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Messages - HiEv

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241
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: May 19, 2012, 07:59:55 pm »
no carts or wheelbarrows in 09.. really pro update! xD

Congratulations, you fail at reading.

242
Like slink said.  There's a new bug where lye buckets can end up inside barrels, where they're no longer usable.

You'll need to play with your stockpile settings like she said to prevent lye buckets from ending up inside barrels.

243
There's a whole page of this somewhere on the DF wiki.

I'm assuming you mean this wiki article: Dwarf Fortress webcomics

BTW, Krantz86, thanks, Atland was/is an enjoyable read.

244
A .png can only have one layer. 

If you already have a .png file with transparency, you don't need to change anything.

For the record, you can actually do transparency in PNG files two different ways.  You can either use a transparent color or you can create an alpha (transparency) channel, which allows you to have varying degrees of transparency.

Not all software supports both methods of transparency in PNGs though.

245
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: May 18, 2012, 11:30:35 pm »
I tested on it`s own .38 and I had wheelbarrows + minecart. I injected .38 in current LNP. I brought my .37 save in, ran DF and saw the ascii tileset. I asked LNP to switch to Phoebus and discovered later on I couldn`t build wheelbarrows or minecart. I looked at the raws and found they were missing from item_tools. So yes, I'm sure after I re-installed and tested that old phoebus raws were overwriting my wheelbarrows. I could have had done something weird. in any case I'm fixed. I thought I could at least tell what happened to me. it was a little bit tricky to find my fix.

Well, the current version of LNP is for v0.34.07, so it doesn't have wheelbarrows or minecarts.  You'd have to grab the current Phoebus graphics pack from its thread if you want to use that with the current Dwarf Fortress.

246
DF General Discussion / Re: The worst bug - 34.07-09 poll
« on: May 17, 2012, 11:11:05 pm »
I read a thread that seems to indicate that bug #5232 (stagnant rivers) is, in fact, not fixed.

Most of that thread, such as the message you linked to, was pre-v0.34.09.  The end of that thread suggests it's fixed now, though old saves with stagnant rivers may need to use pumps to clear out the "stagnant" tiles first.  You don't have to keep them running once the stagnancy is cleared.

247
Using a series of small transactions instead of one large one also trains up your broker faster.

Don't they gain skill only once per caravan arrived? Regardless how often you trade with that very same caravan in the very same year.

Nope.  It's once per attempted trade.  You gain 50 skill points, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader (around 5-15 points each), every time you attempt to trade something, even if the trade is rejected (see here).  This can be used to rapidly train up those skills.

My broker/baron in my current fort has the highest social skills in my fortress.

248
It may also be a percentage profit rather than a fixed profit. I usually give 150% - the cost of what I'm buying, plus half that amount. The traders are always happy or ecstatic.

^This.^

Even at 50% profit (trading away $150 worth of goods for $100 worth of goods), after the first year I still have enough useless trade goods remaining to buy out the entire merchant stock a couple of times over.

Using a series of small transactions instead of one large one also trains up your broker faster.

249
DF Dwarf Mode Discussion / Re: No more stagnant rivers
« on: May 17, 2012, 12:16:12 am »
It isn't fixed, my brook is also stagnated. And has a lot of pools all around it.

It will be fixed in the next version though.

250
Dimple Cups, Sweet Pods, and Cave Wheat

Yup, as Slink said, you have no edible foods if that's all you have and you haven't milled or processed any of that.

Your first crop should always be Plump Helmets.  They can be eaten raw, brewed, or cooked directly.

Sweet Pods and Cave Wheat can be brewed into drinks with a Still, but to eat them you'd need to mill them using a Quern or Millstone (you can also process Sweet Pods to a barrel at a Farmer's Workshop, but the Dwarven Syrup you get will be ignored by any cook unless that's all you have left).  You'll then need to cook them into a prepared meal in a Kitchen so they can be eaten.

I'd change the Dimple Cup farm into a Plump Helmet farm ASAP.

I also recommend checking out the Crop article at the wiki.

251
DF Gameplay Questions / Re: Minecarts (0.34.08)
« on: May 16, 2012, 11:37:31 pm »
Note that Toady listed as a fix for the next release "fixed minecart premature stoppage after coming up a ramp".

252
DF Gameplay Questions / Re: A Few Newb Questions
« on: May 16, 2012, 05:10:58 pm »
how often do they eat, drink, and sleep?

I don't think there is a specific answer to that question, other than the possibly snarky "whenever you least want them to".  :P

In fort mode it will be infrequent, since "time" is sort of representational, rather than literal.  If I had to guess, I'd say they eat and drink twice a month, and sleep once a month, but I don't pay much attention, so that may be a bit off.

253
DF Dwarf Mode Discussion / Re: Help! Sand drowing!
« on: May 16, 2012, 04:17:58 pm »
I see nobody noticed that? Or are all dwarves male now on the fourm?

Bah!  Everyone is male on the Internet!  ;D :P

254
DF Dwarf Mode Discussion / Re: my exp leader doesn't eat...
« on: May 16, 2012, 04:12:13 pm »
Food never causes unhappy thoughts

Well, eating vermin (due to a lack of food) causes bad thoughts, though I guess that's stretching the definition of "food" a bit.

For drinks you can get the "drinking the same old booze lately" bad thought if you don't have enough variety in your alcoholic beverages.  Drinking water (due to a lack of booze) or vomit (due to tainted water) also causes bad thoughts.

255
Here's the bug report:

Bug #66: Cloth/thread stolen from traders for hospital

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