Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sdrawkcabcM tsirU

Pages: 1 ... 5 6 [7] 8 9
91
DF Gameplay Questions / Re: so the archery bugs...
« on: December 29, 2010, 09:41:19 pm »
I haven't really noticed marksdwarves being any more lazy than melee types. It does help to remove all their other labors (other than cleaning and highly-skilled low-demand jobs that actually matter) once you draft them. When they don't have anything else to do they seem to be much more likely to actually train, as opposed to sitting around admiring tables in the meeting hall.

Even with this done, it seems like some dwarves just spend way more time at the range. I chalk it up to personality differences, though I couldn't tell you exactly which ones matter.

You can also pit captured creatures in/near the practice range for xp boosts.

92
DF Gameplay Questions / Re: help find me a graphics mod
« on: December 29, 2010, 09:27:56 pm »
It works for me @1280x1024, and can be resized anyway.

93
DF Gameplay Questions / Re: help find me a graphics mod
« on: December 29, 2010, 09:12:26 pm »
For maximum laziness, I recommend The Lazy Newb Pack. It has Phoebus installed by default, but the .bat program included can switch between graphics packs as well as some other nifty features. It comes with several utilities as well.

It's even been updated to the most recent version... for now.

94
DF Gameplay Questions / Re: Why wont my dwarves build my Fortifications???
« on: December 29, 2010, 04:43:28 pm »
I believe you need to build a floor of some sort - which would be needed anyway for marksdwarves to fire from.
Yes, this is how I usually do this sort of thing.
Code: [Select]
F_
W
Just build stairs up to the wall/floor at at places your dwarves can get to quickly. You can also make towers with doors that you can lock down in the event of a wall breech to give your marksdwarves more time to plink away at those pesky building destroyers (or time to fall back if they don't have line of sight on the enemy). Just like a good ol' fashioned castle. It takes a lot of stone, sure, but at some point fairly early in the game, mining and hauling labor should not be an issue unless you have several large projects going at the same time. This is why about 50% of my dwarves have mining enabled and 40% have masonry activated, ideally.

If you don't have enough labor yet, just build small areas with floors/fortifications in the best strategic positions (usually corners). You can always do more later.

95
DF Gameplay Questions / Re: Why wont my dwarves build my Fortifications???
« on: December 28, 2010, 07:20:43 pm »
Do these fortifications have a square (non-diagonal) that the dwarves can build them from?

96
DF Gameplay Questions / Re: Hospitals and dull staff
« on: December 24, 2010, 12:32:07 pm »
Wouldn't be a proper doctor if they didn't make their patients sit and wait for them.

97
DF Gameplay Questions / Re: How to Militarize Effectively
« on: December 20, 2010, 03:05:32 pm »
I appreciate the suggestions thus far, and especially the general advice on tactics. However, I not a fan of the idea of a danger room for the same reason that I don't want to decorate every inch of my entrance with OP little cage traps. It does sound effective, and I will probably give it a try one day, but I (naively, perhaps) want it to flow naturally, without having to cheat, nor go through painstaking micro-management to do so.

Even burrows are too much work for me. :/
Burrows are too much work? You select an area for the burrow, then turn the alert on when you want all the Urist McSquishies to go there. It's extremely easy unless you want to micro-manage individual burrows to minimize work interruption. Personally, I just do one burrow and then resolve the issue quickly so everyone can get back to work.

Honestly, I consider danger rooms more of a high risk, high reward venture. They can take awhile to set up, depending on the size you want, since it's bottlenecked to 1 mechanic working on hooking up traps at a time (unless you use two or more pressure plate/levers). Not only that, but pets constantly get in to my danger room despite having 3 pet-airlock doors. I had to discharge one of my soldiers when two of his pets died and he got dangerously unhappy. Not to mention that injuries can happen in danger rooms (I've been lucky so far). Not to mention that simultaneously you have to get decent armor set up. Also, on at least two occasions my repeater has just plain stopped working and needed to be shut down for repairs. I now have an auto-reset lever.

It's basically lessening the chance of an early military catastrophe (once it is actually operational) and raising the chance of other types of fun. So I guess it comes down to choosing whether you want your embark to end with a bang or a whimper, if it comes to that. If you're the blaze of glory type, more power to ya.

98
DF Gameplay Questions / Re: Magma Trap & Volcanoes question
« on: December 20, 2010, 02:45:53 pm »
My newest embark is on a volcano. Basically, I made a bunch of magma-safe floodgates, put a bunch on the lip of the volcano and hooked em up to a lever in my dining room. Then I channeled out a large area in front of the door as a magma floodplain and then carefully channeled out select bits of the volcano lip. The only problem is the lava takes awhile to evaporate after the doomlever is pulled, but I'm working on some plumbing to flood the area with water. And I can get some obsidian out of it whenever I use the trap. I already have an obsidian farming chamber, but I still consider it a bonus.

99
DF Gameplay Questions / Re: How to
« on: December 20, 2010, 03:27:54 am »
I hadn't tried it before my latest fortress, but I was pleasantly surprised by the speed with which a danger room trained my dwarves. With the amount of time I spent building it, the repeater to power it, and the hospital to treat the danger room's victims (none so far, surprisingly with almost all trained to legendary weapon and armor skill), and the armor to keep them from getting danger roomed'd, I thought for sure I'd have goblins breathing down my neck. Traps and the occasional lava bath held them off more than long enough though. And my hospital was overly-elaborate and took quite some time to build due to the plumbing system/reactors.

I'll have trouble if I ever need to go back to a simpler method...

100
DF Gameplay Questions / Re: Broken Axles
« on: December 16, 2010, 05:38:51 pm »
You can also start from the top, if you have something to anchor it to up there, and work from both ends.

101
DF Gameplay Questions / Re: Broken Axles
« on: December 16, 2010, 03:52:12 pm »
You shouldn't need a gear between a vertical axle and a pump, as long as the axle is directly above one of the spaces of the pump. Pumps tend to act like gears for translating power in most circumstances I have encountered.

102
DF Gameplay Questions / Re: Hospitals, how to stock the buggers?
« on: December 15, 2010, 02:36:25 am »
(b)uilding -> (h)container, then place somewhere in the confines of your hospital area. Cabinets might work too, but I'm not sure. I usually use coffers.

Be warned, there is a bug with cast application (done when bone setters have access to plaster and cloth) in which the bone setter will attempt to get water to mix with the plaster, then just bug out there at the well until you forbid their bucket. It's better to not supply hospitals with plaster, or forbid all plaster powder. Use splints instead. Supposedly any break that can have a cast applied can also use a splint.

103
DF Gameplay Questions / Re: Military Training boredom!
« on: December 14, 2010, 10:30:29 pm »
Well, heavier armor will result in them moving slightly slower (although I believe armor training can decrease this penalty). However, because I have not yet seen a marksdwarf that will actually attempt to run away when fighting in melee or move to better cover when fired upon, moving more quickly isn't much of an advantage for them, other than possibly firing a little faster.

Also, marksdwarves only have piercing damage, so I think anything that can't bleed to death or die from organ damage will pretty much just laugh at you unless you have some other sources of damage, be they traps or more dwarf-based.

104
DF Gameplay Questions / Re: Can't Save, Please Help
« on: December 14, 2010, 10:13:48 pm »
There shouldn't be a save directory right away, but there should be one in [dwarf fortress install directory]\data\ once you've managed to create a world. If something is keeping dwarf fortress from creating or writing to this directory (a read only tag) or some kind of extremely prohibitive security settings on some firewall software or something like that that is keeping the game from creating directories, then that may be the issue.

Actually, after testing a fresh install on my system, if the \data\ directory is changed to read-only, the game will not even run. If \data\save\ is changed to read-only, it will still let you generate a world and play. Only if you first create a world, and then change \data\save\ and subdirectories to read-only will it fail to register your created worlds.

So my guess is something is keeping the game from creating \data\save\ , if you can't find it after creating a world. As was already suggested, try unzipping the game to a different location and seeing if your results differ. If they don't, my bet would be some kind of overzealous security issue.

105
DF Gameplay Questions / Re: Magma forge available but no magma.
« on: December 14, 2010, 09:43:25 pm »
As far as I know, the magma-based workshops are always available. They're just not really worth building unless you actually have some access to magma. And without being too cryptic or hopefully ruining anything: there's magma on every embark location, if you look in the right places. It's just that there's occasionally magma elsewhere as well (volcanoes, magma pipes).

I have seen this as well. I thought they were only supposed to grow after the first cavern breech, but I think I had seen them without a breech once before.

You can link multiple items to a single lever/pressure plate.

Pages: 1 ... 5 6 [7] 8 9