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Messages - Saiko Kila

Pages: 1 ... 115 116 [117] 118 119
1741
DF Gameplay Questions / Re: What do I do with my captured goblins?
« on: April 25, 2011, 12:48:47 pm »
I usually put one (or perhaps one of each type) in my zoo (built cages with animals/caught humanoids), then use the rest in an arena against my military squads to give them practice.

I understand, that if a particular dwarf likes a particular animal, the animal will give a happy thought to the dwarf, when he'll see that animal in a cage. But… are there dwarfs who like goblins?

1742
DF Gameplay Questions / Re: Help with an almost newb
« on: April 22, 2011, 11:37:53 am »
ok, I think I need a refuse pile.

Do only some animals give hide?  I can butcher a cow, but for now i only have butchered unicorns and horses.

I think inexperienced butcher retrieves less material. Dabbling one may give only a skull from a turkey, while the same turkey will yield bones, fat, meat, innards and a hide when butchered by more experienced artisan.

This may have more to do with the age of the turkey than with the butcher. Turkeys are considered adults at 1 year old, but don't reach their full size until they're 2 years old, according to the raws, so a one-year-old turkey might not be over the minimum size for giving things other than a skull no matter who butchers it. You'd need to make sure to test this with turkeys from the same clutch, if you wanted to figure out whether different butchering skills give different results, and also keep an eye on how they're described - muscular animals have been observed to give more meat, for example.

Possible. I try to kill gigantic but skinny animals to prevent them from breeding, and muscular or fat animals to get actual meat. But I was surprised when two turkeys in row gave me only skulls, even cats give more. And "skinny" should yield some skin ;)

And considering hides - it is better to have an experienced tanner, because raw hides can rot pretty fast, and many hides maximally clutter the tannery - not only elephant hides, which means that tanning takes a lot of time. Like a month. This is the reason I don't butcher to often - I always have to wait for my tanner. Maybe I'll build another tannery.

1743
DF Gameplay Questions / Re: Dwarf ignoring injury
« on: April 22, 2011, 07:00:36 am »
I had my leg broken IRL and wasn't crawling, so why dwarf would do? ;) He should be in pain or extreme pain though. As a miner, he may be mighty, agile, indefatigable or similar, and tough guys are tough. I had a soldier who had her hands damaged by a goblin during siege, including nerve damage, and was bleeding, I thought she was a goner, but she ran to the forest and rested there, under a tree. Later, running goblins awakened her, and she run to the hospital - immediately before entry other soldier caught her and dragged to bed (hospital bed), but I doubt it was needed. I think in your case there were no med-evacs nearby, and the tough guy wasn't fainting, so he could manage on his own. One broken leg means ability to stand is impaired, but not lost. He can still grasp his axe.

 Weaks will bleed and die, tough ones will survive. If genetics really works then maybe you could use some eugenics, sacrificing weak babies to the magma gods, and create a truly mighty tribe of survivors.

1744
DF Gameplay Questions / Re: Pastures
« on: April 22, 2011, 05:35:06 am »
Most of my grazers are intelligent enough to go on they own when assigned a pasture. There's even no need for a dwarf to go and get them. Even cats walk on their own. Some of animals (not only cats, but also grazers) need to be hauled sometimes. I have a checkerboard pattern outside, now used only for war elephants, and when I assign one of them to another pen they immediately go there. The same goes for most donkeys, cows, llamas etc. I think this may be partially individual, not species specific. Or random.

That's... weird. Are you defining a meeting area in the same zone as the pasture? That's the only way I could see animals deliberately walking toward some form of confinement.

I avoid grazing animals, so most of my pasture use is for keeping the five species of birds I keep separate.

Hm, no. My meeting areas don't overlap with my pastures. I use version .25 and only thing I changed regarding animals was removing _EXOTIC from PET_EXOTIC tag.

I have a specific pen area for birds, it covers 10 nestboxes, and couple of chains (for males, to limit their fights), and only see a bird moving to adjacent door occasionally. There are exceptions - newly hatched chicks need to be hauled to a cage.

When I order 10 of my animals to go, usually 8 of them go on their own, and 2 need to be hauled. I don't know if they really need it, maybe if given enough time they would go on their own. There are jobs created (Pen/Pasture Large Animal), but most of them disappear before dwarves come. If a dwarf got assigned to move animal, but it managed to move on its own before dwarf did it, the dwarf will come, take the animal, move it one square and go to drink or something.

EDIT: Oh, and I changed the amount of feed elephants need (to yak level), but it doesn't matter when they are trained as war animals or taken as pets, they don't seem to eat then.

1745
DF Gameplay Questions / Re: Pastures
« on: April 22, 2011, 05:11:34 am »
Most of my grazers are intelligent enough to go on they own when assigned a pasture. There's even no need for a dwarf to go and get them. Even cats walk on their own. Some of animals (not only cats, but also grazers) need to be hauled sometimes. I have a checkerboard pattern outside, now used only for war elephants, and when I assign one of them to another pen they immediately go there. The same goes for most donkeys, cows, llamas etc. I think this may be partially individual, not species specific. Or random.

1746
DF Gameplay Questions / Re: There's a Goblin in the sewer...
« on: April 22, 2011, 05:04:52 am »
Be happy it is not a troll. Trolls not only swim, they get out of water without need of ramps. However, the goblin is as good swimmer as a troll now, so when you add water to the well it will jump out (unless the well is more than one level deep of course).

1747
DF Gameplay Questions / Re: Help with an almost newb
« on: April 22, 2011, 04:59:54 am »
ok, I think I need a refuse pile.

Do only some animals give hide?  I can butcher a cow, but for now i only have butchered unicorns and horses.

I think inexperienced butcher retrieves less material. Dabbling one may give only a skull from a turkey, while the same turkey will yield bones, fat, meat, innards and a hide when butchered by more experienced artisan.

1748
DF Gameplay Questions / Re: Defence
« on: April 22, 2011, 04:54:54 am »
I like these designs, though having more constant work for miners than for masons, but having many masons, I do it a bit differently: I build a tower to the top Z-level, a narrow floor path with traps and another tower, outside of my walls (because I prefer to have as many outside, green area protected as possible, and consider most of the outside area my property). The outside tower is built starting at one or two Z-levels above ground, and workers access it using a narrow floor path used as a scaffold (similar to the projected one at top Z-level, but may be wider) branching from the first tower at the same level on or two. This way they are safe, and need to go outside only to build floors 1-2 of the second tower at the end. When the second tower is properly attached then the scaffold is discarded - it may be carefully cut off and cave in, to save work. That way the goblins jump to death near my entrance or even inside fortress, at ground level. For added fun I have murky pools near these towers, but I will probably cover them. Retrieving something from murky pools is hard.

1749
Here's a picture of the problem:
Spoiler (click to show/hide)

What is under that question mark? A solid floor?

EDIT: If he can access it it must be solid floor not a ramp. Then building a statue or floodgate will do.

1750
DF Gameplay Questions / Re: I can't seem to melt steel objects
« on: April 22, 2011, 04:26:32 am »
If you want to be sure that melting works buy a metal cage and melt it - it will give one bar. Most other things need to accumulate some metal in a smelter before it adds to one bar.

1751
DF Gameplay Questions / Re: POW's
« on: April 22, 2011, 04:21:27 am »
If you use goblins solely for archery practice then you don't even need to strip them of weapons or anything. You can claim it after they're down. And after miasma disperses.

1752
DF Gameplay Questions / Re: Newb Question - Training Archers
« on: April 21, 2011, 02:40:43 am »
While I was able to finally set training for archers I don't bother with it anymore. One shot uses one bolt, but it gives 6 XP when shot at a target, and 30 XP when shot at a gobbo. If there is a trench before targets then bolts don't get wasted, but many of bolts shot at gobbos can be retrieved too. Hence I just build execution rooms. Otherwise my craftsdwarves wouldn't be able to supply bolts fast enough for more than 1-2 marksdwarves to allow them for any meaningful training. Now I don't need so many bolts and so much time. It's also easier to organize mass extrajudical executions than to resocialize evil humanoids driven to cruelty.

1753
DF Gameplay Questions / Re: Training weapons?
« on: April 21, 2011, 01:52:12 am »
I crank out a bunch of wooden weapons when I embark so my military can train up while I work out my metal industry.

This runs the risk of a soldier "becoming attached" to a wooden weapon, of course.
I've only had this happen once, and it didn't seem to be an issue. He still switched to a steel axe when I told him to.

He switched but kept his old wooden weapon or threw it away? My dwarves like to keep two weapons equipped, and "attachment" can happen every time, even when they sleep (I just got Urist McShielder attached to his shield when sleeping in his room - I guess I know what he dreamed of). My captain got attached to a very good steel axe, and then got a good steel sword, and despite being a better axeman than swordsman  he seems to prefer the cheaper sword in fight now. I have one or two "attachment" events every month, with 30 military.

1754
DF Gameplay Questions / Re: Simply cannot get hospital supplied.
« on: April 20, 2011, 03:25:11 pm »
Hospital is very buggy now, my dwarves overstock  some items (keep more than allowed) while understocking other. Sometimes they stock it very lazily, it took more than 2 years to stock one bar of soap, while sometimes they just swarm with thread or clothing. Also, sometimes it takes much time for medics to go and take care of patients, while sometimes they do it fast. One of my patients got infection despite being washed, because it took so long to finish everything. He was happy thought, they fed him at least. Fortunately, medics can use items from general stockpile so you can keep it next to the hospital area. If they don't stock one of the items (e.g. soap) then create another small stockpile next to the previous one, and order it to take from the stockpile which holds said soap.

1755
DF Gameplay Questions / Re: Dwarf jacking everyones food?
« on: April 20, 2011, 03:05:44 pm »
I had this problem, and eventually did as advised, i.e. turned off carrying food. They still can carry alcohol, and it seems it's OK. But what I did additionally was designating every of these affected item to dump. Eventually, after two or three years, all items were thrown to the quantum stockpile, with cleared ownership. Only exception were items owned by one particular dwarf, Urist McHoarder, and it was food only. I don't know why, he's still alive. He's also only the one military dwarf (out of 29) who still keeps some owned food in his coffer. All others cleared their possessions and keep empty coffers, they use only their cabinets. I think it may be related to his civilian job, that is mining.  He is from my second wave, other miners-soldiers (or woodcutters-soldiers) were recruited after I turned off carrying of food. He was recruited before.

I think that only owners of these items were dumping them, that's why it took so long - they were in military, and seldom had time for other duties. Anyway, I speeded up cleaning by moving other items from affected stockpiles, sealing off these stockpiles (with mostly food), disabling refrigeration and waiting off.

EDIT:  Oh, and I also allowed them all to keep their uniforms when off-duty. Maybe that helped with alcohol, since they don't drop their flasks and waterskins everywhere as before.

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