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Messages - AutomataKittay

Pages: 1 ... 143 144 [145] 146 147 ... 163
2161
DF Gameplay Questions / Re: Rapid Water Filling (40d)
« on: June 22, 2011, 02:19:45 am »
The problem's always same, you're limited by water flow rate and evaporation. You'll need to build reservoirs, high stack of them, so as little water evaporates as possible, and have some good and strong pump system to move water around as quickly as possible. Otherwise, you're pretty much stuck filling it up at the rate all of your incoming water source comes.

2162
DF Dwarf Mode Discussion / Re: Ghosts
« on: June 22, 2011, 02:14:20 am »
Is there a way to turn off ghosts? I have an un-engravable ghost haunting my fort and it's pissing me off.

Have you tried to engrave all of the blank entries and setting them up? The blanks tend to be unnamed invaders or caravan guards. Though, if the ghost's harmless, you can just leave it be and make sure everything are prettied up to keep everyone happy.

2163
DF Dwarf Mode Discussion / Re: Chicken genetics
« on: June 22, 2011, 01:30:07 am »
Might want to butcher the weak ones in that breeding group that is. I breed chickens too but I started with a weak but huge rooster. Trying to fluke out genetics into a fat, muscular, enormous rooster chick and then butchering all the rest. I'm fairly certain genetics only affect probability amounts right? It's still possible to get obese bearmode chickens with a skinny arse rooster just less likely?

Yep, it's possible to breed up or down, at least that's my experience, it just take longer if you don't have stock you likes. Having narrow range of genetics for breeding makes it highly probable that such will be bred, and less likely that something dissimilar will be born. I'm sure someone's done better study of range and probability going in breeding and hertiage  :D

2164
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 22, 2011, 01:24:51 am »
I need leather, and quick.  My leatherworker used up all the leather in the fortress sewing leather images to train up to legendary, and now I need to make enough masterwork leather cloaks to kit out  my military.  I've requested leather from the dwarf liason, but it's not enough.  Any idea what animal has the highest gestation rate?  Puppies?  Between forgotten beasts and voracious cave crawler mounts trapped from sieges, I have more than enough meat, so food is not a concern.

Have as many non-grazers as you can, unless you're playing .18 or earlier, then buy EVERY animals you can find from elves and human traders. I don't know why dwarves never bring in anything extra that I see in embarking screen. Let them breed explosively, being sure to reserve at least two adult males ( Only need one, but just in case ) and ten or more adult females, up to 49 in total for each specie. You'll have a lot of cookable stuff after, but you can trade meals away  :D

Alternatively, make cage traps, trap every critters, modify your save raw so PET_EXOTIC is PET and tame them, breed and butcher them up.

2165
DF Gameplay Questions / Re: Of hauling times and optimization.
« on: June 22, 2011, 01:20:24 am »
Have dedicated stockpiles near to where stuffs NEED to be, to shorten active hauling time for work. Turn hauling off for the crafters that you need to be cracking and churning, to keep them from wasting time. Use cages for invaders, instead, less mess that way, and you can selectively dump things, less hauling work, and you can quantum-dump right next to trading deport.

Otherwise, it's pretty much matter of sheer number of haulers. If you don't have enough, then it'll take forever to do anything anyway  :D

But the first thing is to have a team of dedicated haulers.  People with useful skills shouldn't haul anything.  Leave that for the peasants. 

Is there an option to turn off the Bring Item to Depot, though?  It seems every time I have a ton of items to be brought, everyone right down to the armorsmith in the basement comes up to bring XX(troll fur socks)XX to the depot.

Nope, not that I can see, that's what doors to workshops and it's stockpile are for, lock the doors while deport hauling is going on. I have a dedicated workshop area with it's own food and drink stockpile, and doors or hatches that can be locked down to keep the workers working while pond zone, animal caging/restrainting or trade deport hauling is ongoing.

2166
DF Dwarf Mode Discussion / Re: Your little fortress oddities
« on: June 22, 2011, 01:04:14 am »
That eventually every bins and barrels are made from tunnel tubes, beds made from it also. Though nethercaps are preferred, I don't usually find them in my embarks, when I does find them, I makes them out of it, along with obsidian furnishings. Every wall and floor made out of obsidian block eventually. All the other woods get turned into ash for further processing or get used up for obsidian shortswords.

Blackcaps or tower caps are used as part of mechanical system to make contrast or blend in with obsidian surrounding, as desired  :D

Also, everyone get a uniform of clothings and high boots ( robe, mittens, cloaks, hoods at very minimum, civvies get leather shields, plant cloth outfits and cheap armors eventually. Military get kitted out in all leather. )

2167
I thought Bismuth Bronze was better for shields than copper. *Checks Raws*

No, they're right, its copper.

Kinda funny to imagine, you have an entire candy coated army, but they're using shields of the cheapest metal available.

Sometimes cheapness' better than trying to spend the world on something that barely dents :D

*facepalm* I'm using candy. Ok, so this just in. My new 20 dwarf squad rushed into combat fully armored against a single squad of goblins. Their single crossbowman shoots one bolt that insta-kills one of my favorite dwarfs. Then another. Somehow the squad of MACE GOBLINS cuts off BOTH of my axe dwarfs' hands. Both. Anyway to make the military not cannon fodder? I want my soldiers to last.

Danger room, that's pretty much the only option if you need to drill them up really fast, otherwise years of training and cage traps for 'live fire' training. And have a back-up squad of crossbowiers to hurt them a bit.

2168
DF Dwarf Mode Discussion / Re: Tanning hides
« on: June 22, 2011, 12:47:32 am »
I get that job cancel ALLLL the time with multiple tanner shop ( I tend to have two for every butcher shop I have, I noticed that things get butchered faster than hides get tanned, but not twice as fast, on average. )

Don't worry about it if you have multiple tannery or just overly on the ball haulers  :D

2169
DF Dwarf Mode Discussion / Re: Why won't they plant?
« on: June 22, 2011, 12:45:20 am »
Just so you know, a 10x10 farm plot is total overkill.
I have seven of them.

You... You're trying to feed the world, aren't you?  :o

2170
DF Dwarf Mode Discussion / Re: Assinging Clothing
« on: June 22, 2011, 12:44:15 am »
I appreciate the help, but apparently what I wanted to do was impossible =P

I wanted to assign certain items to certain dwarves to wear, without it having to be a uniform (EG: More important the dwarf, the more protective the clothing)

You do know that you can set up uniform forms? Such as one for heavy armor and swords, another for light crossbowers, and yet another for pigtail-covered civvies? Or even a civvie covered from head to toe with steel? And it can be set up by either squad or inviduals? You don't really have any alternatives if you want to dress them up.

2171
Um, actually.

That may not be the case at all the water being salty. Brooks have a sort of "floor" over them - try channelling a small hole to one side of the brook and setting the water source zone there. If that doesn't work, then yes, your water is salty.

Grates and the like don't stops the drinking if it's right above water, brooks have something 'like' a grate on top of it. I've never had problem with zone designation for fishing and drinking on top of brooks, outside of the salty one, which indeed does show 0 water source no matter what.

2172
DF Gameplay Questions / Re: How to tame a large animal?
« on: June 22, 2011, 12:25:39 am »
You don't need to build the cages, it just need to be in closeby stockpile ( for ease ). Then you need to change PET_EXOTIC in your save raw to just PET. Dungeon master's bugged so they never shows up, and exotics don't breed on their own either.

Changing PET_EXOTIC to PET don't need a regen, just close down DF, find your save raw ( /data/save/region1/raw/ for region 1 example ) and use notepad's replace function on each animal raws.

2173
DF Dwarf Mode Discussion / Re: Sneaky child snatchers
« on: June 21, 2011, 01:11:42 pm »
Seal up your front door, order an milita unit to move outside, see if they find a hole

2174
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2011, 01:04:43 pm »
I just killed a forgotten beast (easily I might add,first fort I found to have coal and iron) but my dwarves are still freaking out when they see its corpse. They won't get close enough to move it and it died right in the middle of one of my main hallways. How do I fix this and/or get rid of the body. Help!!!

You sure it's dead? Are there any other wild critters in the hallway? Do you have space in your refuses stockpile?

2175
If the water source designation over the water don't works, that means the water's salty. You have to either make a well to trick them into drinking it, or build a box aboveground that get pumped in for the water.

To get pure water, every surface that you're planning to pump water in must be constructed, including under the pumphead, otherwise it'll go salty again.

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