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Topics - PhilD

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1
DF Dwarf Mode Discussion / Hematite ore?
« on: September 27, 2006, 11:31:00 am »
From what I've seen in the Wiki, hematite ore is what I need to get iron. But in all my fortresses, I have never found this one...

Where should I look? between chasm and lava?


2
DF Dwarf Mode Discussion / Keep the beer/wine flowing
« on: September 10, 2006, 06:02:00 pm »
I have a problem keeping a steady supply of drinks for my dwarves. I have plenty of brewable stuff stored, thanks to more farming space and capacity than I can really use, but the problem is, my barrels fill up faster than I can make them.

Is there a way of giving the still "priority" for the barrels over other uses? Overproducing barrels doesn't seem to be a solution either, because wood isn't plentiful enough, and there are other things that I have real need of wood for.

Basically, what I'd need (and this would help in other situations) is the ability to designate flows of goods, like "stuff from this workshop goes to that stockpile" and "only use stuff from this stockpile for this kind of usage"...


3
DF Dwarf Mode Discussion / Mandate for "drums"
« on: September 10, 2006, 10:52:00 am »
My Broker issued a mandate for 3 "drums". I understand this to mean some instruments, but I never found a command to queue jobs for "drums", only "instruments". Am I supposed to make up lots of instruments, and hope some of them turn up as drums?

4
DF Dwarf Mode Discussion / Metal stockpiles?
« on: September 03, 2006, 05:00:00 am »
Is there a stockpile for metal? I thought "Bar/block" would be it, but it looks like my dwarves only bring stone block there...

(I have an awful time keeping track of what I have)


5
DF Dwarf Mode Discussion / Coal - where can I find some?
« on: September 02, 2006, 04:28:00 pm »
In all my games so far, I have never found coal. Where can I expect to? (I haven't looked much beyond the chasm, if that's where it's normally found)

6
DF Dwarf Mode Discussion / How not to dig too far
« on: August 30, 2006, 03:56:00 am »
One minor problem I've run into is this: when planning my farms near the underground river, I tend to dig too far and open the way to the river, making my whole farm plot naturally floodable.

OK, so maybe I should leave some more space to be safe, but isn't there a better way? Do you guys only dig one space at a time, detecting the river?

I also tried putting a support pillar, hoping it would be uncrossable, but I think my dwarves cross them, so that probably means water can too.


7
DF Gameplay Questions / Task type for linking lever to something
« on: September 04, 2006, 01:22:00 pm »
What the task type (ie, what do I have to activate in my Dwarves' labor menu) for linking a lever to, say, a floodgate? It's not apparent in the various screens...

8
DF Gameplay Questions / How to get enough wood?
« on: September 02, 2006, 05:03:00 am »
I always seem to not have enough wood. I never build something of wood if I have a substitute with stone, yet with beds, bins, and the like, I never have enough wood to start making charcoal.

I've read that one can get wood from the tower caps that grow underground, but mine seem to remain "young", and don't seem to be fellable. Should I wait longer?

So, is there some secret tech to wood? Should I have some dwarves who only have woodcutting as their activities?


9
DF Gameplay Questions / Rebuilding walls?
« on: September 01, 2006, 04:59:00 pm »
Is there a way of building a wall where one has dug through the stone?

10
DF Gameplay Questions / Broker and Manager?
« on: September 01, 2006, 04:55:00 pm »
I've been playing this game for quite a few days now (not too well, I guess), and the only Nobles I've ever seen are the Manager and Sheriff. Yet the Wiki says I should meet the Broker first. Are there special conditions that one has to meet to get a Broker?

11
DF Gameplay Questions / Lost about food
« on: August 27, 2006, 05:43:00 pm »
OK, this really looks like I'm not getting the whole "food" thing (at least in this game).

What, exactly, does a farm (say one where you grow "Plump Helmet") produce? I've been growing this for a long time now, and I can't find any "Plump Helmet" or "Plump Helmet spawn" in any of my food stockpiles - only barrels mostly filled with "raw fish" or "raw turtle".

[z] screen shows: no meat, no fish, no plant, 111 seeds, no drink, 131 "other" (that does "other" mean?); mostly my dwarves don't starve to death, only one or two so far (sometimes one seems to emit a long string of "can't find food" messages, but I cannot figure what that means; the others seem to find food OK).

So, should the plants I grow be processed somehow? Where? And where can I see the seeds?

(It's quite possible that I missed something obvious in there)


12
DF Bug Reports / Drowned dwarf in channel can't be buried
« on: September 07, 2006, 11:36:00 am »
One of my dwarves died in an outside channel (was mad), and now there's no way I can unflood the channel, so it appears that he can't be buried at all? I'm getting multiple "cannot bury: item inaccessible" messages...

13
DF Bug Reports / Channel/Floodgate weirdness
« on: August 31, 2006, 02:17:00 pm »
Not sure if this is a bug, but I found this strange...

I made a field to be flooded by the outside river:

code:

...####,,,   .: outside
...####,,,   #: undug rock
______X,,,   _: channel
...####,,,   X: floodgate
...####,,,   ,: field

When I activated the floodgate, the field was flooded. But then, after winter came and spring came back, when I wanted to flood the field again, I couldn't - the part of the channel that is underground seems to have dried up.

Now, when channeling the underground river, one needs two floodgates, but in this case, only one was needed - only, it looks like it was a one-time deal.


14
DF Suggestions / Task type in "view job" screen
« on: September 04, 2006, 01:26:00 pm »
It would be nice if the job list, or maybe just the "view job" screen, reminded one of the task type to activate for this particular job.

Also, the "view job" screen could display a list of the best-suited dwarves for the job (those with the highest skills), with maybe an option to "suggest" they take it. Those with the task inactive could be grayed out, but with an option to "activate the task and suggest this job to this dwarf".

Now, dwarves could be a bit grumpy and not like it too much when they were reminded to do their jobs, but that would help the player...


15
DF Suggestions / Better access to dwarven mood and professions
« on: September 03, 2006, 05:09:00 am »
Unless there's some menu I've missed, there is no way to review the mood of your dwarves except one by one, and there is no way to check what their allowed tasks are except one by one.

It would be real nice to be able to check "globally" how people feel in the fortress, and to quickly reset tasks for several dwarves at once (like, "it's Spring - disable digging for the whole lot of diggers, and enable Farming for everybody" or something like that)


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