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Messages - Stormfeather

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61
DF Dwarf Mode Discussion / Re: Is beekeeping as bad as it looks?
« on: January 30, 2020, 04:13:10 pm »
I don't have much to add to the above (I also like beekeeping but just because I myself like animals and the idea of keeping bees, so I have my dwarfs do it). I will say though that IIRC (I've take a bit of a break and am just coming back), you can get around the annoyance of honey/royal jelly being stored in the finished goods stockpiles by having your finished good stockpile nearest your screw press feeding into one or more of your food stockpiles that you take cooking ingredients from.

62
DF Dwarf Mode Discussion / Re: Love the aquifer changes
« on: January 30, 2020, 04:08:05 pm »
Yes, preach it. I was AWFUL with aquifers, and with some trepidation decided to embark on a space with a light aquifer in the new release since it looked otherwise good. Very easy to handle now! Plus now I could decide to use it for water or wells or whatever, rather than dig out to the river or some such. I am pleased to have another option like this!

63
DF Gameplay Questions / Re: Avoiding Aquifers at embark
« on: January 30, 2020, 04:05:47 pm »
I will agree though that the new light aquifers are trivial. You just need to dig out an extra space around whatever room you're digging then build a wall around (or just smoothing whatever wall you dig out if it's stone). At least, I'm pretty sure that's how it works - I've always been awful with aquifers and just avoided them like the plague except for a few times when I tried to see if I could manage to learn to deal with them. (I couldn't, at least not with the time and effort I spent on it.)

Just watch for heavy aquifers, since those are apparently the same as the previous versions' aquifers.

64
DF Gameplay Questions / Re: How much do macros carry over?
« on: January 29, 2020, 04:34:41 pm »
Aaah, thanks, I never realized that! I just kinda assumed that it went up a whole number for each main version that got updated (with mostly bugfix patches or additions that were meant for the main release but delayed slightly) after it for a while. I was pretty sure I hadn't been "away" long enough to miss two entire versions!

Anyhow, thanks for the response, fingers crossed then.

65
Also if you don't have my dwarfs carrying things to stockpiles it's generally a good idea to make sure you haven't accidentally switched off something in the orders screen. Just a few random accidental keystrokes can keep your dwarfs from being allowed to carry certain items. Make sure you didn't accidentally forbid the buckets/lye. And if nothing else, it might be that you've just got too many jobs for the dwarfs to do and not enough hands to do them all - if you don't have any/enough dedicated laborers and just leave the stockpiling jobs to any dwarf with free time on their hands, those jobs are pretty low priority and just might not be getting done due to lack of time/workforce.

66
DF Gameplay Questions / How much do macros carry over?
« on: January 29, 2020, 01:09:18 pm »
Hey, so as I just mentioned elsewhere, I tend to binge a while, then stop playing a bit so I sometimes come back after a few versions or what have you. And something I've always wondered but not found (and not bothered to ask before) is just how good macros are at carrying over between versions. I do have a few macros for digging general layouts that I tend to use in my fortresses and such, and since I don't know if I could just copy them over without breaking things, I generally tend to just re-do them from scratch in a new release (although I think I have occasionally just carried them over in new smaller versions that just fix a few things).

Soooo... looking at my files, my last version on this PC before this was 44:12 (which surprises me honestly, although I do think I had a more recent one on my laptop). So now I'm wondering if there's any chance my macros would still be good - I don't know how much just simple things like digging get possibly broken/changed between large version changes. Is there any way to know without just copying them over and possibly breaking things? Is there not much chance of it anyhow? I just really have no idea if/how some simple things like digging macros might get changed around, and thought I'd float it by some of y'all that are better with the coding side of things (or just know from experience).

67
DF Gameplay Questions / Re: Coming back in 2020....
« on: January 29, 2020, 01:01:46 pm »
Really? Huh. I play off and on so have been coming back at times with a few releases between my binges, and there seems to have been a lot in the past five years!

I guess maybe though I've just gotten use to viewing it as one person's work, and not comparing it to a game that would have like teams working on it constantly. But it still seems to be evolving noticeably.

68
I haven't played in undead-supporting biomes yet, so that's not an issue for me.

Werecreature are the ones that are probably my biggest headache. Vampires are a problem when they appear, but you can pretty quickly isolate those out and jail them, and/or figure out some permanent solution to the problem, even if it's just throwing them in a room and locking the door.

But werecreatures not only can kill more of your civilians at once, but have the ability to spread their disease, causing more problems in the months (and months and months) to come. Haaate.

69
DF Gameplay Questions / Re: What to do with GCS?
« on: March 07, 2018, 08:29:58 pm »
How do you breed them for defense? Train a breeding pair, then chain the babies and let them revert to a wild state or something? Cause in my last fort I had a GCS breeding program, and pastured some of the young outside in a pasture to fight any invaders, but they don't seem to throw webs when they're trained. And without the webs they did some damage to the goblins and their buddies, but not all that much before getting squished horribly.

70
DF Gameplay Questions / Re: How to deal with caged animals and goblins
« on: March 03, 2018, 08:46:59 pm »
So yeah, if you caught the badgers wild, they had indeed been trained by one of your animal trainers. Animals in cages don't get removed from those cages for training or after, you have to manually remove them. One way to do it is to just assign the badgers to a pasture (then you can un-pasture them once they are pastured, if you like). Another way is to build the cages (b-j I believe, and use tab when you're building to expand the list and see specifically which cages have which creatures inside), build a lever, attach the cage(s) to a lever using your engineers (q I think on the lever and attach to each cage in turn), and then pull the lever. That might take some time though and is riskier if you want to make sure your animals don't revert to wild fully.

You don't need to pasture the badgers or release them in a training area - the trainers will go specifically to wherever the badgers are to train them. I think the training area might be used for war/hunting training? or maybe they'll bring the animals there if they're not pastured/in cages, I haven't really paid enough attention.

As for what else you can do with extra animals/sentient beings... I personally have a zoo in my forts, which is just a largish room dug out and a meeting zone overlaid onto it using (i). I then build cages in that room of all the exhibits - a male and female of every wild animal or sentient hostile I catch, and I generally treat goblin lashers, swordsmen, marksmen, etc etc as separate types and keep a male and female of each. Then for every extra sentient or animal I don't want to train, I'll build the cages in an arena I built (with a dining room over top of it and some spaces channeled out to view everything below), build the cages in whatever batches I think my military can handle, attach them all to one lever outside the arena, then when they're built and attached I station my military in the arena and release the hounds.. er... enemies, and let the slaughter commence.

If your military isn't very skilled/well equipped and the enemies ARE well-equipped you'll want to remove their armor and weapons first, the same way PatrikLundell described, pretty positive I've done it on the built cages before and it works. Also I wouldn't put the arena beneath your main dining room - it's fun to do that just for immersion or whatever you want to call it, but having uncaged hostiles will actually panic any dwarfs over top of the arena that can see down into the lower room, even when theyr'e on separate z-levels, and interrupt their attempts to eat.

71
DF Gameplay Questions / Re: Self-Diagnosis
« on: March 03, 2018, 08:32:39 pm »
Don't dwarfs rest for even the slightest papercut to get it diagnosed? So I don't see that it could ever work - to get diagnosed, the Chief Medical Dwarf would have to be resting, and if they're resting, they're not going to diagnose anything.

(Edit: Or more to the point, if they DON'T rest for said papercut or whatever, they can't get diagnosed. At least, that's the way it seems to work from what I've always seen.)

72
Then once you do that, you might want to try to put in a floodgate in the temporarily-dry stretch, and attach it to a lever. That way you can shut off the flow at will.

73
DF Gameplay Questions / Re: Weird Library Shenanigans
« on: January 16, 2018, 08:07:51 pm »
Just to make sure... all your quires/scrolls are blank, right? If you just look in the scrolls at the default level, it just says like "pig tail scrolls [20]" and "pig tail quires [11]" or whatever. You have to select "Tools" and then hit the tab button to expand the view and see the titles of any quires/scrolls that have been written on.

Although that being said... I think maybe the libraries are bugged? I have a coffer and a bag (just in case) built in mine, and I don't have any writing materials in them. Although the location info says it has something like 26/20 writing materials. And my Scholar is unfocused from unmet needs, including an inability to practice an occupation or however it's worded.

Edit: ooooh, sorry! I just noticed what was said above, about it counting written-on quires and scrolls against the "writing materials" limit. Yeah, will have to definitely increase mine then.

74
DF Gameplay Questions / Re: dwarf that i've never seen "returning"
« on: January 16, 2018, 11:05:38 am »
Sorry, my reading comprehension is still iffy before about, oh, say noon.

75
DF Gameplay Questions / Re: dwarf that i've never seen "returning"
« on: January 16, 2018, 10:33:34 am »
Hrm, is this an old save that you transfered over? And did this happen soon after starting up the save? Toady did say that currently bugged units probably wouldn't be fixed, I wonder if it's possible that they were already bugged and on the way to your fortress.

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