Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AutomataKittay

Pages: 1 ... 145 146 [147] 148 149 ... 163
2191
DF Dwarf Mode Discussion / Re: Assinging Clothing
« on: June 21, 2011, 04:52:24 am »
You can use inactive squad to dress up your dwarves, using the military to draft them in. They won't do military things if inactive, but they'll uniform up ( with exception of waterskin/flask and backpack, in my experience ) It won't work on woodcutter, miners, nor hunters.

2192
DF Dwarf Mode Discussion / Re: Other food items and trade
« on: June 21, 2011, 02:30:43 am »
Prepared food don't have it's own category, IIRC, and powder ( flour and in bags ) or milled ( if stored in barrels ). You'd be better off taking advantage of search function within there

2193
DF Dwarf Mode Discussion / Re: Two Questions in dire need of answer.
« on: June 21, 2011, 02:05:04 am »
1: Designate a channel, that punches a hole down. To make dwarves fall you need a building that opens up under them, like bridge, hatch, or floor bars. Bridge might work since they throws things around.

2: Not a tutorial, but a wiki http://df.magmawiki.com/index.php/Main_Page it does have a few tutorials or pointers around there.

2194
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 21, 2011, 01:54:00 am »
Those lazy recruits will have to prove themselves if they want something better then pitiful masterful iron. Blah!

Blah yourself. xD The only weapons-crade metal I've found so far has been copper.

Every other embark has had nothing but galena... although I did find one native gold embark, except I somehow dug into the side of an aquifer.

That was fun.

Have a barrage of shield-dwarves, maybe they'll shield-pummel everything in the way?  :D

2195
I just realized why my fort fell.

Cuppsworth cancels life: Forge candy shields.

Copper's the best, honestly, materials of shield don't affect the protection itself ( Outside possibly creature fire, but that's not exactly normal occurence so I don't know if even woods will hold up... ), but if you're using shields on melee dwarves, you want them to bash hard. And copper's heaviest armor material, so start bashing  :D

2196
DF Dwarf Mode Discussion / Re: Why won't they plant?
« on: June 21, 2011, 01:49:00 am »
I've got a large farm plot on nice sandy soil out in the open with over 200 seeds yet the plant whose seed I have lots of is not being grown, they're not even touching the farm plot. It's annoying the crap out of me and I don't know why, they can obviously access it as I had them fertilize it. By the way what does seas fert (Y/N) mean?

EDIT: I changed it to sweet pods and they started planting. Things only are available on the list if you can legitimately grow them there right? So why wouldn't they grow my berries? T_T
EDIT2: I've got a bunch of sweet pod seeds but they only planted four spots on the 10x10 plot. Why aren't they planting everything?

Are you sure you're in the right season to grow, by the selectors? There're 4 seasons, and you might've picked another season.

Sea fert Y/N is for seasonal fertilization, they re-apply the fertilizing each season if set to Y

Since you can plant Sweet Pods, please k over each tile of your farm and see if it's aboveground or subterreane, if one farm have both, it'll be buggy and only plant some, or even none, of plants from one or other. You need ONE farm for each type of ground, aboveground is for surface plants, underground plants need subterreane. And EVERY square used by farm to be one or other of the type.

Since you mentioned channeling down, it does sounds like most of your plot, except the upper left, is aboveground.

2197
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 20, 2011, 11:33:50 pm »
Is there a way to put Reclaim Bolts in "Stacks" like how they are build ?

I made a shooting range in a way that I can recycle all the bolts that the dwarf miss when they are training however when the dwarf use those reclaim bolts, they have to go back to the stockpile every one shot to reload

Nope, things aren't restackable.

2198
DF Dwarf Mode Discussion / Re: Depopulate a species?
« on: June 20, 2011, 09:10:04 pm »
I was wondering, if there are, for instance, twelve deer in your biome, and you kill five of them, will they repopulate if you simply leave them alone without killing the rest?
Only tame creature breed IIRC

Wild creatures can breed, but you'll have to change PET_EXOTIC to PET since dungeon master's bugged ( and apparently necessary to make the exotic ones breed in first place )

2199
DF Gameplay Questions / Re: Butchering
« on: June 20, 2011, 09:04:52 pm »
I've never seen tame animals that got killed some way or other get butchered from corpse, they have to be done 'live'.

2200
You'd be better off worrying about shield skills. Armor skill just make them ignore the mass of the armor itself.

2201
DF Dwarf Mode Discussion / Re: Depopulate a species?
« on: June 20, 2011, 08:50:46 pm »
I've heard of some very long-run forts having wild creatures appearing again even after they're supposedly depopulated. Though this was in older version, possibly as far back as 40d, and involved mutlti-decade spans, even upwards of a century, so it might not show up for average forts.

Haven't ran a fort that long that involved killing everything that pops up, so I can't really verify for myself.

2202
DF Dwarf Mode Discussion / Re: Cave Crocodile Hatchlings
« on: June 20, 2011, 06:58:41 pm »
It's pretty easy to miss the maturing notice, even moreso under the masterwork made spam that all of my forts end up having. I checks the maturation cages every season or so to see if there're any newly grown adults to cull and replace the breedstock.

2203
DF Dwarf Mode Discussion / Re: Military won't drink?
« on: June 20, 2011, 06:39:17 pm »
They will fill flask with water or booze, it's settable on rations selection ( I forget the name exactly, but you can set food there too ). Soldiers tend to not do anything unless they hit a 'critical' point before taking a drink or eating if they're stationed or on kill duty. They performs just fine if they're training or No Order. Simplest way of making sure they does it is to have an armor stand or weapon rack where you want them to stay and have them train at there.

2204
DF Gameplay Questions / Re: Migrant mechanics
« on: June 20, 2011, 06:36:31 pm »
Migrants certainly shows up in inaccessible spots. Very annoying when working somewhere with map-cutting rivers or cliffs  :D

2205
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 20, 2011, 06:35:48 pm »
My miners are doing now a lot of work mining around a great magma sea and freeing the space for the magma workshops. It's deep down so I would like to equip them with a backpack and waterskins/flasks, so that they can eat and drink while mining and don't need to run all the way up. How can I make them equip backpacks with food and waterskins with booze? Do I have to set up a squad for them and define a miner's uniform?

yes. and also define them as uniform=also as inactive.
they should grab them auto.
just careful. they'll grab the quickest thing they have.
it might be a leather waterskin.
or a masterwork gold flask you wished to sell. and be careful. because they'll start owning food. and it will rot in their rooms...since they finish and leave bits here and there. and you don't want to know how much miasma a cookie can generate. trust me. build doors.

I've never seen anyone with inactive uniform set to on take waterskin or backpack, I've only seen active-duty soldier taking those things. And uniforms are bugged for miners, woodcutter and hunters, due to weapon 'uniform' for their job. Unless latest version fixed it, I'm still using .18, so can't say for that.

Pages: 1 ... 145 146 [147] 148 149 ... 163