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Messages - Hellmoob

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46
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 08, 2011, 12:28:53 pm »
I tried a search, but got nada; is there some workaround to get dwarves to consistently use large pots in food stockpiles? For drink it's no biggie, since the brewer is the one who fills them, but I've got great swathes of unstored tallow literally one step away from a stockpile that's exclusively for empty large pots. I have a couple of prepared food/plant pots, both of which seem to contain a backbreaking amount of items, but something else is screwy here. I've tried unstockpiling them, designating a food stockpile under them, dumping and claiming them - all to no avail.

I just want my quantum storage, dammit!

47
DF Dwarf Mode Discussion / Re: Newb question regarding armor
« on: March 08, 2011, 12:21:14 pm »
You're going to want mail shirts and breastplates, since breastplates (as one might guess from the name) lack any sort of protection for the arms. Besides that, stick with greaves rather than leggings, high boots rather than low boots and helms rather than caps. Also, be sure to assign them all cloaks (of any sort, adamantine naturally being the best choice) since only cloaks will stop hits to the throat, eyes, nose and mouth. Don't ask me why, but they have an almost comically high deflection rate against inexpertly fired shots that might otherwise open a major artery. Perhaps it's all the dramatic billowing that does it.

48
DF Dwarf Mode Discussion / Re: Hospital not working?
« on: March 06, 2011, 08:48:19 pm »
Seem to have a bit of a problem. One of my dwarves recently sustained an injury to his arm - torn artery and motor damage. But he walks around like it's fine. wont go to the hospital to have it checked out. I have a fully stocked hospital - thread, crutches, splints, water and beds and a chief medical dwarf. Why wont he go get help!

This happens occasionally - if a dwarf has a non-debilitating injury that can't be treated (such as his motor nerve damage, there) they will sometimes just ignore the hospital entirely. If his arterial bleeding were worse, he'd probably go. I think it may also have something to do with their innate healing: I've had dwarves get up before treatment was complete and proceed to walk off some pretty nasty injuries.

49
I've been wondering about this. Can anyone verify that coal is counted as a metal in the finder? If it is, I wonder why I have never seen just coal in any .19 embarks that say 'shallow metal' and have sedimentary stone layers? Just unlucky? Anyway, I'm genning a .20 world now, with metal scarcity set to 1000 instead of 2500 (lower is, uh, less scarcity, so more metals. Derp.) Hopefully having a slider like that will help. I would like to be able to find at least one embark per world with coal, flux, and iron all in the same place. I don't care if it has no other metals, but I like having steel.

I can verify that bituminous coal is listed as a metal. I went back to my initial save of my previous embark, which was 'Shallow Metals' (plural) and used DFReveal on it. It had tetrahedrite, bituminous coal, and nothing else until the adamantine (which I don't believe earns a mention, since it's omnipresent).

50
what do you mean "without anything to smelt?" limonite is, along with hematite and magnetite, one of the most useful metals ever. period.

Hmm, egg on my face, I meant Lignite, which seems to count as a metal for the purposes of the finder.

51
well it did say deep metal so I suppose I will just have to dig deeper

why would I kill my dwarfs after striking limonite and cobaltite?

also the world gen takes forever I would rather not spawn a new world just to get my ideal location

Cobaltite and limonite both count as metals - the former being useless and the latter being useless without anything to smelt. So if you embarked with 'shallow metals' and found both of those... :'(

52
I  noticed that mineral distribution has changed again.  I am used to setting up my fortress next to a magma pipe and making everything out of gold and steel however I noticed after digging 20 or so layers deep I have not been able to find a single mineral that can be smelted.  What’s worse is that I forgot to bring my traditional 7 picks so that my starting dwarfs can quickly carve out a fortress.  This has resulted in an interesting fortress.   There is limited wood, currently no metals, very little food (I am getting into the second year and farm isn’t even done yet).  My now 10 dwarfs have carved out a meager existence .   The 5 chickens that I brought with me have supplied the backbone for food (still trying to figure out how one egg = one meal), and thankfully my starting ale held out for the first trade caravan.   So my long winded question is basically since there appears to be a change in mineral distribution where do I find all the minerals, how deep are they?

You'll have noticed that the embark finder displays different things when scrolling over a site, compared to what it told you in older versions. Instead of giving a layer-breakdown of the site, it will instead say things like 'Flux Stone' 'Shallow Metal' 'Deep Metal', etc.

If it doesn't mention metal, there will be no metal.

Also, completely useless metal ores (cinnabar, for example) also show up in the listing, undifferentiated from hematite/native gold/whatever. The best thing you can do is:
- Firstly, make a blood offering to your chosen God. It's just the most effective method.
- Secondly, use the new search overlay to find as many sites with 'shallow metals' (the pluralization is important) and 'flux stone' as possible.
- Thirdly, don't get too attached to your dwarves before embarking, because you don't want to feel guilty when you kill them after striking limonite and cobaltite.

Or, get the new version I've just noticed, and change the mineral parameters.

53
DF Gameplay Questions / Re: Reclaimed Fortress Workshops/Items
« on: March 06, 2011, 09:28:37 am »
Yes I've tried de-constructing as well.  They still won't respond to the orders.  Yet they will tear down walls that I have constructed.  They won't remove traps, doors, or any other items that I placed before the reoccupation either.  Really frustrating.  In the meantime I'm currently constructing new workshops to replace the old ones in a different section of the fort.

You could try using the stocks screen to see if the items that physically comprise those traps (the mechanisms and cages/weapons) and workshops (the hunks of stone/wood) are themselves forbidden. It may also be possible to use the mass-designate reclaim tool (d-b-c) on the traps/workshops themselves.

EDIT: I just set up a super-quick reclaim to test it on the embark wagon, and yes, you need to use d-b-c reclaim on the workshops/structures.

54
DF Gameplay Questions / Re: Reclaimed Fortress Workshops/Items
« on: March 06, 2011, 09:10:20 am »
Have you tried deconstructing and then reconstructing them? I don't know much about fortress reclaim, but it seems to me that the workshops/depot might not count as being 'owned' by you, since you didn't build them.

55
DF Gameplay Questions / Re: Quiet, too quiet
« on: March 06, 2011, 07:50:55 am »
Not sure how far it's a bug, but the lack of favourable sites to embark on in 31.19 is certainly a little grating. As for the conditions for Titans/FBs, it seems to loosely mirror the conditions for goblin sieges (not ambushes). That is to say that population and created wealth seem to be the main determining factors - though in my last game I had only one Titan to over fifteen FBs.

56
DF Dwarf Mode Discussion / Re: Favorite Embark Configurations?
« on: March 05, 2011, 09:35:37 pm »
I partially assign things according to preferences and attributes, but generally I don't spend any points in mining/woodcutting (very easy to skill, wood is cheap) and I tend to pair one high-usage skill with a low-usage one. For example, I have a guy who's Grower/Chief Medical Dwarf; it's very rare for people to get hurt, and doesn't take up a lot of time when they do, so all his time is free to tend the crops. My current embark team is:

Military (1 axedwarf, 4 dodge, 1 fighter, 3 armour, 1 shield) - Does mining/hauling, then trains with migrants as soon as they arrive (I don't use danger rooms)
Armorsmith / Mason
Blacksmith / Carpenter (also does some mining)
Weaponsmith / Brewer
Stonecrafter / Cook
Engraver / Mechanic
Grower / Doctor

57
DF Dwarf Mode Discussion / Re: A Happy Coincidence
« on: March 05, 2011, 08:11:25 pm »
Perhaps, but your Armorsmith going down to use the magma forge, and interrupted by crundle, may be worth it.  Dwarves have big issues with stairs and heights.  Why do you think they live underground?

I always thought it was because the outside world is bright, loud and disgusting. Though I suppose a Goblin Arena of Death with built in magma-flushing is all of those things, too.

58
DF Dwarf Mode Discussion / Re: 31.19 & No Anvil...
« on: March 05, 2011, 06:21:45 pm »
I didn't realise that steel anvils were always available but hidden without enough points; I thought that it depended on what you parent civ had, and I've resorted to selecting a different starting civ a few times until I've got my anvil.

Apparently, it's because the game only checks whether civs are able to make alloys, not whether they have the raw materials. So your parent civ might not have any metals like copper, gold, or iron, but they'll always have bronze, steel and electrum etc...

It's probably an oversight, but then the current scarcity of metals (which I actually rather like) is only really there because trade is going to be overhauled in the (fairly) near future.

59
DF Dwarf Mode Discussion / Re: Tantrum Spiral Memorial
« on: March 05, 2011, 04:53:00 pm »
You could cast the mausoleum from obsidian, if you wanted to be able to engrave it; that'd probably require a good amount of time before you could get the stiffs in, though. Another option would be to have it made of two types of wood (say, nether cap and tunnel tube) and use alternating colours and layering to put an icon or image on the structure. Not exactly high-visibility, but you'd know it was there.

60
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 05, 2011, 03:08:21 pm »
Is there some way you can equip a military to avoid being damaged by creatures made of fire/steam? I know you're not exactly supposed to survive the incredible levels of fun that come from digging too deep, but seeing fifteen Legendary++ dwarves get helplessly melted and bleed out - in spite of hacking their opponents apart and seemingly blocking or dodging every actual swing - is a slightly anticlimactic final battle.

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