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Messages - Stormfeather

Pages: 1 ... 15 16 [17] 18 19 ... 34
241
DF Gameplay Questions / Re: Barrel stockpile?
« on: April 30, 2013, 04:17:09 am »
Ah yeah, that's what I forgot: the large pots, which are functionally the same for most things, and disabling them on the other stockpiles (otherwise they might just get hauled to your normal furniture stockpile).

So yeah, what they said. :)

242
DF Gameplay Questions / Re: Barrel stockpile?
« on: April 29, 2013, 11:27:05 am »
I'm pretty sure they're a sub-category of furniture. So make a furniture stockpile, forbid all the sub-types, then hunt out the barrels and un-forbid them.

243
DF Gameplay Questions / Re: Finding a Young Vampire
« on: April 27, 2013, 09:46:31 am »
I remember once or twice also looking at a vampire's deity through the relationships tab, and seeing that dwarf cursed with vampirism in the deity's long page of "deity did this, that, and the other to PUNY MORTALS. And received worship."

244
The well should count as a water source. Make sure the well's not forbidden, as mentioned before.

Also make sure that a) it's not freezing (since you said there was open water just a few pixels away, it sounds like it might be outside), and b) there's deep enough water in the well for it to be useable. I think it needs around a depth of 4 to be used? The wiki said at least 3 levels deep is usable, but I had thought I'd seen them become unusable before that. Still, my memory's more faulty than the wiki. :p

(It also says that the well will self-dismantle if the water beneath freezes, so I guess it's probably not that.)

245
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 04, 2013, 02:16:18 pm »
Also keep in mind that jugs don't get a name change when they get a liquid put into them: barrels for instance will change to "Prepared Food Barrel" or what have you once something get puts into it, but jugs just keep the same name. You have to actually look at them individually to see if each has something inside it. At least, if I'm remembering right (I am a bit low on sleep atm).

246
DF Gameplay Questions / Re: Dwarves won't retrain tamed animal
« on: March 20, 2013, 08:03:31 am »
You said it's in a training zone AND pasture, is that maybe messing things up? Training zones are for training things to be war/hunting animals, and the dwarves will take animals there as needed apparently. I don't know what might happen if you have an animal that needs to be tamed that's in a zone that's both, if it might mess with things somehow.

247
The marshal of my dwarven army (if I'm correct) is titled as drunk.

Given how much trouble it is just as the overseer getting the little bastards to do what I want them to... I can totally sympathize. :p

248
I prefer the arena method myself. Dig out a big room with lockable doors, (b)uild the cages (which are j in the build menu, and use tab to expand the list and pick out the specific goblin cages) in the room. Once they're built, attach all the cages in the room to one lever that's outside the room. Once all the cages are hooked up, station your squad(s) in the room, lock the doors once enough of them are in there, and flip the switch to free the goblins. You get to get rid of goblins and train your squad at the same time!

Before you set them loose though you should get rid of the weapons at least. I just strip them bare since it's easier - d-b-f in an area over the cages to unforbid everything, d-b-d to dump everything. Then look at each cage individually and un-dump the cage before they get taken to the dump, it'll still have your hauler dwarves strip everything from the prisoners and take it to a dump. Where you can then reclaim it. You should be able to just unforbid/dump the weapons themselves from the stocks menu though, but that's more of a pain. It does let the goblins last longer and thus train your squads more though.

For added dwarfiness, I dig out a dining room above the arena, with channeled out quarters of the floor letting the diners see down into the arena. Of course, they don't appreciate this like they should and actually flee and stuff, but that's their problem. Wimps.

Edit: Er, right. It's "x" to expand the list, not tab. Sorry, brain fart.

249
DF Gameplay Questions / Re: Dwarves refuse to build a Trade Depot?
« on: March 01, 2013, 07:28:31 pm »
If you're wanting the cats you requested, those will only be on the dwarven caravan, which will be in late Fall. The other caravans *can* have cats of course, but they won't specifically bring what you requested, it's a toss-up.


250
DF Gameplay Questions / Re: Why did my dwarves stop sparring?
« on: February 25, 2013, 11:14:30 am »
Well, to train outside an "individual drill" they need orders to train (which the "training" alert has automatically), and you then need to put the military squad(s) on that alert level, yes. If you just have them on inactive all the time, they'll have no specific training/patrolling orders unless you change the inactive alert schedule itself.

251
DF Gameplay Questions / Re: Melting Problems
« on: February 24, 2013, 10:01:00 pm »
Yeah, it sounds like something probably can't be reached/picked up for whatever reason.

My suggestion would be to check the stuff nearby that you intentionally marked for melting, make sure you didn't accidentally forbid any of it while you were marking it for melt.

If that doesn't work, try tracking down all the items with an M next to them on the stocks screen, see if you accidentally marked something else for melting somehow, that your dwarves can't reach/pick up. Assuming you have a bookkeeper with high enough accuracy anyhow.

Oh, and make sure you have charcoal to power the furnace. Just what message are you getting when they cancel the job, anyhow? If it's something about the fuel/coal, that's the problem. If it's "needs a melt-designated object," that either means you don't have items left that are marked for melting, or the one they're trying to get can't be gotten.

(If you marked them for melt through the stocks screen, also make sure it's not something that's being held by, say, a prisoner or something.)

252
DF Gameplay Questions / Re: Taming Enemy Mount Creatures
« on: February 24, 2013, 07:22:07 pm »
Yeah, with the egg layers you not only have the issues of the nest boxes, but you also have to keep in mind that

a) Not all clutches will be fertile, even with a male on the map. (Or rather various things can cause the eggs to not hatch, including the mother getting moved off the eggs for even a microsecond.) So give them a couple months and if they don't hatch, unforbid them.

b) The egg layers only lay eggs every.... month or two? It's not a constant stream of them. When you first catch and tame a wild one and chuck it in a pasture with nest boxes, or when you first trade for egg layers from a caravan, they'll be ready and will pretty much lay eggs right away, so you can be quick and (f)orbid them asap. Likewise, if you wait a couple months for a clutch to hatch and they don't, by the time you unforbid them and they get collected, the mother is ready to lay eggs right away again.

But if for some reason the new batch of eggs gets collected too quickly before you can forbid them, or say if you see the mother get moved off the clutch right after she lays them and decide to let those get collected as well, you then have to wait around for another month or two for her to lay new ones. That isn't too bad with totally tame animals, where you can put doors leading into the pasture/laying zone and just lock them for a while, but for only partly-tamed animals that keep having to be tamed further by trainers, it's a pain. -_-

253
DF Gameplay Questions / Re: Taming Enemy Mount Creatures
« on: February 24, 2013, 02:10:22 pm »
So do animals have to be non-caged then to breed or something? I pretty  much always have wild animals in my "zoo" (usually a male and female of each), and I don't recall them ever breeding. If they don't breed in a cage, will they breed if I chain them?

(That would be a possibility, chain 'em up, put cage traps all around the location, then when they give birth catch the babies in traps then tame them.)

254
DF Gameplay Questions / Re: Taming Enemy Mount Creatures
« on: February 24, 2013, 11:52:32 am »
Is it even possible to keep them tame long enough to breed? My few times trying to tame enemy creatures has led to them becoming untamed, and no longer on the creature list so that my tamers can't re-tame them.

255
DF Gameplay Questions / Re: Having trouble producing enough seeds
« on: February 19, 2013, 07:07:09 pm »
Also make sure you have enough dwarves that can harvest the plants. If your dwarves are all too busy with other things/you have it limited to farmers only and not enough of those, you might have your plump helmets growing, and withering in the field before they get harvested.

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