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Messages - Blue_Dwarf

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76
Are these early caravans, that only have pack animals, or late caravans that also have wagons?

My caravans also do that, but I didn't have many wagons yet.

77
You are truly a scholar of dwarven science.

These posts should be bound in a quire and copied, so that we can read them and ponder.

78
DF Gameplay Questions / Re: Low or high quantity work orders?
« on: March 03, 2023, 04:47:55 pm »
What's your preference? Is there a third, better option I'm not seeing?
Yes, you check if you have 100 pig tail threads available, and queue 100 cloth tasks.

79
Yes! It's working!



I dumped some items outside the bootstrapping guild, then disabled chores for children. That way they stayed in that area and joined the demonstration watching.

80
DF Dwarf Mode Discussion / Re: 50.07 Weapon Science
« on: March 03, 2023, 06:08:33 am »
Either a lot more samples are needed, like 500 or even 1000, or a different methodology that gives more samples to work with than simply win/loss.
Maybe some modded raws that will only allow one attack type, or enemies that will only have specific body parts/organs. That way there will be fewer shenanigans like bleeding out or being unconscious, or attacking with the pommel or biting.

81
DF Gameplay Questions / Re: No quern work order for mill plants?
« on: February 28, 2023, 09:28:51 am »
You can't add a workshop-specific "mill plants" work order to a quern, apparently. Only slurry/paste work orders are available.

You can, however, add a workshop-specific "mill plants" work order to a millstone.

82
DF Dwarf Mode Discussion / Re: 50.07 Weapon Science
« on: February 25, 2023, 01:25:58 pm »
Shouldn't the warhammer/mace/whip be made of silver instead of steel to get their best damage or am i remembering wrong ?

edit : oh missed that part
Quote
Steel mace vs silver mace, using the above parameters. Steel mace won 59:41
Steel warhammer vs silver, ditto. It won with the exact same ratio of 59:41.
That's surprising though, as silver has a higher density than steel if i look at the values on the wiki, and up to know i was reading that higher density is always better in term of blunt impact ?
Has this changed in 50.x in comparison to past versions ?
It hasn't changed, it's that many things you read about being "better" are somewhat exaggerated.

83
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 25, 2023, 01:22:46 pm »
If you planted plump helmets, maybe the dwarves ate some and re-planted the seeds?

84
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 25, 2023, 11:24:57 am »
That was the expected result, but it is not a waste. You never know what might be actually happening here until you do some !science!.

85
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 22, 2023, 06:13:27 pm »
Who wants to bet that cavern soil just means any irrigated stone or natural cavern soil, and that z-level makes no difference?
It does mean that, the way I interpret Putnam's comments. But it never hurts to do some !science!.

Irrigated surface soil layers are still just as crap as regular non-irrigated surface soil layers, though.

86
DF Dwarf Mode Discussion / Re: 50.07 Weapon Science
« on: February 20, 2023, 01:44:56 pm »
What if you run the tests twice, reversing the teams, and averaging the results?

87
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 19, 2023, 01:51:06 pm »
The incriminating mugs are definitely there.

This is actually not a bad thing. It gives good thoughts, and satisfies the need to help someone.

88
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 17, 2023, 12:34:49 pm »
I noticed that sometimes my dwarves "recover wounded" that are not wounded, like with bees. Then they get happy thoughts about bringing them to bed.

Maybe a dwarf passes out from drinking after spilling a drink, and gets recovered by some helpful recoverer.
I have confirmed that this is indeed happening at the same time, as in the dwarf that spills the drink is also being recovered. I'm not sure which happens first.

89
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 17, 2023, 01:25:09 am »
I noticed that sometimes my dwarves "recover wounded" that are not wounded, like with bees. Then they get happy thoughts about bringing them to bed.

Maybe a dwarf passes out from drinking after spilling a drink, and gets recovered by some helpful recoverer.

90
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: February 16, 2023, 03:19:29 am »
Another beginner question, if I may. My fortress is now in its 3rd year and is getting dangerously out of hand. Biggest problem: it's flooded with babies and children (38 out of 85 total citizens!). I'm trying to limit the baby boom through the settings page now, but I wonder if there might also be a rational reason for this kind of excessive fertility. My current working theory is that I've left too many dwarfs unemployed for too long. Is that a possible reason or am I just making things up?

On that occasion, I would also like to know if it is normal or an extreme exception for a 3 year old child to successfully build an artefact after a strange mood and now be a legendary woodcrafter? Which will most probably amount to a tragic waste, as I hardly trust myself to keep this fortress up long enough for this child to finally become an adult.
There does seem to be an unusually high amount of children coming in migrant waves. I'm not sure if the child cap settings even work.

Children making artifacts is normal. Now that we have guilds, it's possible to get them a moodable skill in something useful like weaponsmithing, instead of random crafting, which might also get you a useful weapon at the very least.

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