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Messages - pixl97

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121
DF Gameplay Questions / Re: Waterfall splash/over flowing?
« on: November 27, 2010, 12:49:23 pm »
I always drop my water two Z levels below  the floor area, just too many problems with it splashing out otherwise. Enough randomness in the water levels will cause it to hit 7/7 on the edges and overflow. I also place a statue in the center tile where the water hits 7/7 from above to avoid the job cancellation spam.

If you bisected my setup it would look like this
Code: [Select]
fgSgf
wowow
wowow
fffff

f floor
g grate
S statue
w wall
o open space

122
DF Dwarf Mode Discussion / Re: Seasonal displays of goblin treachery
« on: November 25, 2010, 12:42:03 pm »
I've had this problem bad with my current map. The first huge siege the turned on their own warlord and killed him, he didn't come with any clothes on either, kinda odd. Now during ambushes they show up with humans, elves, and dwarves, who they kill quickly... It sucks when it's a dwarf because my dudes want to run out and bury him.

123
DF Dwarf Mode Discussion / Re: How To Cheer Up My Dorf?
« on: November 25, 2010, 12:35:28 pm »
To avoid this as much as possible in the future build a mist generator if possible, then place your jail in the range of the mist. Place a food and liquor stock pile tile beside the jail. In 2010 this works wonders.

124
DF Dwarf Mode Discussion / Re: Danger Room - Job Cancellation Spam, Bug?
« on: November 25, 2010, 02:35:39 am »
Does burying a pet give the owner a happy thought? Need all the happiness I can get after 45 or so pet deaths.

***It appears that the same issue will occur taking the parts to the refuse pile instead of the tomb.

125
DF Gameplay Questions / Re: Stew = 1k?!?
« on: November 25, 2010, 02:15:40 am »
Food, then weapon components, then armor... I wish cotton candy could be acquired via trading...

masterwork candy serrated discs 400k+, with no decorations. Worth more then most of my artifacts.

Legendary farmers + legendary cooks can make a fortress rich pretty quick too.

126
DF Dwarf Mode Discussion / Re: Cat Genocide Help
« on: November 25, 2010, 02:02:59 am »
set them all to be slaughtered in your butcher shop?

Can't do that with the ones that are already pets.

Can you assign pets to a cage?, never tried that. If so, a little magma can fix everything pretty quick and easy.

127
DF Dwarf Mode Discussion / Re: You want WHAT!?
« on: November 25, 2010, 02:01:05 am »
When I first started playing (.12 I think) I had a mayor that wanted slade stuff. 'Course I didn't know enough about the game to realize it could never be met and people kept getting beat to death by the guard. Fort ended in a  pretty bad spiral.

128
DF Dwarf Mode Discussion / Re: Cat Genocide Help
« on: November 25, 2010, 01:52:56 am »
I made a danger room for my military behind pet blocking doors (a series of them). Since then about every cat in the fortress has pathed there to get killed. 20 dead cats in 3 years. They really want to get to that room for some reason.

129
DF Dwarf Mode Discussion / Danger Room - Job Cancellation Spam, Bug?
« on: November 25, 2010, 01:47:12 am »
Normally I don't care about the legion of pets that path to the danger room but in my latest fort it seems to be causing a lot of job cancellation messages. Some dog will get it's teeth knocked out by a spike, then die. The dogs body will get tossed in a coffin, but then a series of "Urist McBurial cannot place item in tomb, item misplaced" occur, all going after the part of the pet that was knocked loose. If I forbid the part the messages stop.

If Urist can get the the dogs body while pointy sticks are trying to ram themselves up his ass, why is picking up a loose tooth a problem? Has it always been this way with danger rooms, or did I just realize it this time (guess I'll have to dig up my old game folders and try it), or is something new with .18?

130
Yea, my current danger room is magnetic to pets. I have a series of pet impassable doors, but it never works in the end. I could cage the animals up, but I find it better to keep them loose to keep the kobolds from sneaking to close and causing job cancellation spam.

Best thing to do, build a waterfall in a communal area. Make some nice engravings, or build rooms to match the unhappy peoples desires.

Or you can do what I do...

"She doesn't really care about anything any more."
"He is a hardened individual."

Oh yea, sociopathic dwarves  8)

131
DF Dwarf Mode Discussion / Re: Danger Room Advanced Questions.
« on: November 21, 2010, 11:16:33 am »
Have you actually let well equipped dwarves go fight some goblins after they only become legendary fighters?
Really the only other thing you should care about is shield use so they have durability vs bolts and arrows.

Everything else? Let them actually train you jerk. It's faster after they max out fighter and you don't need to make an army of soldiers that could each solo entire sieges- at least not before they've ever had actual combat experience. You don't deserve to have soldiers than can handle everything within the first year.

Not sure if your talking to me, but yes I do deserve to have soldiers that can handle everything in the first year. After hitting a huge Adam spire my fort went from a broke dirthole to a barony with 20M credits in no time. A few dwarves went moody and made insanely expensive artifacts. Now 30+ goblin shocktroopers are showing up on GIANT F'ING BATS! Ya, they tore the crap out of well trained soldiers.  So I've.. err, my baron mandated that the best army money can buy be formed and trained as quickly as possible to repel the vile force of evil. We've got an adamantine tower to build to the heavens, not time to piss around with goblins.

132
DF Gameplay Questions / Re: Trade Goods left outside
« on: November 21, 2010, 10:25:57 am »
Make sure you have enough stockpiles for them to return the items too. This is one of the biggest issues I've had. You can see if items are waiting to be hauled under the (j) menu.

If you really really want it moved, remove all your current garbage dumps, set a new dump where you want the goods to go, then d-b-d the stuff. Once it's all been moved d-b-c it to get it back.

133
DF Gameplay Questions / Re: Trouble starting up...
« on: November 21, 2010, 10:07:51 am »
One of the first things I do when I embark is set my farmer to gather plants using dwarf therapist, then designate a decent area to be gathered (d -> p). He'll bring in a decent amount, and usually this means that you can be a bit more leisurely/choosy when setting up a farm.

This also gives you seeds for above ground farms too.

134
DF Dwarf Mode Discussion / Re: Danger Room Advanced Questions.
« on: November 20, 2010, 09:15:50 pm »
Nordak, I'll take my risks with the room, it just takes too long without it. (and I would say it's too fast with it.) The biggest training room accident I had was when I made it with menacing spike once.. oops.

Oh and I've noticed that my axelord is training with his axe and a dagger at the same time and gaining skills in both.

135
DF Dwarf Mode Discussion / Re: Danger Room Advanced Questions.
« on: November 20, 2010, 08:46:43 pm »
Also, should I take away their weapons once they reach legendary in their skillset? Will that train dodging/armor use faster?

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