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Messages - Wolfius

Pages: 1 ... 38 39 [40] 41 42 ... 48
586
quote:
Originally posted by Fenrir:
<STRONG>Where is this "flame war"? I haven't seen any flame war.</STRONG>

I'd like to know, myself. Could use a good laugh.


587
DF Gameplay Questions / Re: New Player- Help please!
« on: December 08, 2007, 12:36:00 am »
quote:
Originally posted by Devastator:
<STRONG>
In the (z) menu, there should be a kitchen tab that will let you see what kind of plants can be brewed, and let you turn them off if you don't want to run out of something.</STRONG>

Personally I grow specific crops for brewing, and others for eating/etc. - cuts down on the micromanagment.


588
quote:
Originally posted by Devastator:
<STRONG>not if fired.  However, they tend to spread around a bit, and one might go missing fairly easily.</STRONG>

Yeah - yer pretty much asking for them to be stolen.

You should just forbid them until the merchants arrive, then trade them away. Or maybe put them in tombs or something.


589
DF Gameplay Questions / Re: Flux importing
« on: December 06, 2007, 03:00:00 pm »
If it works like it used to, a smelter "remembers" how much of what metal was melted down in it, and produces a bar of a given metal when a sufficent amount of that metal has been melted.

It is, however, smelter-specific, so you'll want to only use one smelter for melting, and if you destroy it you lose and bar-fractions it was storing.


Again, assuming it hasn't changed sense the 2D version.


590
DF Gameplay Questions / Re: Planting outside : how to irrigate?
« on: December 06, 2007, 04:41:00 pm »
You can also channel down into the soil layer, say;

code:

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Although in my latest fort, as I didn't have room to pump water without alot of temporary building, I walled the farm, then built a few 3-4 tile cells connected by doors for bucket-filling via ramp, 'cause 1/7 water evaporates too fast to fill a large area via bucket. Then removed the doors when the areas were full enough to flood the whole farm.

It's something I find myself doing every second or third fort to get rid of rocky squares on the surface of the soil layer, so I don't have a bunch of holes in my surface farm plots.


591
DF Gameplay Questions / Re: How long until goblins move?
« on: December 08, 2007, 07:00:00 pm »
quote:
Originally posted by Gelmax:
<STRONG>With much less restraint on fortress layout, invaders don't really understand how to invade a fortress with the current AI</STRONG>

That only makes sense until you realise megabeasts have no trouble whatsoever finding your fort.

There has to be more to it.


592
DF Gameplay Questions / Re: Sparring questions
« on: December 06, 2007, 07:13:00 pm »
You could always keep one group activated at any given time, so they vets couldn't spar with the newbies.

593
DF Gameplay Questions / Re: Red crops?
« on: December 06, 2007, 04:30:00 pm »
Basicly, no one's really sure.

594
DF Gameplay Questions / Re: Lumberjacks on strike..
« on: May 26, 2007, 11:27:00 am »
You can always drown-trap a caravan and get a battleaxe off the body of one of the guards.

595
DF Gameplay Questions / Re: Annoying Wolves
« on: May 24, 2007, 03:19:00 pm »
Yeah; a good system of moat works well against most things  - flying, swimming, and undead, iirc, are pretty much the only things that can cross.

I've taken to flanking the outside work/storage/forrestry/etc area with a pair of channels to the north and south, with a cave in the mountainside providing access over each channel via a drawbridge. And as a bonus, you can trap the cave.


596
DF Gameplay Questions / Re: Armor stockpile question
« on: December 02, 2007, 03:05:00 pm »
quote:
Originally posted by Anjey aka PM:
<STRONG>What does option "usable"/"unusable" means for armor stockpile?

Also how to designate custom stockpile to store only armors left from kobolds/goblins?</STRONG>


Goblin, kobold, and hunam armour/clothing is too large/small for dwarves to wear, and so unusable. Some hunam weapons are also too large for dwarves to use, and many one-handed weapons can only be used by dwarves as two-handers.

Which should answer both your questions.


597
quote:
Originally posted by TeDDD:
<STRONG>YES!  That's exactly what I was missing!  Thank you!

<3 <3 <3</STRONG>


♥ ♥ ♥ ♥

:D

( I ♥ Character Map )


598
DF Gameplay Questions / Re: So isn't it hard to lose?
« on: December 02, 2007, 11:41:00 am »
quote:
Originally posted by SupremeOverlord:
<STRONG>Have you had a Titan show up yet?  I did, and he didn't just camp at the edge like the goblins I was used to...</STRONG>

Aye - Titans and Colossus' haven't had a problem finding my fort. If it weren't for traps, I'd probably have lost to each.


599
DF Gameplay Questions / Re: Geysers? (and other stuff)
« on: December 01, 2007, 02:54:00 pm »
quote:
Originally posted by Stij:
<STRONG>
Also, can caveins destroy the ground below them?</STRONG>

Yes, if you've mined out the level below the floor.

ie

code:

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Crash:

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600
DF Gameplay Questions / Re: Central stairway???
« on: December 03, 2007, 12:49:00 pm »
quote:
Originally posted by Sean Mirrsen:
<STRONG>A slightly better (and trader-friendly) system is using broad ramps.</STRONG>

Actually, I used to always use ramps, but took to stairs because they weren't trader-friendly - ramps resulting in slow, goods-laiden wagons wandering around my fort, clogging my hallways, three floors down when the trade depot is right next to the door.

Dunno if that's fixed, but I just stoped building ramps after the point I wanted wagons to be able to reach.

[ December 03, 2007: Message edited by: Wolfius ]


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