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Messages - Garath

Pages: 1 ... 40 41 [42] 43 44 ... 544
616
DF Gameplay Questions / Re: Crafting of Armor
« on: December 20, 2013, 04:58:16 am »
you can also make a macro, recording all the keypresses you need to forge a complete set of armor, and play it every time you want one

617
DF Gameplay Questions / Re: Dwarves wont eat
« on: December 20, 2013, 04:56:39 am »
what kind of food is it? some stuff needs to be cooked first

618
DF Gameplay Questions / Re: dwarves do not pick up posessions of the dead
« on: December 20, 2013, 04:53:37 am »
a well allows only one dwarf to drink at a time. Since it's not booze, they're slowing down. At some point they'll be drinking super slow and others will die of dehydration waiting for their turn. Get Booze!

619
DF Gameplay Questions / Re: Questions about clothing
« on: December 20, 2013, 04:51:45 am »
I thought they only took one for each body part, so either skirt, trousers or loincloth, but not a combination of lower body wear.

620
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 20, 2013, 04:49:37 am »
instant telepathic machinery

621
DF Gameplay Questions / Re: Question about trees in channels
« on: December 20, 2013, 04:46:54 am »
Constructed floors, when muddy, also don't allow trees to grow. Roads take less materials (1/3rd compared to same size floors, rounded up), but require an architect to design it first

622
DF Gameplay Questions / Re: Exile. Cavernous fortresses.
« on: December 20, 2013, 04:45:01 am »
also sounds like the deathgate books

623
DF Gameplay Questions / Re: Capturing elves
« on: December 19, 2013, 02:19:08 pm »
no, not really, you can't manually trigger cage traps, only to release whatever is inside. What you can do is put a retracting bridge over cage traps and drop them on the cages. This will stun them so they can be caught

624
DF Gameplay Questions / Re: Question about trees in channels
« on: December 19, 2013, 11:08:17 am »
cheapest/easiest is to make a dirt road there. It's basically a dwarf going there and stomping on the ground for a bit. It's not a permanent solution, since dirt roads deteriorate back to regular soil after a while (faster in heavy traffic, iirc, but that shouldn't be a problem there)

625
DF Gameplay Questions / Re: breeding from egg-laying invader mounts?
« on: December 19, 2013, 10:21:28 am »
The dwarf that killed them might have died from injuries for example. I think if it was killed by a dog or something you can also avoid loyalty cascades in this situation, I remember a thread about that, but I'm not sure.

626
DF Gameplay Questions / Re: Question about trees in channels
« on: December 19, 2013, 10:20:01 am »
IIrc, trees don't have a floor on the level above them, so the answer would be no, I think. You could build a floor in the moat to prevent trees from growing as they do make things untidy

627
slaughter a puppy or something for a stack of 4 puppy bones and see how many bone crossbows will be made. My guess is 1 after reading this. Sounds like bone reactions use different amounts of bone for different products, similar to metal. Never heard of it before, but I wouldn't be surprised.

628
DF Gameplay Questions / Re: dwarves do not pick up posessions of the dead
« on: December 19, 2013, 05:35:47 am »
All of those are clothes left by dead dwarves. I have a stockpile specifically for armor and it is empty,
clothing doesn't go into an armor stockpile iirc, but into a finished goods stockpile

629
DF Gameplay Questions / Re: Problem with canceled jobs
« on: December 19, 2013, 05:33:45 am »
as said before, try to figure out what is causing the cancelations and fix it (as much as possible in this game). A lot of cancelations means your fort isn't running well, getting rid of just the cancelation messages won't help.

If there are things on the ground where you can't reach them, they generate a lot of cancelations too. You can solve this by (d) (b) (f) and selecting the tile to forbid everything on it

630
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: December 18, 2013, 06:30:09 pm »
carved L shaped tracks in the ramps (or constructed?) with one leg of the L being in the direction of travel and the other pointing 'up' the ramp, if I see it correctlyBasically, as it travels it bumps into no-track between the two seperate Ls, which the game treats as falling off the track, at which point it 'lands' on the next L, gets the speed boost for landing on the ramp, hits the same problem as before.

Practise making the correct type of ramps for a bit somewhere and launch a test vehicle. The wiki seems clear to me, if you don't understand it I wouldn't know how to explain it otherwise. Over to the next person.

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