for them since they dont uncloak on map entry)

What im saying is that their ambushes are the seiges

Their wooden gear should be a joke.  wooden spears and archer packs are about the only thing they have that could kill you.

615
Yeah I started a little fort on one of the volcanos.  Kinda quiet so I reckon i'll try and extract the settings and regenerate in fortress defense or something.

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