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Messages - sdrawkcabcM tsirU

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76
DF Gameplay Questions / Re: Bridges, cartoony traps and Caverns,
« on: January 02, 2011, 02:26:48 pm »
You should have a legendary+ engraver engrave masterwork pictures of your most valuable legendary items along with gold bars and dwarven children and kittens right behind your most deadly traps. That way, even if invaders survive the traps, they slam their head into the wall and fall unconscious into the traps. And then the roadrunner pops back out of the engraving, goes meep meep and runs off.

77
DF Gameplay Questions / Re: only one dwarf cuts trees
« on: January 02, 2011, 02:20:18 pm »
This may not be helpful, but you also need to note that enabling mining will disable woodcutting, and vice versa. Each job requires a different weapon and dwarves won't equip more than one, usually.

As for enabling woodcutting/mining from a third-party program, I have never had any sort of problem with Dwarf Therapist managing these labors unless I mistakenly tried turning on both. The interface will automatically disable one if the other is activated.

78
DF Gameplay Questions / Re: can you cross the ocean in adventure mode?
« on: January 01, 2011, 02:27:13 pm »
I've had some luck just waiting for nightfall and the freezing of the water. I don't really understand why the water freezes every night, even in tropical regions, but it seems to work every time I try it. You can't swift travel, but fifteen minutes or so of walking will get you over small channels easily. I never had an issue with the ice melting during the day, but again, I really don't understand why.

79
DF Gameplay Questions / Re: Nuggets
« on: December 30, 2010, 10:47:57 pm »
http://df.magmawiki.com/index.php/Smelting

Basically, you need to create coke or charcoal out of bituminous coal, lignite, or a lot of wood to fuel the smelter.

80
DF Gameplay Questions / Re: dwarves wont haul from work shops
« on: December 30, 2010, 06:51:26 pm »
Unless the respective stockpiles (bar/block for blocks, furniture for bags, cloth for cloth) are full, I'm not sure what could be going on here.

81
DF Gameplay Questions / Re: dwarves wont haul from work shops
« on: December 30, 2010, 06:02:28 pm »
Is it something in particular they won't move or they just won't move anything even with idlers set for hauling duties?

82
DF Gameplay Questions / Re: Good ways to dispose of goblin prisoners
« on: December 30, 2010, 04:11:18 pm »
Have you tried pitting them into this kill room from above?

83
DF Gameplay Questions / Re: Dwarves stopped mining
« on: December 30, 2010, 02:52:23 am »
It's like how dwarves can go to a party and then suddenly be "On Break" from the party. Then they eventually go back to the party even though they haven't left the room. Then after all that partying they need to sleep it off. And of course, they always pick the worst times to pull stuff like this. Or maybe they're constantly doing it and you just rarely notice except when they have important work to do. I still haven't figured out which is the case.

84
DF Gameplay Questions / Re: Magma Materialization
« on: December 30, 2010, 02:44:57 am »
I can't know for sure whether or not this is really what is happening in your game, but when you drop a large chunk of rock into magma, it displaces any magma that was below it, sending magma blasting upwards. http://df.magmawiki.com/index.php/Cave_in

85
DF Gameplay Questions / Re: Dwarves stopped mining
« on: December 29, 2010, 11:38:59 pm »
I think the tutorial covers this to a small extent later, but basically if you're not digging out for a room, you want to minimize your dug area and maximize your chances of finding the veins. Most of the less valuable metals (copper, iron, tin, silver, ect.) will be in very large veins that stretch over a fairly wide area (usually). So your best shot at locating one of these, IMO, is to dig long exploratory tunnels. They don't even have to be more than 1 space wide. You can also check the DF Wiki to try to get an idea about what kind of metals might be in the layers you are currently in. You can find usable metals in just about every type of layer (though possibly not on every Z level).

I found The Non-Dwarf's Guide to Rock to be especially handy while I was figuring out the geology of DF.

86
DF Gameplay Questions / Re: Dwarves stopped mining
« on: December 29, 2010, 11:23:23 pm »
I don't know if you've gotten to the part where it introduces dwarf therapist yet or not, but you can check what the miners' current jobs are pretty easily with that. Alternatively, you can either try to locate them on the map, then use (v)iew to see what their current job is, and then even switch to inventory list in view to see if your dwarves still have their picks.

If you can't find them, you can search for them on (j)ob list and then zoom to their location.

Some other possibilities I can think of as to why they don't seem to be mining:
1. They are still mining in a previously designated area.
2. They had their job switched to tree chopping, which automatically disables mining since it requires a different weapon.
3. They are on an extended break, possibly including eating, sleeping, drinking, and even taking their break. It's been known to happen, usually when you least want it too. It's not horribly likely that 2 or more dwarves would do this at the same time, but it could happen.
4. They got injured/killed somewhere. I hope not.

87
DF Gameplay Questions / Re: so the archery bugs...
« on: December 29, 2010, 11:06:50 pm »
Only siege engines.

88
DF Gameplay Questions / Re: Dwarves stopped mining
« on: December 29, 2010, 11:06:12 pm »
Yep, you'll definitely need more picks if you want to assign more miners. However, the miners you have that already had picks should be digging unless they're busy doing something else.

You know, I think that's the same thing I read to get started. There's a bit of difference between the current version of DF and the one that that uses (unless it's been updated recently), but it's pretty good for getting the basics down. The military interface, burrows, and the need for mud for underground farming are the two major differences I can think of, but I'm sure there's more. It's been awhile.

You should be able to make more picks if you have a forge and one of several types of metal smelted (copper, iron, silver, ect).

89
DF Gameplay Questions / Re: so the archery bugs...
« on: December 29, 2010, 09:54:40 pm »
Is there any type of creature that is immune to bolts? What is the weakest bolt?
Any creature that can't die from organ damage or blood loss is basically immune to bolts. Bronze Colossi are one of these. I think many or possibly all demons may be as well. I think it may be difficult, though maybe not impossible, to capture these however.

It depends on what armor the target has, I think. I haven't seen much testing on this recently though. I think copper might be worst, followed closely by bone. You'd have to run some arena tests on various armored targets to be sure.

90
DF Gameplay Questions / Re: Reliable Bolt Pickup.
« on: December 29, 2010, 09:48:29 pm »
I think the option you are looking for is "wear over clothing" vs "replace clothing". I don't really see the point of the wear over clothing option, though I can't say I fully understand what this option does. I don't think normal clothing has any real armor value, that's assuming the game does a check to see if it pierces the clothing at all.

Then again, I usually don't have my military dwarves doing much of anything else besides training, eating, drinking and sleeping. Armor might slow them down a bit if you had them hauling stuff around, but I don't know why you'd make them do that.

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