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Messages - zzedar

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121
DF Dwarf Mode Discussion / Re: Properly-equipped marksdwarves
« on: April 04, 2013, 11:56:49 am »
Unfortunately, two-weapon setups don't work. If you give them a melee weapon, they won't use their crossbow, no matter how far away the enemy is.

122
DF Dwarf Mode Discussion / Re: Some questions on vampires
« on: April 02, 2013, 05:37:26 pm »
1)I believe so, but not 100% on that.
Interesting! That would be a good use for a known vampire, then: imprison him in the bedrooms such that he can see the important dwarves but not reach them.

123
DF Dwarf Mode Discussion / Some questions on vampires
« on: April 02, 2013, 04:47:38 pm »
Many of these I suspect I'll have to discover myself through experimentation, but I thought I'd check whether anyone's already done it first.

  • If you have two vampires in your fort, and one sees the other feeding, will he report it?
  • I know dwarves can see through windows that vampires are feeding. Can they see through glass walls? What about glass floors/ceilings? What about seeing different z-levels through stairs/ramps/channels/grates/whatever?
  • I notice that vampires grow paler as the time since their last feeding grows. Does this have any effects other than appearance?
  • If a dwarf survives a feeding and is now pale from loss of blood, do I have to do anything to help him recover, or will he recover naturally?
  • Feeding off of dwarves resets a vampire's alcohol counter, yes? Does this still work if the victim hasn't had a drink in a long time? How about if the victim isn't a dwarf at all?
  • Is there any reliable way to knock animals/prisoners unconscious for vampires?
  • Can an animal that's been killed by vampire feeding still be butchered as normal?
  • Does bloody water (obtained from a contaminated well) sate a vampire's thirst at all? What about those barrels of blood caravans sometimes bring?
  • Do vampires suffer any special penalties from cave adaptation (as a form of weakness to sunlight)?
  • Elves are okay with cannibalism, right? Does that mean they're more accepting of vampires than dwarves are?
  • In adventure mode, vampires don't gain physical attributes from exercise. Is this also the case for fortress mode?
  • Can vampires cross running water?

124
DF Dwarf Mode Discussion / Re: Returning
« on: May 15, 2012, 09:09:22 am »
Vampires do give themselves in some ways this one being one of the easiest.
They also don't drink giving them the "Haven't take a drink for some time" tag at the preferences screen.

Well, the advantage of this over the drink method (which was mentioned on the wiki) is that you have to check the preferences screen of each dwarf for that method. With the bedroom method you can go to any bedroom and 'a'ssign to get a list of which dwarves do and do not have bedrooms. Having gotten the list, you can then narrow it down further with those other methods.

See, the reason I'm posting this is because the wiki doesn't list this as a method for vampire detection. I wanted to get confirmation whether it works, and if it does I'll add it to the wiki. If it doesn't, that means I misunderstood something about the mechanics of vampires or room claiming, and I'd like to educate myself. Either way, somebody will learn something.

125
DF Dwarf Mode Discussion / Returning
« on: May 15, 2012, 08:48:24 am »
So I just recently returned to DF after a long absence. I stopped playing just shortly before DF2012 was released, and I've been having some trouble adjusting to the new version. When I realized that it was possible to fine-tune which animals were trained, which were assigned to whom... I sort of fell in love with the new version. It took me a while to realize why all the children were unhappy. No clothes! The words "Dwarven modesty" are no longer a nonsense. Werecreatures are interesting. I was a bit disappointed to see that the large-gems-in-depot bug still hasn't been fixed.

Anyway, here's the reason I'm posting: I was reading about vampires on the wiki, and a thought occurred. Vampires don't need to sleep, right? So if you let dwarves choose their own bedrooms, a vampire should never claim one, making vampire identification easier. Or am I misunderstanding this? If this does work, it would have a major advantage over the methods listed on the wiki: those all require you to scrutinize each individual suspect dwarf, whereas this method allows you to go the other way around, easily getting a list of those dwarves who don't have a room.

126
DF Gameplay Questions / Re: Y U no maek steel?
« on: February 12, 2012, 12:38:15 pm »
This may be an urban legend, but I've heard that the definition of steel has not been constant throughout history. It used to be that the maximum amount of carbon it could have and still be considered steel was higher than it is now. That changed when the Bessemer Process came in; the BP was better at producing low-carbon steels, while the previously-dominant method (crucible steel) was better at high-carbon steels. Depending on the version you listen to, either the widespread use of the BP caused the definition to change, or Bessemer changed the definition as part of his marketing efforts.

127
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 11, 2012, 10:09:40 pm »
I just reclaimed a fortress, and there's a bunch of wood/cloth everywhere.

I understand that I need to claim them, but is there a way to mass claim everything without individually clicking things to claim?

None of my dwarves are bringing the 4000 pieces of lumber from the top to the stockpiles...
Go into stocks menu, scroll to logs (it should be near the top of the third page), unforbid.

128
DF Gameplay Questions / Re: Y U no maek steel?
« on: February 11, 2012, 09:32:27 pm »
I've wondered that myself. My theory is that some of the carbon is lost during the melting process.

129
DF Gameplay Questions / Re: Y U no maek steel?
« on: February 11, 2012, 09:00:58 pm »
The first piece of coke/charcoal is pretty obvious - you're just taking some iron and some carbon and melting them, really.

The second use is more complicated though. The coke is mostly used because it reacts with various impurities in the pig iron, helping clear them out. At the same time, oxygen is injected into the furnace (formerly just air, hence the name "blast furnace"), reacting with the carbon to make good ol CO2. So in the end the steel has a lower carbon content, despite using more carbon in the process - something like 3-4% carbon for pig iron down to just 0.1-1% or so for steel.
If the carbon gets down to 0.1% something's gone wrong. That's too low for high-qual steel.

The technique you're talking about -- essentially, the Bessimer process -- is a modern one. The kind of steelmaking used in DF takes two bars, one with high carbon and one with low or no carbon, and combines them to get a result that's got the appropriate amount of carbon. This is similar to a technique that was used in China at one point.

130
DF Gameplay Questions / Re: Y U no maek steel?
« on: February 11, 2012, 06:56:53 pm »
So that is what the coke/charcoal is for when making steel in a magma furnace? Carbon? Why wouldn't ashes work?
Fully burned ash has almost no carbon; the main source of heat when burning wood is the binding of carbon into carbon dioxide and carbon monoxide. The only carbon will be that which was bound into compounds that are very difficult to break.

Edited for accuracy.

131
DF Gameplay Questions / Re: Y U no maek steel?
« on: February 11, 2012, 06:33:25 pm »
All steel has a certain amount of carbon in it; that's what makes it steel. Having too much or too little is bad.

132
DF Gameplay Questions / Re: Chop the trees down!
« on: February 11, 2012, 04:00:59 pm »
I have nothing to make axes with atm, but I'll try burrowing them.
Forbidding and unforbidding an existing axe also sometimes works. Remember, wooden training axes can chop down trees (although I guess if you had a lot of wood lying around you wouldn't be sending out your woodcutters in the first place).

133
DF Gameplay Questions / Re: Chop the trees down!
« on: February 11, 2012, 03:54:36 pm »
Caverns. There are axes available. I temporarily got one of them, (not the woodcutter) to cut trees, then he got webbed and it is back to no woodcutting.

There are no trees on the surface, and not many underground, so I need to chop down what I can as often as possible.
Try making some new axes anyway, that sometimes jogs them out of it. You might also try burrowing the woodcutters near the trees. This isn't so much a fix as a diagnostic tool; if there's some non-obvious reason they can't or don't want to get to the trees, this'll help determine why that might be.

134
DF Gameplay Questions / Re: Chop the trees down!
« on: February 11, 2012, 03:28:35 pm »
Sorry, it's just that whenever I have a problem it's always that I forgot something stupid like that, so that's what I immediately think of. You should check to make sure that the axes haven't already been claimed by your military. If your soldiers lay claim to a certain axe, then it's unavailable for chopping, even if no soldier's using it at that moment. Personally, I like to make the wood-chopping axes out of a different material than the military ones, and use material restrictions to prevent this kind of overlap.

Incidentally, are the trees in the caverns or are they growing in your pastures?


135
DF Gameplay Questions / Re: Chop the trees down!
« on: February 11, 2012, 03:07:44 pm »
You need to actually designate those trees for chopping.

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