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Messages - jhxmt

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571
DF Dwarf Mode Discussion / Re: New version out!
« on: March 23, 2012, 03:27:12 pm »
I'm uncertain whether a kennel is even required for training larger animals now, to be honest.
Doubt it. All the trainer ever does is just feed the animal something. No adding tasks required.

Hmm.  Mine's still just hovering around the wagon with No Job.  :(

I noticed you posted in another thread that you've managed to get training up and running (aside: it has quality modifiers?  Cool!)...does it sound like I'm missing anything major in the above setup?

572
DF Dwarf Mode Discussion / Re: Animal Training update
« on: March 23, 2012, 03:11:37 pm »
On my new animal training screen it shows three ? as the keys for selecting a trainer, war and hunting training. Am I not qualified to train them? What are the keys?

t for selecting the trainer.
w for toggling war training.
h for toggling hunting training.

Although despite setting it all up the way I think it needs to be set up, my trainer is blissfully ignoring the two tame dogs I have set to be war trained.   ???

Quote from: Girlinhat
Ah, so it's handled through the Z screen now?  I haven't had a chance to embark yet.

Yep, kennel now only has two tasks: capture live land animal, and tame a small animal.  I suspect it may not even be a required building for training large animals any more (although haven't been able to confirm/deny that yet).

573
DF Dwarf Mode Discussion / Re: New version out!
« on: March 23, 2012, 03:09:59 pm »
Have you checked (using 't') to make sure your kennel isn't constructed from 'F'orbidden materials?

Nope, it's made from good old oak wood - it's literally the first building I've put up on this new embark.  :)

Quote
Hmmm, I wonder if you need to make your kennel out of fireproof material if you want to train a dragon?
Could be interesting...but I'll be happy if I can start off with the dogs!

Quote
Do you also need to add the task to your kennel? I'm at work so I haven't had a chance to try the new version yet.

Don't think so - only tasks available in the Kennel now are "Capture a Live Land Animal" and "Tame a Small Animal".  I'm uncertain whether a kennel is even required for training larger animals now, to be honest.

574
DF Dwarf Mode Discussion / Re: New version out!
« on: March 23, 2012, 02:58:40 pm »
Hmm, I appear to be having issues training my two embark dogs as well.

1) I've got a dwarf, adequate animal trainer, with animal training labour enabled.
2) I've got two dogs, marked as ready for War Training on the Animals screen.
3) I have chosen the animal trainer dwarf as their assigned trainer.
4) I have built a Kennel (don't know if this is now optional or not).

The dwarf sits quite happily on No Job status.  The dogs, in their Preferences screen, are "Waiting to be trained."

I've tried making only one of them available for war training, in case it was getting confused trying to do both at once or similar, but nope, still nothing doing.

Hmm.  What am I missing?

575
DF Dwarf Mode Discussion / Re: Animal Training update
« on: March 23, 2012, 02:09:52 pm »
1) Build kennel
2) Go to Animals screen
3) Select animals for training (and optionally a specific trainer)
4) ...?  ???
5) Watch as your partially-tame animals run rampant through your fort, possibly snapping and killing dwarves.

(6) Profit?  :P)

576
DF Dwarf Mode Discussion / Re: New version out!
« on: March 23, 2012, 01:48:52 pm »
New version world generating now!  :D  My old fortress was getting stale anyway.  I WANT FULLY-CLOTHED, INFREQUENTLY-VAMPIRIC DWARVES TRAINING WAR TIGERS, AND I WANT THEM NOW!
Whoa, now, training doesn't ensure that your war tiger won't go wild one day and murder half your fort.

...why did you think I wanted them?

577
DF Dwarf Mode Discussion / Re: New version out!
« on: March 23, 2012, 01:44:40 pm »
New version world generating now!  :D  My old fortress was getting stale anyway.  I WANT FULLY-CLOTHED, INFREQUENTLY-VAMPIRIC DWARVES TRAINING WAR TIGERS, AND I WANT THEM NOW!

578
DF Gameplay Questions / Re: Dwarf CSI is good. Really good!
« on: March 20, 2012, 04:08:42 pm »
I'm gonna setup a crime lab for my Captain of the Guard.  Not quite sure what to put into it, but he definately merits his own personal cubical after that fine deduction.

A personal chemistry lab (still), dissection and forensics equipment (butchery) and ballistics testing area (bowyer/archery targets).  Plus a desk and chair and lots and lots of (filing) cabinets.  :)

579
DEAR GOD!!!
I thought the Terror was over, but it just gets worse!

The Elephant has claimed to the tallest spire of the Castle and can be seen by virtually any place in the fort.
People are running in Terror everywhere now! The only safety is inside the fort.

The mental image of this just made me spit tea over my keyboard.

580
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 18, 2012, 07:01:24 pm »
Vampire most likely yes.

Wait a second...she just got thirsty.  No, I mean, actually thirsty, for booze/water, not blood.

Hmm.  Okay.  So not a vampire.  Wonder what the hell's up with her, then.  Vampires don't get thirsty, right?

581
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 18, 2012, 06:56:02 pm »
I'm playing 34.04 and have just had a large migrant wave.

One of my migrants has 469 kills, including a dusk bride and some insert-creature-name-here-men.  They're wearing a lot of insert-creature-name-here-men jewellery.  And they don't show up in Therapist.

Obviously I'm assuming they're a vampire.  :P  One odd thing I noticed is that in the Wnd display, all of their limbs and organs appear yellow - everyone else's are white - despite no injuries being apparent.  Is this a known way to identify vampires, or just something odd?

582
DF Gameplay Questions / Re: Best way to give new jobs to Immigrants??
« on: March 18, 2012, 09:20:04 am »
I sort by migration wave, then set custom job "wave n" and then sort by profession again. Then just pick jobs based on what skills they have and what you need at the time.

Likewise.  Or, if the wave isn't too big, I just sort by profession initially (as I tend to give all my minions custom-named jobs, so it's easy to pick out the new ones).  :)

583
I read your post in your sig link and I'm trying to visualize the process, but I must be missing something.  Immediately after breaching the wall to the magma, what if the dwarf paths down the same stairs the magma flows down in order to get to the next inlet?  Is that even possible, or does he avoid the magma either way?

You know, despite the fact that I've been using this method for a while, I've never actually thought about that.  None of my sacrificial dwarves have ever tried to path onto the lower level while/after breaching.  This is probably because the upper-level route is shorter - but I suppose if the design was altered so that the walls on the upper level were longer than the ones on the lower level, some hapless breaching dwarf might decide it's quicker to nip downstairs in front of the magma flow.

Which, to be honest, might work - as long as they can run faster than the magma, they'll still be able to get down, round and back up before it catches them.  :)

Good question though.  Never occurred to me.

584
I tend to use a two-level breach, with staircases to keep the breaching miner out of harm's way.  Haven't lost (or even had a close call with) a single dwarf so far.   :)  See sig link for details - but it's similar to those outlined above: dig out the under-floor plumbing first, then breach from above.

585
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 17, 2012, 05:46:10 pm »
Undead siege.  Thought I was all set, but turns out there was ONE dwarf outside my massive Gates Of Safety (tm) - fishing in the river - and even though I tried to give her enough time to get back inside, she got to the gates just at the same time as the undead horde, and fled in terror into the wilderness.  I had no choice.  I gave the order, and deep inside the stronghold a lever was pulled.  The gates creaked closed, sealing off my fortress and sealing her fate.

She fled into the forests as the horde killed off my chained wardogs by the front entrance.  She must have thought she was safe.  Hiding deep in the trees, she curled up to go to sleep.

But she wasn't safe.

I'm now watching the horde descend upon this lone, sleeping fisherdwarf.  She's doomed.  She's also the wife of one of my swordsdwarves.

*sighs*

*starts making a memorial slab in advance*   :P

Edit: "The Goblin Corpse punches the Fishdwarf in the head with her left hand, bruising the muscle and tearing apart the upper spine's nervous tissue through the cave spider silk hood!"

Welp.  Guess that's that.  The Fishdwarf (name of Fikod Glidebolt) now has the wonderfully healthy-sounding status of "Her head is bruised.  Her upper spine is broken.  Her upper spine is oozing [her] dwarf blood."

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