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Messages - rhesusmacabre

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451
DF Gameplay Questions / Re: Wall patterens
« on: December 10, 2011, 12:03:12 pm »
You could designate a wall or floor to be built from one type of stone and then cancel (q►x) every other tile. You still have to fill in the gaps, but this will save half the time overall.

452
One possible negative effect is that, unlike regular floortiles, stairtiles flash between displaying the tile and the creature/item on the tile. This could make it more difficult to determine what a dwarf is carrying or identifying a legendary dwarf, etc. The incessant blinking would drive me to distraction, but you might disagree.

453
DF Dwarf Mode Discussion / Re: Incredible siege
« on: December 10, 2011, 09:05:55 am »
Still, now i'll spend a bit more time in SAM towers marksdwarves
Very much this. There's much fun to be had knocking flying creatures out of the sky from several layers up, and this is especially true when they have riders. Let gravity take the strain.

454
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 09, 2011, 05:22:41 am »
Stakecrux's only squad was sent out to fight its first ambush. When a few of them got injured, I was worried because I haven't set a hospital up yet, but fortunately they were all then bludgeoned to death. Hooray!

455
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 09, 2011, 05:11:47 am »
1) Stockpiles with barrels always seem to have an empty placeholder barrel. If you make the stockpile bigger, this should fix it. What I do is define a large stockpile over the entire jail, then delete all but two tiles of it from each cell. Alternatively, you could build a cistern under the jail, with a well in every cell.

2) When a weapon gets stuck in its victim (see combat reports) it gets forbidden. I've never been sure why this is the case, although it does make sense for bolts I guess.

456
It would be nice if we were able to make our own templates though.

What do you mean? You CAN make your own templates, they are called Uniforms, and you can define any number of them in the military screen->uniforms tab.
I meant your own default templates, in addition or alternative to 'Leather Armor' etc., rather than having to define them again for each new fort.

457
Yeah, it usually makes sense for your melee troops to have priority on the best armour at the start. It would be nice if we were able to make our own templates though.

458
Is there a list of the qualitative jobs, the ones that add value for skill?
Let me see:

bowyer
carpenter
engraver
mason
trapper
cook
armorsmith
metalcrafter
metalsmith
weaponsmith
gem setter
bone carver
clothier
glassmaker
leatherworker
potter
stonecrafter
wax worker
woodcrafter
mechanic
siege engineer
building designer

Not all jobs that use these skills are quality related:

'carpenter', 'mason' and 'mechanic' are used for building walls etc. and connecting levers, so it can be useful to have lots of dwarves with these skills but restrict the workshops to all but the most skilled.
edit: some constructions (wells, maybe others) use 'mason'/'carpenter'/'metalsmith' for their quality, also.

'engraver' is only quality related for engraving not smoothing.

'trapper' is quality related for making traps, but is also applied to their use.

And do all the others add quantity or merely a shorter production rate for skill?
I think 'grower' increases quantity. I'm not sure about all the others.


459
DF Gameplay Questions / Re: The usefulness of Giant Badgers as "guard dogs"
« on: December 07, 2011, 08:03:41 am »
It's often easier to pasture guardanimals in a zone at your entrance, rather than chain them up. This way they can gang up on hostiles more easily. One of my forts had 6 honeybadgers and a giant capybara zoned in the yard of my keep, and they leaped on anything that broke through the defences (usually ogres). I also had about a dozen war lions etc. in a cage to be deployed in emergencies.

460
DF Dwarf Mode Discussion / Re: Cyberdorf Systems: Dwarven Animation
« on: December 07, 2011, 07:50:39 am »
Of course you can make a display only in black and white, which would be much much easier to design each frame.
It wouldn't be very Bay12 though :P

Even a short animation of 2~4 frames could be very effective. I can't wait to see if someone does something with this.

461
DF Gameplay Questions / Re: Building Magma Pump
« on: December 07, 2011, 07:40:09 am »
The simplest and cheapest material to use for your screws and pipes is (green) glass, for which you just need sand. If your only source of fuel is charcoal, try and set up an underground tree farm by digging out some soil layers.

462
DF Gameplay Questions / Re: Trader (noob here)
« on: December 06, 2011, 05:07:46 am »
Do you have a bookkeeper? They can be assigned via the (n)obles screen. You should also set them to the highest accuracy, s on the same screen.

463
Toady mentioned the possibility of scenarios in the last DF Talk.
Quote from: Toady One
Saying that your dwarves had a reason for embarking is a very realistic thing to ask, it's like 'What are you doing?' and even if that does proscribe some actions and encourage others, that's good, right? That's not bad necessarily. Of course you don't want to trammel people or anything , but I think that helps everybody and that's certainly something, like I said, we considered, with dwarf mode start scenarios and getting that fleshed out. It also helps you kind of see the roles of each of your dwarves when you're starting out; why they came and all that kind of thing. I think that's all cool for everybody.

Having the option of this sort of thing would be good. It'll be years before we get to conquer the world though.

464
DF Dwarf Mode Discussion / Re: Help with water.
« on: December 05, 2011, 05:12:49 am »
You can make multiple pond zones over the same hole also.

465
DF Gameplay Questions / Re: electrics and soldiers
« on: December 03, 2011, 07:54:33 am »
I think you need to channel through the surface of the brook first.

I know, just go with it.

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