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Messages - sdrawkcabcM tsirU

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46
DF Gameplay Questions / Re: Food hoarding?
« on: February 01, 2011, 11:50:13 pm »
Hrmm... it's not possible for dwarves to have just the right combination of personality traits to turn them into a hoarder, is it?

47
DF Gameplay Questions / Re: deleting worlds
« on: February 01, 2011, 05:04:22 pm »
Delete the regionX directory for all the ones you don't want in [Dwarf Fortress directory]\data\save\ .

Disclaimer: I have not had any trouble with this method, but your results may vary. Make backups if you like.

48
shlorf: When you say "Cast everything from obsidian" what do you mean?  I was just going to build an obsidian factory to make huge amounts to convert into blocks to quickly transport upstairs for further construction.  No rough fortifications or walls or bridges for me!  Also that's exactly what I was looking for concerning lack of z-stone info!  Thanks
I assume by casting he means pouring magma into a form with a void where you want your walls to be, and then pouring water on top of it. Honestly, the only difference, I would think, is that your walls would not actually be walls, but obsidian rock in the form of walls, probably smoothed with fortifications carved in them at strategic locations.

The difference in labor would be that it requires a lot of mechanics and masons for an initial set up vs a lot of masons and miners over a long period of time. Depending on the size you're going for, you might be better off going the cast method, but I've never really tried such a thing.

49
DF Gameplay Questions / Re: removing downstairs?
« on: January 31, 2011, 04:03:34 pm »
Yeah, stairs are a little bit strange in that they keep their status as constructed or carved stairs, and require one of two different methods to remove them depending on which one was used to construct them.

50
DF Gameplay Questions / Re: hunters and babies
« on: January 30, 2011, 06:21:24 pm »
Since dwarves don't seem to show any general preference or need for meat vs plant matter or fish (though some do have certain meats listed as a preferred food), future workers are a greater priority than the acquisition of meat products if you want to look at it from a purely logistical standpoint.

However, the idea of a dwarven mother with her noisy children in tow trying to stalk dangerous beasts in the wild is something I approve of. Perhaps she can train them to flush animals out of the bushes or corner them like a hunting dog would.

51
DF Gameplay Questions / Re: serial killer?
« on: January 30, 2011, 05:56:01 pm »
It's not about the murderer becoming crazy, it's about him attacking a member of your civilization and being flagged as an enemy. Unless you keep him away from the rest of your fortress somehow, they will attack him and, very possibly, be flagged themselves as enemies of your civilization, so on into infinity.

If he had gone crazy, he would no longer have been flagged as a member of your civilization (as far as I know anyway), and therefore would have been killed without any ill effects.

52
DF Gameplay Questions / Re: Noobish Asking inc
« on: January 30, 2011, 03:23:14 pm »
If you are doing this from the build menu, this is going about it the wrong way. Build is used when you have empty space that you want to put something in. If the space is not empty, how can a dwarf build something in it?

What you have to do is designate either an up/down staircase or a up staircase to be dug out. Think of it like being a sculptor. A sculptor doesn't build statues, he just removes all of his medium that isn't a statue. So designating a staircase in the rock or dirt asks a dwarf to remove any material that isn't a staircase.

53
DF Gameplay Questions / Re: Noobish Asking inc
« on: January 30, 2011, 03:54:50 am »
I suppose this place is as good as any for an unusual question.

Playing a vanilla install of 40d (2010 military continues to confound me), I found an excellent embark.  Plenty of flux, woods, unicorns, etc.  I built a trade depot and awaited profit, but I found that the entire map was wagon-proofed.  Wagons could not even enter the area.  I had a couple of dedicated woodcutters smack mother nature around to clear some space, but it did not help.  Any advice?
I have never encountered it, but I have heard that boulders will cause impassable conditions for wagons. Supposedly smoothing them will allow passage, but I couldn't even tell you where I read this.

As for the OP, yes, you need to designate either up/down or up stairs to be dug underneath the upper tile of stairs in order for them to serve any purpose. The down staircase you built/designated just allows passage through the floor (or ceiling of the lower) layer of that tile. If the area below/above said square happens to already have been dug out, stairs must be constructed.

This page describes the process in a bit more detail if you scroll down to the "Digging down, down, down" section: http://afteractionreporter.com/2009/02/10/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-2-no-srsly-wtf/

54
It may be an owned garment, in which case only the owner would pick it up and move it anywhere. And I also hate it when this happens, because they never do.

55
DF Gameplay Questions / Re: how to attack?
« on: January 23, 2011, 03:28:16 pm »
Failing that, just give them a station order near where the action is. From my experience, they'll rush headlong into any enemies within 10-15 tiles of a station order, if they have line of sight.

56
DF Gameplay Questions / Re: Miners refusing work after first designation
« on: January 23, 2011, 03:08:45 pm »
In more detail, what have you built/designated to allow access to this second level. If it is a ramp, be aware that ramps require one side to be solid on the lower half of the ramp in order to function, and the same side cannot be completely blocked on the top side. Check out http://df.magmawiki.com/index.php/Ramp for more info.

If you are using a downward stair, do you have an upward or up/down stair designated/built directly below it?

57
DF Gameplay Questions / Re: how to attack?
« on: January 23, 2011, 03:02:06 pm »
The interface you should be seeing should have options like select individual target, select targets in a rectangle, ect. The cursor doesn't really change.

58
When they do this, check and see what their task is. I haven't really seen much of this sort of thing. The only thing like this I have noticed is that when dwarves are on break or idle, occasionally they will go and sit near where their last job or station (if they are part of an inactive military squad) was instead of a dining room, near cages or in their room. I have never seen them ignore burrows to do this, however.

If you know what they're doing when they are ignoring burrows it could help with figuring this out.

59
DF Gameplay Questions / Re: Farm Plots not accepting seeds (or spawners)
« on: January 23, 2011, 03:22:45 am »
It should not be possible to grow plump helmets without muddied ground. Skill should have nothing to do with it. If you did manage this without the ground being muddy, it was most likely a bug or a new feature I have not heard of.

60
DF Gameplay Questions / Re: Question about Layers...
« on: January 22, 2011, 04:39:38 pm »
I'm not entirely certain, but I think limestone is typically formed in bodies of water and then becomes "land" due to those bodies of water shifting. So more water and more tectonics = more limestone? Worth a shot anyway.

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