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Messages - sdrawkcabcM tsirU

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61
DF Gameplay Questions / Re: Dwarves on speed?
« on: January 21, 2011, 09:17:41 pm »
I'm not sure if this is the phenomena you are experiencing, but I'm always surprised at how quickly things move in a new embark, just because I've grown acclimated to the slowness by the gradual decrease in speed in an aging fort.

62
DF Gameplay Questions / Re: Dwarves dumping and my delivery chute
« on: January 21, 2011, 08:56:08 pm »
I'm not entirely certain about this, but someone on the boards said something about jobs picking dwarves, from a technical standpoint, and not the other way around. How exactly that figures in to the chosen dump location, I am not certain. Perhaps the dwarves get picked for refuse hauling, then choose the closest dumping area to themselves, and then find the item they need to dump? Or it could be entirely random, for all I know.

Interesting idea though, with the dumping chute. I'd heard of people using catapults to fling stone against a wall and then down Z levels, but I hadn't considered dumping.

63
DF Gameplay Questions / Re: Tileset Help
« on: January 20, 2011, 11:35:02 pm »
The lazy newb pack program CAN do more than change the tilesets around, but only if you specifically tell it to. You could always download the game modified with just the tileset, if you like. Here's a link to the thread with the Phoebus tileset download links. If you'd like a different tileset, just google it.

64
DF Gameplay Questions / Re: pond problem
« on: January 20, 2011, 11:30:20 pm »
I've never really had to look into this, but do dwarves doing the fill pond job actually choose full buckets? Or do they intentionally choose empty ones and then fill and then empty them. If ALL your buckets really are full, that could be your problem.

65
DF Gameplay Questions / Re: Removing 'warm stone' designation
« on: January 19, 2011, 01:22:31 am »
You can still dig warm stone, you just have to be VERY careful about it and make sure you aren't digging out anything that will cause !!fun!! The warm stone designation will even extend to levels above and below your magma channels, where there is often little or no danger in digging tunnels. I don't believe the designation will ever be removed unless you dig it out.

66
I once had a marksdwarf who shot a cyclops 8 times (as in, there were 8 separate bolts stuck into the cyclops) before it finally died. Thats just the number of bolts that stayed in him, i dont know how many he shot that just clipped him or went through or something. Megabeasts dont die quick.
It depends, really. I had a marksdwarf kill one in one shot once. It was a flying one made of salt. I didn't know about combat logs at the time, so the nearest I can figure is that the marksdwarf got a shot directly on the wings while it was flying toward the cavern entrance to my fort near a rather steep hill and it fell about 4 z levels, where it died. I'm not sure he got credit for the kill though, unfortunately.

67
DF Gameplay Questions / Re: Underground aquifer?
« on: January 18, 2011, 05:10:28 pm »
Things get a little jumbled when you embark on mountains and volcanoes, with aquifers often appearing far below the top of the mountain. It makes sense when you consider how mountains are formed, at least the kind formed by plate tectonics.

68
From my experience, it's extremely difficult to kill a colossus with marksdwarves. After about a season of them plinking away at it, a goblin ambush party trying their luck against it (quite unsuccessfully), and it dodging a bolt straight into the empty channel that is my moat, I eventually had to send my melee dwarves to finish it off.

Marksdwarves just aren't any good at taking them down, because they don't have vital organs to hit.

69
DF Gameplay Questions / Re: Just grab the metal
« on: January 18, 2011, 12:19:06 am »
Well, there's always magma for the burnination... but that'll melt some metal items as well, so...

70
DF Gameplay Questions / Re: Obsidian causing phantom cave-ins
« on: January 17, 2011, 11:14:36 pm »
I have also heard of utilities like this causing bugs where the square will still be counted as underwater or under lava even after the liquid has dispersed/evaporated, meaning you may not be able to retrieve your unfortunate miner's stuff since any dwarf who attempts to do so will try to find a path to the location and fail because of this phantom liquid. It's possible this could even do something to cause your problem assuming you DID channel it out as opposed to digging. I have never really tried this sort of thing, though.

71
DF Gameplay Questions / Re: Saved Games & Migrants!
« on: January 17, 2011, 06:54:03 pm »
I'm not sure your most recent save is listed there, then. What happens when you revert to an old auto-save usually is it will save as that file. So if you load the save (for example) Region1-spr101 and start playing from that save, the game will begin to autosave as Region1-spr101-[season-year]. This gets extremely confusing, needless to say. When I am forced to revert to an earlier save, I manually go change the name of that save directory to Region X as opposed to the one with the season/date info, erasing or backing up the current one. It makes things a lot less confusing.

Also, make sure you don't have a second page of saves. It could be hiding on another page.

72
DF Gameplay Questions / Re: Help with Burrows
« on: January 13, 2011, 07:12:35 pm »
The way I usually use burrows is only in emergency situations. If there's a gobbo ambush or a FB loose in a cavern, the burrow gets activated to make all dwarves rush for the entrance(s) ASAP. Active squads of soldiers with an order will ignore burrows, to they typically get activated at the same time.

73
I highly recommend Dwarf Therapist for all your job-switching needs. The interface for this aspect of the game needs a little work.

74
DF Gameplay Questions / Re: smithers won't smith
« on: January 04, 2011, 05:23:01 pm »
A couple things to check:
1. What are you trying to create, and does anyone have that labor enabled? For weapons you need a weaponsmith, armor armorsmith, furniture and most others items needs metalcrafting.
2. If someone does have that labor enabled, what are they currently doing (this is where Dwarf Therapist comes in handy)? Even if they have that labor enabled, if there are other jobs they may not choose to do their smithing unless you disable other jobs.
3. You could check to make sure that the bars you want aren't forbidden.

Those are the ones that come to mind right away.

75
DF Gameplay Questions / Re: Berserk Rage
« on: January 02, 2011, 04:34:58 pm »
1. Yes, it should be possible. And if not, just station your squad near the eye of the storm and they should handle things quickly.

2. I haven't seen it myself, but I have heard that they work against insane dwarves. Berserk is a little different I think. I'm not sure how that works.

3. As far as I know, enemies can't pull levers. However, I have heard that insane/berserk dwarves will. Also, building destroyer enemies may destroy the lever, but that should just lock whatever it's linked to into its current state.

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