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Messages - Aquillion

Pages: 1 ... 116 117 [118] 119 120 ... 126
1756
DF General Discussion / Re: Hey, Toady One!
« on: August 22, 2006, 06:46:00 pm »
Well, you can always contribute to the dedicated Dwarf Fortress wiki, since that's what it's for...  although I suppose you'd probably be better off making things for other people to write about in the Dwarf Fortress wiki.     :p

Oh, for the roguelike wiki... was Dungeon Keeper an influence?  I think it might fit what they're looking for.

[ August 22, 2006: Message edited by: Aquillion ]


1757
DF General Discussion / Re: Dwarf Fortress 0.21.101.19a Released
« on: August 19, 2006, 02:20:00 pm »
Check what his job is as he runs away.  You might want to turn off all his non-farming jobs...  if he's running to get a drink, build a new well near the farm (extra wells have their risks, but oh well.)

1758
DF General Discussion / Following things.
« on: August 18, 2006, 09:47:00 pm »
It would be nice to have an option to make the screen automatically follow an individual dwarf or creature while time is running.  Possibly it could even follow items, so you could see where something gets dragged and so forth.

1759
DF General Discussion / Re: Rocks and Stones
« on: August 18, 2006, 11:46:00 pm »
And white limestone is needed as part of the process to make steel.

1760
DF General Discussion / Re: Metalsmithing artifact bug.
« on: August 19, 2006, 05:03:00 am »
Hrm.  Now I see the problem...  these artifacts from non-crafting skills seem illogical, but if they're taken out then it might cause imbalances in the skill system, since you can randomly get legendary people with any skill that can create an artifact, but can't get it with more prosaic skills.

On the other hand, it's mostly the 'crafting'-type skills where your skill level matters anyway, so I can't imagine it'll be too much of a big deal.


1761
DF General Discussion / Re: Metalsmithing artifact bug.
« on: August 19, 2006, 03:36:00 am »
Ah.  So it was their furnace operating skill that they went moody on in the first place...  it's sort of weird to have furnace operating moods take you to the forge.  Right now, someone with no metalworking skill whatsoever but high furnace operating skill could go into a mood and produce a legendary sword.  That seems odd.

Logically a moody furnace operator would produce an artifact bar of metal, some artifact charcoal, or a pile of artifact ashes...


1762
DF General Discussion / Metalsmithing artifact bug.
« on: August 18, 2006, 09:12:00 pm »
I had a metalsmith go into a fey mood and create an artifact; for some reason, this made him a legendary furnace operator instead of a legendary metalworker.  I've noticed someone else describing this behavior in another thread, too.

1763
DF General Discussion / Re: Very quick adventurer question(s).
« on: August 19, 2006, 03:38:00 am »
...and you can't throw things past the door.  Pity.

1764
Isn't using the refuse pile for corpses sort of bad?  It automatically clears itself at the end of every season.  If they're brought there right as a season ends, you could lose a valuable corpse.

1765
DF General Discussion / Re: And it was going so well
« on: August 18, 2006, 05:09:00 pm »
You can avoid this with a variation of the no-door-farm trick, by taking advantage of the fact that floods won't flow over, into, or out of channels:

code:
                          
                                ===
#                              #===
#______________________________X===
#_###############_#            #===
#_#             X_#             ===
#_#             #_#
#_#             #_#
D_               _D
#_#             #_#
#_###############_#
#_________________#
###################


The doors are not necessary, but make things easier and serve as a precaution.  Plus more doors on your entranceway are always good.

Note that it is impossible (short of a bug or you building a third floodgate) for this setup to flood anything outside the confined square; channels can't be deleted and floods can't go over channels, so there's simply no way to let the water out.  Of course, you can't remove or significently edit it, either.

[ August 18, 2006: Message edited by: Aquillion ]


1766
DF General Discussion / Re: trading items inside bins
« on: August 15, 2006, 01:53:00 am »
Just order the entire bin brought over to the trade depot, and you'll be able to trade away individual things inside it if you want.

1767
DF General Discussion / Re: Questions questions questions!
« on: August 15, 2006, 02:06:00 am »
About farms:  Remember that once you've set up the initial floodgate system, your farm can be expanded fairly easily.  Just build it so there's an expanse of open stone extending in at least one direction, and don't block it off or build too close to it...  That way you can always expand your farmland as necessary.

Well, you have to plan in advance a little, since you really can't flood the area again in the middle of a year without destroying your own crops.  But as long as you keep an eye on your food supplies and expand your farm whenever they begin to drop, you shouldn't have to worry about food again.  (Well, not unless something like an invasion disrupts your farming, in which case you'll have bigger concerns.)


1768
DF General Discussion / Re: Auto-designate trees?
« on: August 15, 2006, 05:03:00 am »
You know... as a stand-in, we could just tag the entire area outside our fortresses.  It'd take a while with the scrolling, but would have you covered for several years.  You might have to go back and untag areas where wild animals are scaring your dwarves off, but at least it would prevent stalls.

It'd be nice if there was a way to move the cursor quickly when selecting... or is there?  I forget.


1769
DF General Discussion / Re: My Current Game
« on: August 15, 2006, 05:01:00 am »
quote:
Originally posted by bbb:
<STRONG>are barrels necessary? food comes with barrels automatically anyway</STRONG>
Worse than that.  Currently, buying empty barrels at the start is just throwing points away...  A barrel costs 10 points, while a barrel filled with wine costs 2 points.  That's on the list of things to be fixed somewhere.

...but, really, where on earth have you been building your fortresses that wood has been such a big deal?  I always kept my carpenter running 24/7 on all my fortresses, and the only time I've ever run out of wood is when I forget to mark trees.

The keys are to have a 'calm' location, so animals won't disturb you; to mark trees on your side of the river as much as possible; to build a bridge directly across from your fortress when you do need to go to the other side of the river, so as to minimize wandering time; and to make one of your first constructions when you get your forge running an extra axe or two.  Given that, wood shouldn't be a major issue on a heavily forested map...  I almost always have a surplus of beds.

Oh, and build everything you can out of stone, of course, especially doors.  Tables work, too...  can you substitute thrones for chairs in a dining hall?  I never tried, but if that works you can save a little wood on that.

You'll use up wood much faster once you have a furnace, but then you can forge axes, so it shouldn't be a problem.

...and if wood somehow really is still a problem for you early on, why not buy a single extra axe instead of all those little wooden items that you're going to run through pretty quickly anyway?


1770
DF General Discussion / Re: efficient corpse processing?
« on: August 19, 2006, 05:08:00 am »
Even if it has doors, some can escape when a dwarf walks in, and any dwarves delivering items to the pile can still get bad thoughts from the stench.

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