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Messages - shlorf

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391
DF Dwarf Mode Discussion / Re: Most Wandering FBs?
« on: January 09, 2011, 10:07:13 pm »
I once had two spawn at pretty much the same time. As soon as i had unpaused from the pop up box message another came. I don't let them pile up normally, however unless it's really early.

392
DF Dwarf Mode Discussion / Re: Demons :O
« on: January 09, 2011, 10:03:46 pm »
If you beat all demons, won't the glowing pits simply spawn new ones?

393
DF Dwarf Mode Discussion / Re: Severed Arms and Miasma
« on: January 09, 2011, 10:00:30 pm »
Lazy solution: wait for them to rot down to the bones.
You can also try to assign a tomb to the soldiers the hands might be put into the coffin. Or make sure you have enough room in your refuse stockpile, but then again i doubt dwarf parts go there, you might try designating a stockpile for corpses (or is it called graveyard stockpile) outside.
The fastest solution would still be to remove all your indoor dump zones and make one outside and dump designate the hands.

on #2:
No.

394
DF Gameplay Questions / Re: Greasy Grimy Goblin Bits
« on: January 09, 2011, 09:40:07 pm »
Do caged animals still kill fps?

395
DF Gameplay Questions / Re: Help with Pump and Power
« on: January 09, 2011, 09:32:41 pm »
First check the windmills if they actually provide power. Every map has a fixed amount of wind, you might just have gotten unlucky, you might have to resort to waterwheels.
Next, the setup you had in the beginning is correct. I'm not good with machinery myself, but afaik windmills are pretty much always hanging as they have to be build on a gear (unless you build them right atop a pump, but i don't know if that works, it prolly would be hanging too). Having the windmill hanging only matter in case you connect a lever to the gear under it to switch the power off which would deconstruct the windmill.
I usually build 2-4 windmills and connect the gears under them with horizontal axles, then build two gears next to a gear, the middle one to switch off and the outer one to connect downwards.

396
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 09, 2011, 09:22:52 pm »
Copper bins aren't scattered when i come to get my blue metal gear as adventurer either.

397
DF Gameplay Questions / Re: Modifying a saved game's raws.
« on: January 09, 2011, 06:56:03 pm »
Make sure you are editing the raws in the <dfdirectory>/data/saves/region_whatever/raw directory. Some changes require that you that you create a new world however. I only used this to allow obsidian for building and making nerves heal, both worked without a hitch.

398
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 09, 2011, 06:53:06 pm »
By default the training alert schedule keeps the squad training at the barracks all the time. Until the soldiers earn champion status that will result in unhappy thoughts. Go to the schedule for the squad via (m) -> (s) and delete (x) the training order from the squad for a few months (giving them time off for 4 months is usually enough). It is better to make their holidays multiple months long because they will get unhappy thoughts from changing to a militia dwarf from being a civilian too (which can get you unhappy dwarfs quickly with a schedule like train - no order - train - no order - etc).
The dwarfs will do individual combat drills in their free time too which increases their weapon skill, so if you start with completely green guys it is actually advisable to not have them on active/train all the time.
Make sure the schedule reads sleep in room at will (the default) and make good rooms for them (good quality bed, door, etc). Another trick is to make multiple paved roads (out of materials they like if you have easy access) on the way to the barracks so whenever they leave/enter the barracks they will get a happy thought.

Whenever you give the soldiers active orders, make sure you cancel them once the threat is dealt with.
If you need longer protection for stuff like woodcutting or outdoor constructions, consider using multiple squads.

399
DF General Discussion / Re: how old is your longest running fort ?
« on: January 09, 2011, 05:07:50 pm »
Minebowels was founded in the spring of 583 and abandoned in the early winter of 602 after i couldn't be arsed to clean up another goblin siege (fucking axelords). Thanks to sparing mining and a pop cap of 150 (still ended up with more than 160 dorfs after some syndrome made dwarfs suffocate down to 148 once), the fps was still very playable, but not when ordering 100 dwarfs to dump gazillions of goblin arms and legs and clothing (which still took a whole season for every siege). Over 50 artifacts were made, about 25 million wealth were generated.
I guess I'm now ready to tackle more challenging embarks, but first i will set out to kill the few remaining megabeasts with my masterwork blue metal clad axedwarf adventurer.

400
DF Gameplay Questions / Re: My Noble is a self-sabotaging moron.
« on: January 09, 2011, 04:45:46 pm »
Yeah, check for burrows/locked doors and also check if she still has the bedroom from her pre nobility life assigned to her.

401
DF Gameplay Questions / Re: Wondering about the "Danger" in Danger Room
« on: January 09, 2011, 04:42:35 pm »
An armored healthy dwarf would have to be extremely unlucky to sustain any injury equipped like that. You might want to add 1-3 leather cloaks to that uniform tho as they protect the throat (i think mail shirts and breastplates don't reach that far up mail shirts might actually but since leather is dirt cheap might as well add a few cloaks).
The worst thing that can happen from using a danger room is babies/children/pets being impaled. Or actually realizing that a handful of legendary dodgers can take on any size of goblin siege without a bruise.

402
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: January 09, 2011, 03:54:58 pm »
You have been encased in ice.  >:(

403
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: January 09, 2011, 10:51:19 am »
If you forbid the decoration items for the bone crap won't he simply grab replacements?

404
DF Dwarf Mode Discussion / Re: Switch to x-bow?
« on: January 09, 2011, 10:02:52 am »
I don't like the crossbows that much, but if you train them up to legendary on the archery range they will pull their weight. As bolts tend to not dismember their targets, the only way a marksdwarf can kill something is by making it bleed out or suffocating from puncturing the body enough, or with a bolt to the head. The latter happens sometimes with highly trained dwarfs, but the whole setup of fortifications ammo and quivers and then getting them to actually equip it all means i often don't bother.
In my current fort i had 4 crossbowdwarfs trained up to legendary in a tower who did a great job at keeping the goblins from fleeing once the sieges were routed. Until one siege came with a bowgobbo squad led by an elite crossbowgobbo. He shot every marksdwarf in the legs and when they fell over they got destroyed by the bowgoblins. Only one guy managed to make the way to the towers stairs and was patched up.
Crossbows only will not work without traps (and then you could as well build the traps strong enough to not need any soldiers). Unless you have really lots of them, they take too long to kill stuff.

405
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2011, 08:32:54 am »
That's smalltime, i had a 312ish stack of forgotten beast meat and brain minced with dwarven syrup and some other crap once  8)

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