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Messages - AutomataKittay

Pages: 1 ... 153 154 [155] 156 157 ... 163
2311
DF Dwarf Mode Discussion / Re: Giant eagle embark
« on: June 17, 2011, 02:42:01 pm »
I'm fairly sure you can change amount of embark points you can have in advanced world gen. I've never used it but that should work, or failing that, multiple reclaims?

2312
DF Dwarf Mode Discussion / Re: Giant eagle embark
« on: June 17, 2011, 02:25:13 pm »
Giant eagle need mountain biome, so you'll have to try them out. One of my fort with one of the corner being mountain biome was literally overran by giant eagles for first few years, it helps to have a lot of cages  :D Might need a few tries at different mountains to find out, though.

Would suggest you swap PET_EXOTIC with PET in the raws, since they're exotics last I checked, and thusly won't breed, nor be tamable without Dungeon Master, which's still bugged. Otherwise you could try your luck with elves, they sometimes carries it, or other animals.

2313
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 17, 2011, 02:10:00 pm »
what happens when I don't meet her mandate? I'll try to make some iron. I hope I still have the two hematite blocks I took with me on my embark.

You cannot smelt blocks, last I checked, only raw stone ores.

And it depends on if you have justice system up, if you does, someone'll get punished and get tossed in jail or hammered. If you don't, then nothing happen ( but note above post on punishment waiting and waiting... )

2314
My first dwarves got randomized sleeping and supping schedule by time first migrants shows up. Probably related to their personalities and me putting them to work so much, and personality affecting how long they goes while sleepy, hungry or thirsty. However they does starts out in sync, so yes it gets pretty deadly fast when you forget to brew up.

2315
DF Gameplay Questions / Re: Custom squad name?
« on: June 17, 2011, 01:03:58 pm »
Disband and reform squads until you find one whose title matches what you feels it's job is to be. That's how I usually does when I'm interested in organizing my military and civvie workers.

2316
DF Gameplay Questions / Re: Civilian Uniforms
« on: June 17, 2011, 01:02:48 pm »
Assigning uniforms to civilians without putting them on active/training duty works just fine. I routinely does such to dress my civvies up in light armor and shields just in case. However woodcutter, miners and hunters jobs have invisible uniforms that'll fight with the squad assignment uniforms, so you can't really assign to them properly.

2317
DF Dwarf Mode Discussion / Re: Military stockpile issues.
« on: June 17, 2011, 01:00:15 pm »
Are the uniform set to replace clothings? The armor issue sounds like they can't fit everything on them, which either means too much uniform assignment, or the uniform's not set to replace clothings.

2318
DF Dwarf Mode Discussion / Re: Mechanical object wear?
« on: June 17, 2011, 12:22:56 pm »
Any building destroyers?  I've observed a lot of things being damaged when ripped off the hinges, or interrupted mid-destruction and left damaged.

Also, misleading title.  I was expecting biotic armor.
Just checked the building destroyer article on wiki on that suggestion, I had some Yeti running around, I forget a couple managed to break pumps outside. That explains it! My military did chased them off or they got caught in traps.

And oh how I wish it was possible in DF :D

2319
DF Gameplay Questions / Re: How can I make my dwarves stay here?
« on: June 17, 2011, 12:17:11 pm »
You need to set a meeting zone using {i} to create the zone and {m} to set it to meeting zone, and all the idle dwarves will set themselves down there.

2320
DF Dwarf Mode Discussion / Mechanical object wear?
« on: June 17, 2011, 12:11:08 pm »
While doing a repurposing of some linkages in my test fort, I noticed that a few hatches and mechanisms showed wear, some of them quite heavy ( XhatchX for example). Anyone know anything about such? They haven't been exposed to magma or non-tame creatures, and only place they've been used are above-ground. Running version 31.18 if it matters.

2321
Aren't milk in barrels limited to 25 or 10 units? And cheesemaking limited to stack of 5 each? I haven't milked and processed cheese in 2010 version yet, but that was how it was in 40d.

I would imagine the largest stack would be from butchering massive creatures that you could breed, like Roc ( which have 500 some units of meat each, according to wiki ) and roasting it, making at least [2000], however it's a megabeast so that's a bit difficult to make an industry out of them. The next most massive creature I know of is elephants, which would provide around a hundred stack of meat when well-bred ( however this won't work very well in versions with pastures, without adjusting the grazer value. )

http://df.magmawiki.com/index.php/DF2010:List_of_creatures_by_adult_size this could help, though.

And stack of 20 plants from potash? I thought the maximum was 12, and that's getting very lucky  :o

Wouldn't have any idea of value, you could cheat and use dragon meat, which have 15x value, though only 110, 130 stacks of meat ( just checked in arena mode )

2322
DF Dwarf Mode Discussion / Re: Raw tags for butchering returns
« on: June 17, 2011, 10:27:37 am »
Actually, this has been mentioned in the to-do list.  There's currently only two types of diet, omnivores and carnivores.  Tigermen are carnivores, and will only eat butchered meat.  Dwarves are omnivores, and eat anything.  Grazers eat grass, but grass isn't an item so it doesn't count here.  There's been suggestions and support for restrictive diet models, like preventing dwarves from eating the remains of evil creatures, and encouraging goblins to eat sentient remains, but until we get some more food control, diet doesn't matter.  They seem to just grab the nearest thing and enjoy it, with some preference to their likes (he prefers to consume dragonfly brain whenever possible).  Dwarves will very happily eat one food their entire lives.

I thought it was both food AND drink that they gets upset about having the same ol thing for months and years on end? Or is just the drinks? I've never tried a monocultured farm long-term fortress.

2323
DF Gameplay Questions / Re: Clothes and armor
« on: June 17, 2011, 10:22:44 am »
'Easiest' way would be to set every workshop that produces the bits to do the jobs on repeat, and sell/melt the excess/underquality stock until you runs out of materials  :D

Of course that's a tad absurd for most things, manager's the best way if you want to make a batch. There're limit of 30 items per order, but if you need more, might as well run it on repeat.

2324
DF Dwarf Mode Discussion / Re: Automatic Stockpile Chute??
« on: June 17, 2011, 10:05:38 am »
I would imagine having a stockpile that's 'short' in direction of flow would help a lot with the bug, since the dwarves can find the stuff again, even invisibugged, and put it back on there when the flushing room's opened back up.

It's pretty annoying and common bug for me, even in murky pools while pumping or emptying them out to pick up lost stuffs.

2325
DF General Discussion / Re: How rare are regenerating beasts?
« on: June 17, 2011, 07:15:45 am »

Sure, you construct a wall then you carve fortifications into it.

Just like natural rock walls, except you don't have to smooth it first.

Wow, learn something new everyday, just tried it in the .18 fort I'm playing in, and that worked.

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