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Messages - khearn

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1516
DF Dwarf Mode Discussion / Re: Martial trance without fighting?
« on: September 30, 2011, 05:13:35 pm »
Checked the combat reports yet? He may have been attacked by some wildlife or such.
But There is no report of any combat for him.

1517
DF Dwarf Mode Discussion / Martial trance without fighting?
« on: September 30, 2011, 04:59:32 pm »
I just got an announcement that one of my recruits had entered a martial trance then another a little later that he'd left it. But There is no report of any combat for him. His current task is defending my "Inside" burrow. I didn't notice the message when he entered the trance, but I noticed when he had left it, so I went to look for him, and he's not even close to any animals, and none of my dwarves are tantruming at the moment.

Anyone have any idea why he might have gone into the trance?

1518
DF Dwarf Mode Discussion / Re: Help please - Rolling hills of dead bodies.
« on: September 30, 2011, 03:18:57 pm »
But if you scare off the invaders, what will you do for entertainment?

1519
Yeah, I had a caravan guard dodge into a stream and get swept over the waterfall. His ghost seems to be mostly harmless. His remains are at the bottom of the fall, and I don't feel like doing the hydraulic engineering to recover them.

Sooner or later I probably will, though, since I've had a number of other dwarves also make that trip. There's getting to be a decent pile of armor and weapons down there. Whoa, hold on. I just took a look at what exactly is down there and noticed an ☼adamantine spear☼. Looks like it's time to start setting up some pumps.

1520
DF Dwarf Mode Discussion / Re: Convieniant ways to get lava early on?
« on: September 30, 2011, 03:03:29 pm »
You can save some exploratory mining at the expense of making a glass furnace, making the parts, hauling them down into the depths, and building the pump. Oh yeah, you also have to dig out a reservoir, so you haven't actually saved yourself much digging.

Oh yeah, yes a dwarf can pump magma. Ever wonder why they all seem to wear gloves and mittens? Those are oven mitts. :)

1521
DF Dwarf Mode Discussion / Re: Value, preferences, and happy thoughts
« on: September 30, 2011, 02:58:58 pm »
Obviously? I'm not sure it's so obvious. Gold is worth 10 times as much as nickel silver. Is it obvious that preferences have that much weight?

1522
DF Dwarf Mode Discussion / Pausing for new mandates/mayors?
« on: September 30, 2011, 01:29:47 pm »
Is there a way to have the game pause when a new mandate has been made?
How about when a new mayor is elected?

I don't think about checking the nobles screen very often, and when I do, I often find that there is a mandate that I didn't notice, or that I have a new mayor who needs an office and dining room assigned to him. I know that new mandates get announcements, but I can't find anything in announcements.txt that seems to correspond with it so I could have the game pause. And I don't think there are even announcements for mayoral changes.

1523
DF Gameplay Questions / Re: How to fix a blown waterway?
« on: September 30, 2011, 01:16:10 pm »
Which brings us to rule 1a: Make sure the lever to control the master shutoff valve is in a location high in your fort, hopefully higher that the shutoff valve. Trying to shut off the water when the shutoff valve is underwater would be difficult.
And rule 1b: Always test the shutoff valve lever before making the connection to the water. Finding out that you forgot to hook up the lever to the floodgate after your dining hall is flooding is the wrong time to do so.

1524
I actually like this idea, but will I be able to get my hunter out of the military once he is in that squad of his own?

You can remove him from the squad. But you might end up with some future statues and/or engravings showing him being all sadfaced about being removed from being a militia captain. So I'd just leave him in the squad and go to the alerts screen, highlight "Inactive", then highlight his squad and hit enter. Voila, now he is permanently off duty. Well, permanently until you decide to put him back on duty.

1525
DF Dwarf Mode Discussion / Re: How do you design your bedrooms?
« on: September 29, 2011, 05:33:47 pm »
I usually start with the Greek cross design from the wiki Bedroom Design page:
Spoiler (click to show/hide)

I usually just start with the central stairs and 8 room square that is in the middle, which makes rooms for the first 7 dwarves, plus one gets used as an office by the manager/bookeeper. Then as I get immigrants I add side hallways with 10 rooms on each (not the 8 as shown in the picture) and no rooms at the ends of the halls. That gets me up to 47 dwarves.

Then instead of finishing off the hallways with pairs of rooms, I add another stairs and 8 room square like I started with at the end of one hall. Then I can start another hallway with 10 rooms going off from that square, and eventually end up with a grid of hallways between squares. This leaves some 9x9 areas that can be used for furniture or food storage, or be turned into a grand dining room.

Spoiler (click to show/hide)

But I'm seriously thinking of going away from having all the bedrooms together and start putting rooms near where people work. So the forges would have rooms very close by for the forges, the kitchens with rooms for the cooks, etc. It would cut down on travel time. I think I'll try it in my next fort, but it takes a lot of planning ahead.

1526

I usually embark on volcanoes but not this time... i wanted a haunted area.

So what have you got against haunted volcanoes?

1527
DF Gameplay Questions / Re: Infection from nowhere and neverending diagnosis
« on: September 29, 2011, 03:38:14 pm »
Doctors have all medical labours enabled, and nothing else, except a burial.

Never go to a doctor that moonlights as an undertaker.

1528
DF Gameplay Questions / Re: How to fix a blown waterway?
« on: September 29, 2011, 03:35:44 pm »
Rule number 1 for setting up plumbing systems: Always have a master shutoff valve.

1529
DF Dwarf Mode Discussion / Re: Are Hammerlords some kind of sick joke?
« on: September 29, 2011, 02:16:23 pm »

As others have mentioned, combined arms are the best strategy.

I tend to stay away from pikes and halberds, simply because my weaponsmiths can't ever make them. So any dwarf skilled in one of them will probably never have anything better than a standard quality iron weapon. I'd rather have a masterwork steel spear than a normal iron pike. Maybe I can't make steel yet, and my weaponsmith isn't up to masterwork level this season. But next year he'll be cranking them out and my speardwarves can upgrade. Any pikedwarfs will still be stuck with that goblin-made crap.

Now if I had a moody dwarf make an artifact pike or halberd out of a decent material, I'd train someone up to use it. You betcha.

1530
Was there any mention of what to beware of for this megabeast? Any "Beware its deadly dust" or similar? That could make a difference in how you approach it.

I like the idea of building fortifications across your entrance tunnel (the 3 tile wide tunnel south of the depot). First off, use 'q' to select the doors in the outer (red) wall, and use 'l' to lock them. No, wait. First off, learn to create a burrow and get your civilians inside, then lock the doors. The mega will break them down, but they will slow it down long enough for your masons to build the fortifications. Then draft your hunter into his own squad and station him just south of the fortification. Hmmm, if you have a spare rope, tie an animal up just north of the fortifications before you build them, to lure the mega down that far. He'll go after the animal and your hunter will pepper him with bolts. Avoid using critical breeding stock for this animal, since it won't survive.

So:
1) hit 'w' to go to the burrow menu and 'a' to add a new burrow. Then hit enter to define it. Hit 'n' to name it, I'd call it "Inside". Then hit enter to start a rectangle and enter again to finish it, just like designating areas to dig. Except that you can start on one level and end on another and it includes that rectangle on all of the levels, inclusive. Handy. Make as many rectangles as you need. Then hit ESC a couple of times to get out of the burrow menus.
2) hit 'm' to bring up the military menus, and 'a' for alerts. Now 'c' to add an alert and 'N' to name it. I typically used DEFCON1, but you might like something different. Now mover the cursor to the far right column, which should have the burrow you just created, and hit enter to associate that burrow with your new alert. You'll see a green A next to the burrow when you have that alert selected. Now move the cursor back to your alert and hit enter, and you should see a green [CIV] move next to it. Congratulations, your civilians are now confined to your burrow. (When the fight is over, come back and select "Inactive" and hit enter to cancel the alert and let your civilians back out of the burrow.)
3) If you have an extra rope or chain, une b->v to build it a few tiles north of that entry tunnel south of the depot.
3) Watch any civilians who were outside drop what they were doing and come running back inside. yay.
4) Once they're in, lock the doors with q->l
5) Once the rope/chain is built, assign a spare dog/cat/goat/mule/elephant to it and wait for it to get attached. Um, you might need to go back to your burrow and expand it to include the rope, if it doesn't already. Once the critter is on the rope, go back and remove that area from the burrow.
6) Now set up fortifications to be built like NecroRebel said. You might want to get this started while you're waiting for the sacrificial goat to get emplaced, but go ahead and suspend one of the "real" fortifications until your dwarf gets back from putting the animal out. Then unsuspend it.
7) Go to the military screen and create a squad with the archer uniform and put your hunter in it. If you have enough spare xbows and lots of bolts, toss a few other dwarves in it as well. But if you're short on bolts, just use the hunter, he'll waste fewer bolts.
8) Now use the 's'quad menu to station your hunter just south of the fortification.

The megabeast will spend a fair amount of time knocking down the door. It ought to be enough to get the fortifications built. If in doubt, skip the animal. But I'm not sure the megabeast will come close enough if you do.
Hmmm, you could build one of those statues just north of the fortifications instead. That would be quicker and would still draw the megabeast to it. I'm too lazy to go back and edit this to change everything, but substitute a statue for the rope and skip the animal in the instructions.

This should keep you nice and safe, while giving your hunter a good chance to kill the megabeast.

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