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Messages - Garath

Pages: 1 ... 15 16 [17] 18 19 ... 544
241
DF Gameplay Questions / Re: How to use mouse?
« on: February 20, 2014, 01:23:44 am »
there is also a mouse plugin available somewhere that expands the use of the mouse. It comes with some issues when linking levers to stuff though, and possibly some other things I forgot or don't know about. In those cases just disable the plugin, do your thing and re-enable it.

242
DF Gameplay Questions / Re: Bare Minimum Clothing Requirements?
« on: February 19, 2014, 05:21:02 pm »
Also they need two gauntlets and boots. I had dwarves losing hands and feet until I learned this.

one job order for gloves or boots produces a pair and in the military uniform 'metal high boots' is also a pair. Just in case you'd now make dozens of extras

243
wild animals won't be butchered (slaughtered), so if they're still wild you need to do something else. They need to be either killed by something (hunter, soldier, traps, falling. Magma and smashing don't work too well for this). Otherwise you need to train them a little first so the become semi-wild or (trained). They'll be butchered then

As for the woodcutters, do you have a civilian alert active maybe or some other burrow? some closed bridges/doors maybe? As mentioned, check if you have enough axes, the military may be hogging them. Lastly, there is a minor bug when using therapist to switch labors with regards to mining-woodcutting. As is clear, it's either/or, you can't have a miner+woodcutter active on one dwarf. When switching from one to the other with therapist it automatically disables the other. Unfortunately, this automatic process doesn't work completely. If this is the situation, I can tell you how to solve it. Right now I'm a bit too tired, so I'll see in the morning.

244
DF Gameplay Questions / Re: for a noob beyond the basic
« on: February 19, 2014, 05:10:49 pm »
and above ground farming doesn't work either

245
DF Gameplay Questions / Re: Military equipment
« on: February 19, 2014, 07:09:37 am »
you funny joker

having shoes excludes high or low boots. Setting two high boots will make them reserve 4 of them. Right now with these settings each will claim 4 shoes and 4 high boots and it's going to be pure luck what they'll actually put on. Similar with the gauntlets/mittens. They'll claim 4 gauntlets (hopefully at least a left and a right) and 4 mittens. You might get kind of unlucky and have them put on 2 mittens on the same hand, excluding the gauntlet on that hand.

246
DF Gameplay Questions / Re: How to defend against sieges?
« on: February 19, 2014, 07:05:24 am »
if you make the atom smasher the side wall of a corridor and 10 tiles long only 2 wide (or 3 or so), then make two of those consequetively and linked to one lever and a similar one that can be raised to block off the 'exit' instead of raising to the side linked to another lever, and you can be pretty sure everything will be destroyed or blocked without any harm ro you.

247
'weather: off' in d_init or with the LNP?

248
DF Gameplay Questions / Re: for a noob beyond the basic
« on: February 19, 2014, 03:00:23 am »
I forgot to mention that. You can also just dig down to the level of the magma and make space for magma smelters etc just above it. Unless you have a magma pipe extending quite high, that usually means a long walk for any metal worker

check the wiki where you can best make the holes to the magma for which workshop - workshops have inaccessible tiles, it's recommended to put those over the hole.

249
DF Gameplay Questions / Re: How to defend against sieges?
« on: February 19, 2014, 02:57:32 am »
since zombies have a nasty habit of showing up kind of early, I use an atom smasher that early.

250
DF Gameplay Questions / Re: Question about the Bookkeeper
« on: February 19, 2014, 02:55:55 am »
if you press tab it expands the item list. The forbidden etc items are at the bottom for each type. Blue is used in a construction, yellow, possibly with an F behind it, is forbidden, dark red and/or with an M is designated for melting and the purple/pink D is for dumping.

251
DF Gameplay Questions / Re: for a noob beyond the basic
« on: February 18, 2014, 05:38:32 pm »
important to realize is that idlers mean that you can choose some to train as replacement crafters (smiths etc) but most importantly, they'll be the force that will respond quickest when you butcher n animal to carry away all the meat (no need to make the butcher outside to prevent miasma, your idler force cleans it up in seconds), collect the items from a siege, put the furniture in the new bedroom area, etc. It also means you can take those jobs, like hauling furniture, away from people you don't want busy with that.

The only thing that makes idlers potentially bad is because they have a tendency to spent time partying and talking to one another. Parties tend to keep them too busy and may take away essential people too. Talking to one another is more subtle in its danger, as they will form friendships. If that friend dies, and their happiness wasn't optimal to begin with, they may start causing havoc out of frustration. Now imagine that the one who died din't make just one friend, but 10. Now imagine there were two dwarfs who died who both had 10 friends, often the same, causing those to lose two close friends and become much more unhappy, etc etc. The death of one or two popular dwarfs can demoralize an entire fort.

4: enemy sieges/ambushes also bring usable clothing. Together with what caravans bring (not the human one though), plus the cloth and leather you can buy from caravans, clothing doesn't have to be an issue.

252
DF Gameplay Questions / Re: Dwarves loosing skin for no apparent reason!?
« on: February 18, 2014, 04:15:42 pm »
it depends on the weight of the item dumped, possibly, also possibly no science has been done on it.

253
DF Gameplay Questions / Re: for a noob beyond the basic
« on: February 18, 2014, 04:05:59 pm »
1: yes, DFHack, no, I don't know what exactly you have to write. Can't you butcher a dog?
2: Either get the magma up higher with a piston or a pump stack. Check the wiki on what either of those are and how to do them.
3: It's not strange. After the first rush, a fort gets some efficiency and dwarfs can take some time off. On average I have 20 to 30% idlers in a 100 dwarf fort (100 adults), up to 60% if things are really quiet. I usually draft some of the more useless idlers into the military.
4: Plant pig tail fibers underground or rope reeds above ground, harvest them and process them at a farmers workshop into thread, done by someone with the 'process plants' labors enabled, which can be woven into cloth at a loom, by someone with weaving, which can be made into clothing at a clothiers workshop, with clothes making

254
DF Gameplay Questions / Re: Dwarves loosing skin for no apparent reason!?
« on: February 18, 2014, 10:06:39 am »
since this isn't something likely to occur in the original game, it's highly possible it's some modded content or a MW related bug. I'd really advice asking in the MW forum, but you may be lucky here.

255
DF Gameplay Questions / Re: A few newbie questions please
« on: February 18, 2014, 03:35:12 am »
Another question, Ive tried killing kobold thiefs with my squads but they run off the map is that normal? damn kobolds..
Btw ive seen dwarves get upset if I attach them to a squad, so I cant just form a squad, kill the eventual enemy, and disband it right? :(

Oh and another thing, the only way to decorate specific things is to link the workshop to a custom stockpile that only accepts the items you want to decorate??

One of my dwarves became possessed, claimed a clothier shop and gathered the 3 material he requested, but didnt begin the work... hes mad now and will die :S

Thanks!

a dwarf without military training will be upset when drafted into the military, It'll go away once he gets novice level skill in any weapon (including kicking/striking/biting/wrestling). It's better to keep the chosen few in a squad, and try to get them to that level soon.

Nope, no other way that I know of.

If he didn't begin the work, he didn't have all the items he needed. Be aware that showmood from dfhack isn't always accurate when it comes to items collected and it's always possible the dwarf needed more cloth/bones or similar. If you use showmood, always check with (t) if he actually collected everything.

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