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Messages - HiEv

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196
DF Gameplay Questions / Re: Two potentially Noobish questions
« on: May 28, 2012, 12:10:54 pm »
It gets interesting once clothing starts to wear out.  If you're cranking out tunics as fast as you can, and ignoring dresses and robes, then some dwarves who already had dresses and robes are going to start getting bad thoughts as their clothes become old and worn, and eventually fall off entirely.  But once all the dresses and robes are gone, your dwarves won't care, as long as they have tunics, shirts or cloaks.

I agree with the rest of what you said, but in my experience dwarves aren't upset by xClothesx, but will drop them or store them in their cabinet and get other clothes that show no wear if they're available.  You shouldn't get any bad thoughts in that situation.

Regarding your "serial killer", do you have a hammerer (check your Nobles screen)?  It could be that your hammerer is out "dispensing justice" after the tantrums with an especially lethal weapon, and killing the past tantrumers in the process.  You might want to check your justice screen and see if that's happening.  You can mostly prevent that by setting up jails, though getting a weaker hammerer with a lousy weapon will also help.

197
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: May 28, 2012, 11:42:19 am »
could somebody give me a link to splinterz' Therapist branch?

The "splintermind-attributes" Dwarf Therapist clone can be found here.  FYI, it's currently in v12 for those of you still using earlier versions.


198
DF Gameplay Questions / Re: Confusing artifact?
« on: May 26, 2012, 09:04:02 pm »
This is what is called a Planepacked artifact (also "quantum artifact" and "mega-artifact"), named after the first artifact to show such a ridiculous accumulation of materials and images.  The end of that wiki article explains how they are created.

199
DF Gameplay Questions / Re: How do I make amulets?
« on: May 26, 2012, 08:55:18 pm »
Yup.  I just had a similar thing in my last fortress with crowns.  At first he just mandated batches of 3 made, but I was already churning out rock crafts, so that was pretty easy.

Then he started banning the export of crowns.  Sooooo, you might want to watch out for that.   :P

200
DF Gameplay Questions / Re: Marksdwarves and shields
« on: May 25, 2012, 03:28:52 pm »
Where did you learn this? I've never seen anyone else state that melee weapons are less accurate when wielded with just one hand.

The Weapon article in the "Size" section shows the size limitations on various weapons and the odds that some dwarves will be able to wield them at all, one-handed, or two-handed.  The "Foreign weapons" section above that mentions, "Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance."

201
DF Gameplay Questions / Re: How do I make Miasma?
« on: May 25, 2012, 03:18:04 pm »
It doesn't have to be meat.  Just make a plump helmet stockpile that doesn't allow barrels, and once one is hauled there, forbid it and remove the stockpile.  Forbidding it should keep dwarves from hauling it, and removing the stockpile designation will allow it to rot.

Plants wither, rather than rot, and withering does not generate miasma.

Funny then that I actually got the idea that they rot the same way as prepared meals from you.  What about cheese, eggs, and fish then?  Do they all produce miasma when rotting?  Or just fish (raw and/or prepared)?

202
DF Dwarf Mode Discussion / Re: Party with 105 so dwarves
« on: May 24, 2012, 09:58:43 pm »
You might want to either make a larger entranceway or more entrances so that it's easier for dwarves to get in and out of there.  For corridors I'd suggest making them at least 3 wide, but for rooms it depends on how many are likely to be simultaneously entering and exiting it.  Dwarves move more slowly if they have to path through each other.

203
DF Dwarf Mode Discussion / Re: What the Heck?
« on: May 24, 2012, 09:54:55 pm »
I have a dwarf with this in his thoughts and prefs page:

Cravings or urges of what?

A quick search of the wiki shows that it comes from the "IMMODERATION" Personality trait.  An older wiki entry suggests that it affects the odds of the creature being a drunk in adventurer mode.  So I'd guess it's cravings or urges to overindulge in things like alcohol (which would explain shorter breaks, I suppose).

I'm not sure if it affects anything else though.

204
I may be missing something, but isn't that basically this from the wiki?

205
DF Gameplay Questions / Re: How do I make Miasma?
« on: May 24, 2012, 08:57:59 pm »
It doesn't have to be meat.  Just make a plump helmet stockpile that doesn't allow barrels, and once one is hauled there, forbid it and remove the stockpile.  Forbidding it should keep dwarves from hauling it, and removing the stockpile designation will allow it to rot.

Keep notes on how long it takes to start rotting and how long the miasma lasts if you feel like doing some ‼Science‼ for the Miasma wiki entry.

206
DF Gameplay Questions / Re: Dwarf Children/Clothing workaround
« on: May 24, 2012, 08:32:27 pm »
Well, back in v0.34.07, where it was supposedly fixed, I had a child that didn't have a shirt that was getting bad thoughts from that.  The only reason why though was that I didn't have any spare shirts for her to pick up (I'd just run out of shirts when she became a child, and other dwarves kept claiming them first after I started making more).  I mainly remember this because I was amused that her description also mentioned that she was "immodest".  Even the current bug report I linked to above points out that children still had bad thoughts from not wearing clothing in v0.34.07.

I'm speculating a bit here, but I think the pre-.07 problem was that babies were getting bad thoughts from not having clothing and being unable to get them, and the bad thoughts would sometimes drive them over the edge about the same time they became children.  Toady's bugfix prevented the bad thoughts on babies (not children), thus allowing children much more time to go and clothe themselves before going mad.

I agree that we'll probably need "word of God" to find out if that's what he really meant though.

207
DF Gameplay Questions / Re: Dwarf Children/Clothing workaround
« on: May 23, 2012, 08:54:49 pm »
Dwarf children still get negative thoughts from not having clothes.  See bug #5748: Children Still Tantruming/Going Berserk at Age 2 Over Clothing

I think Toady meant that he "removed negative clothing thoughts for babies" but he accidentally wrote "children" instead in the bugfix description.

I'd just make sure that you start a clothing industry up around the time your dwarves start popping out the little tyrants, and you should be fine as long as you are producing footwear, upper-body, and lower-body covering clothes.

208
So falling items now damage things they land on. Do falling creatures still get cushioned by another creature in a fall, or do both explode into a hilarious mess?

I'm almost positive that creatures are no longer cushioned by landing on other creatures, and now both creatures suffer collision damage.  This may or may not include exploding and/or hilarity.  ;)

209
v0.34.07 is the last version before the hauling overhaul and minecarts+wheelbarrows were added, and it is fairly stable and low on bugs.

v0.34.10 is the current version, and is the first version I consider "playable" without too many headaches since .07 was released, though it will still require a few workarounds to avoid some hauling and "falling"/collision issues.  This also has bugfixes for stagnant and salt water contamination issues, clay stockpiling, and making drums and puzzleboxes, plus added support for larger window sizes, auto-following creatures and items, and more accurate stone and wood stats.  Not to mention the new hauling and stockpile improvements, wheelbarrows, and minecarts, of course.

Hopefully those remaining hauling issues will be worked out within the next few releases.

210
DF Gameplay Questions / Re: Bug
« on: May 23, 2012, 06:59:44 pm »
Already reported and being studied by Toady:

Bug #5903: Crash on promoting hauling stop past route title, past top entry

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