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Messages - twilightdusk

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406
DF Dwarf Mode Discussion / Re: Herbalist in a fey mood!
« on: December 08, 2010, 11:17:02 pm »
Check what other skills your dwarf has, they may be a proficient herbalist and a talented glass maker, therefore they would want a kiln(?).


Glass Furnace. Not a magma powered one though

407
normal food is always default quality. Meals have a quality level. Dwarves get happy thoughts when they deal with something that has a good quality level, including food while they eat it. in their thoughts you'll get a message similar to:

He ate a fine meal recently

408
And what are pipes useful FOR? The only reason you ever need water is sick dwarves and for cleaning, so why not just bring it in by bucket?

getting mass quantities of water up z-levels, applications range from as simple as water for farming with, to as elaborate as water cannon based defense systems.

Pumping magma up from the magma sea is also useful on non-volcano maps.

409
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 08, 2010, 09:15:01 pm »
Suffice to say, I now know why it's important to locate frozen pools and set them to restricted traffic.

410
DF Gameplay Questions / Re: Breaching [spoilers] in 31.18
« on: December 08, 2010, 07:45:14 pm »

Thats just showing what is underground (for the whole world), I removed the rest.
So, according to this they are indeed infinite but from reading some posts this is not always the case.
I'm guessing that there are bugs/features that have stopped the spawns for some people.

It's not that spawns stop, so much as after the initial hundred or so, more only spawn intermittently from the edge of hell, and only one or two at a time.

411
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 08, 2010, 07:43:29 pm »
Putting the levers for my waterlock which feeds my vertical water drop into my hospital well next to one another. Thanks to not carefully puling the right one, my off duty soldiers now have a room to fish in...

"Why do I even have that lever?"

412
DF Dwarf Mode Discussion / Re: New quantum artifact!
« on: December 08, 2010, 07:42:41 pm »
You'd better make sure this craftsman doesn't go insane, it would be a complete waste of a bug if he did.

413
DF Gameplay Questions / Re: Breaching [spoilers] in 31.18
« on: December 08, 2010, 07:22:47 pm »
It depends on how good your computer is, a high end computer might be able to handle it.

414
DF Dwarf Mode Discussion / Re: Mining Choices
« on: December 08, 2010, 06:47:41 pm »
Also note that if a dwarf finishes digging a block, and there's another block designated for mining connected to it (diagonals count), he will select one of those to mine next, seemingly at random. It's only once the miner digs out a section not connected to anything that they will decide to leave that section for a shiny new one you designated to the northwest

415
DF Dwarf Mode Discussion / Re: Tantrum spiral olympics
« on: December 08, 2010, 06:43:59 pm »
If they have useful craft skills, they should be put with your good dwarves and kept happy. The way I see it, scum labor should be used for the following:

1. Raw material collection (common stones and wood, you want to trust any valuable stone to your legendary, trusted miners. Have two entrances to your mine, one from the ghetto, one from the fortress, only one open at a time, and make sure the two groups don't intermingle)
2. Items where quality doesn't matter (you never have enough barrels or bins, and some things that need mechanisms don't care about quality.)
3. Brute force hauling (from the mine, to an area where your good dwarves can collect the stone more easily)
4. Cavern exploration.

416
DF Dwarf Mode Discussion / Re: The Honor Challenge
« on: December 08, 2010, 06:39:07 pm »
So, you train your starting 7 up to legendary before doing anything else, including make food/drink? Good luck making it past the first year.

you can always plan your embark accordingly with extra food. Or, given that mining and woodcutting train stats that help combat, you could count those as preliminary training; have 2 miners and a woodcutter cut wood and carve out some living space while the other four start basic training. once their done, switch them to militia duty while your other 4 start their work.

417
DF Gameplay Questions / Re: Goblins Attacking Goblins?
« on: December 08, 2010, 06:33:50 pm »

However, I seem to be "At Peace" with every civ except the human Civ.  Not sure if that is a factor or not.  Especially being "Peaceful" with Goblins...  While they're sieging me.

Just a theory, but is it possible that this is what's causing the loyalty cascade? think about it:
1. Goblin Siege appears.
2. Goblin McFirstblood paths to attack a dwarf.
3. Goblin McPeacemaker notices Goblin McFirstblood's plan to attack one of their allies.
4. Goblin McFirstblood and Goblin McPeacemaker are fighting.

418
DF Gameplay Questions / Re: Glass Floors
« on: December 08, 2010, 06:31:15 pm »
It's still fair game to use glass for the point of aesthetic, it feels a bit weird that the hole you covered with an obsidian floor still lets light inside.

419
DF Dwarf Mode Discussion / Re: Tantrum spiral olympics
« on: December 08, 2010, 06:26:27 pm »
Make sure to make the entrance a burrow, so you can lower the bridge, assign new migrants to the burrow (assigning ones that have useful skills to a different burrow with your good dwarves), then raise the bridge and unassign them from the burrow, letting them wander into the ghetto.

Of course, any ghetto residents who attempt to make a run for it while the bridge is down will become, without a moment's hesitation, target practice for your archers. Or the goblin archers, whichever.

420
DF Dwarf Mode Discussion / Re: Self regulating water pusher defense
« on: December 08, 2010, 06:20:26 pm »
you know the only thing to make this better is to use magma

actually, magma won't flow properly to give a pushing effect, and it will burn up many things you may want to collect from the victims. This is a rare case where water is the appropriate choice.

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