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Messages - shlorf

Pages: 1 ... 5 6 [7] 8 9 ... 38
91
DF Gameplay Questions / Re: dungeon master
« on: February 05, 2011, 10:26:07 am »
Told ya.  8)

92
DF Gameplay Questions / Re: Export bans and decorations
« on: February 05, 2011, 07:35:59 am »
I think it's only the base material. Once you have a mandate you will be able to check once the caravan arrives as all banned items are written in purple on the trade screen (you have to turn culling on mandates off to bring banned stuff to the depot).

93
DF Gameplay Questions / Re: strange moods
« on: February 05, 2011, 07:33:57 am »
Yeah, no moodskill => random craftsdwarf mood. That's why having every dwarf without a moodable skill make a few bolts or shields is a good way to ensure you get some useful moods.

94
DF Gameplay Questions / Re: Block storage
« on: February 05, 2011, 05:58:06 am »
Make sure your block stockpile has stone and metal blocks enabled, as all the stones show up under metal again due to a bug in 3.18 raws. To make them make the blocks out of the right material make a stone stockpile of the desired stone right above or below your masons, or forbid all other stone via the z-stocks menu.

95
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 04, 2011, 07:59:03 pm »
Anyone with champion status (level 10 or higher fighter skill i think) will have all their civilian labors disabled when being in active military. If you need one of them to work for a while you will have to set their squad to inactive or remove them from the squad (and turn the civilian labor of choice on afterwards). This will result in an unhappy thought for the dwarf.

96
DF Adventure Mode Discussion / Re: I NEED HELP
« on: February 04, 2011, 04:18:11 pm »
Run around with 4 companions. Meet camels. Run around with no companions XD.

97
DF Adventure Mode Discussion / Re: Caverns in .18?
« on: February 04, 2011, 04:15:57 pm »
The caves that you can find (not lairs, labyrinths, etc) can lead down to the caverns. They are also pretty rare (unless you generated lots through advanced parameters). I'd suggest to just make a quick fort near the town were you retire your adventurer, dig down all the way and abandon.

98
DF Gameplay Questions / Re: Trouble finding Terrifying ocean
« on: February 04, 2011, 07:26:55 am »
I think you have to change some advanced parameters. Increasing minimum savagery is probably not so good as it will stop civilizations from settling if you have no low savagery tiles, but you can increase the minimum number of high savagery squares (near the end of the parameters) to something like 50% of your world size (e.g. 500 for a 33x33 world). You can also increase the weighted ranges for 0-20 savagery and for 80-100 savagery to 10. Doing both gave me a world in which most of the oceans are untamed wilds.

99
DF Adventure Mode Discussion / Re: Am I out of the mountains yet?
« on: February 03, 2011, 06:00:55 pm »
Yet slow-travelling through the mountains is 100% hold down directional button and 0% find path (unless you run into some supermassive canyon).

100
DF Dwarf Mode Discussion / Re: Captured Megabeasts
« on: February 03, 2011, 02:41:59 pm »
I fought a training spear wielding minotaur on my adventurer once. He was indeed well trained (i couldn't hit him), but i finally got him after he tried to bash my companions copper helm in with his spear for so long that he over-exerted himself.

101
DF Gameplay Questions / Re: Keeping Caverns Undiscovered: Benefits?
« on: February 03, 2011, 02:36:33 pm »
Experimenting with dfreveal indicates that everything is there even if you don't see it. Reveal the caverns after having played a year and you will see wildlife hanging around at the cavern map edges, despite you not having breached the caverns yet. I think the only way to reduce the caverns influence on your fps is to set cavern layers = 1 in world gen.
edit: Same for forgotten beasts, they can spawn in caverns you haven't found yet, and you will get the announcement once you discover that cavern and they move into revealed space.

102
DF Gameplay Questions / Re: Justice
« on: February 03, 2011, 02:00:38 pm »
Yeah, draft every criminal before assigning a captain of the guard and give them a full set of metal armor. Equip the captain with a wooden training weapon as it is probably even less powerful than a fist.

103
DF Gameplay Questions / Re: dwarf therapist
« on: February 02, 2011, 06:22:55 pm »
You can do that by adding a new grid view, and then adding the attributes to it. It showed all the physical attributes as -1 when I did this, but maybe you have more luck.

104
DF Gameplay Questions / Re: Booze thoughts
« on: February 02, 2011, 05:07:18 pm »
Just watch closely as your legendary brewer is doing brew drink/r. You will see that he's creating masterpieces from the messages.

105
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 02, 2011, 01:31:49 pm »
My dwarves have been bitching about the crowded tables lately. I don't feel like expanding my dining room area again, so I'm wondering:

Current table/chair setup:

    c
   ctc
    c


Dwarfs want something like this:
Code: [Select]
ct ct ct
ct ct ct
(1 table per chair)

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