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Messages - AutomataKittay

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301
Have you tried assigning the goblins to one cage inside there and let it happen while your mechanic hooks everything up? That's the easiest way I know of to stuff as much as possible in there. If you just want the loot, there're easier way, but I'm wagering you just want to drown as many as possible :D

I hope the bridge to internal of fortress are set up so it don't atomsmash some goblins and loots, that'd be a shame.

Can't link up cages that's not already built, just like can't link up bridges that's not built yet, though.

302
DF Dwarf Mode Discussion / Re: Can I stuff a dwarf in a cage?
« on: August 06, 2013, 02:08:21 pm »
Couldn't you just trap her in an ordinary cage, build the artifact cage in the desired location, and then assign her to the artifact cage afterwards?

Dwarves aren't assignable, just unassignable from the cage, that I've found.

Though now I wonder about using justice system for it?

303
DF Dwarf Mode Discussion / Re: This Human Lasher has a Silver Whip...
« on: August 06, 2013, 01:59:59 pm »
Since kobolds don't mine, they steal all their metal and weapons. Hence, they can bring steel weapons if they're in the habit of sending ambush parties your way.
Wait. Does this mean that if a kobold steals my artifact adamantine dagger, he can come back next year with it and start stabbing some dorfs with his 4x roll modifiers?  :o

I've not seen any pull that off, yet. I suppose I should feed mine some steel weapons, they didn't come with it, just silver, iron and copper. But their ambushes are a bit... Painful, to say the least, to deal with, I'll leave it up to someone else.

304
DF General Discussion / Re: Morality?
« on: August 06, 2013, 01:55:54 pm »
Well, use your own nation's flag and symbols, or whatever your simple friend holds up as anti-communist ideals.  I was just using the US because it's been such a bitter enemy of communism in the past.  The point is, it sounds like your friend is more of a knee-jerk reactor than someone who thinks things through, so you can probably make him do a 180 if you hit him with some powerful surface symbolism.

Or alternatively, magma him! Uh, wait, no, that's for nobles.

I've gotten a few people's attention by talking about how I take care of my dwarves and keeps them out of trouble, I suppose the friend won't listen anyway unless the dwarves are trying to mug each other over that one fancy sock everyone just had to have and they're all in tattered rags because they can't afford anything. Capitalism HOOOO :D

Come to think, I had that problem a few times in 40d. I rather like this communal model and I can be a nice Big Brother to take care of them, it's pretty easy to go from extreme scarity of early founding to post-industrial utopia in a few years.

It can be pretty hard to drop the reflexive knee-jerk when it comes with such past, though, and even harder for those that's actually lived through it.

305
DF Dwarf Mode Discussion / Re: Can I stuff a dwarf in a cage?
« on: August 06, 2013, 12:44:51 pm »
yes she had a pick. she came as a migrant skilled in mining then ate a legendary miner. I got her in there by having her smooth one of the walls, locked the door behind her, and started the danger. She eventually dodged into the cage but did not get caught. Should I have set the cage up as a cage trap or should I have just placed the cage down? Second method hasn't worked

Built cage doesn't do much of anything, it's for assigning creatures into it. Cage trap's what you want if you're trying to knock someone into one.

306

Adding features you were working on but didn't have time to finish during your bugfixing turn is almost a tradition at this point. It just should work reliably at that point so we shouldn't need another bugfixing turn after the bugfixing turn :P

Famous last words, aren't those?  ;)

307
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 06, 2013, 12:21:37 pm »
I wish you could exempt certain workshops from taking jobs from the manager in the Profile menu. I usually keep a forge reserved for copper bucklers and silver spiked balls, available for Dabbling to Adequate-skilled dwarves, to keep my mood bait from wasting my steel and adamantine; but if I temporarily run out of silver or copper, the manager starts queuing up my actual work orders there.

I've found that linking specifically set stockpiles to workshop takes care of dwarves taking materials intended for another workshop, or even orders, well enough. Though it's a bit spammy with job cancellation.

Still that'd be a nice feature, though! Or ability to limit which job's available to each workshop, since I usually ends up with stockpile linked shops for different dwarves' jobs.

308
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 06, 2013, 12:12:23 pm »
You can query up production that have dependances, like clothmaking, or have unreliable stockpile issues, like clothmaking for me, and leave the manager to jam work order back in as the cancellation clears some of them out :D

They're truly the Worksdwarve's Noble.

Yeah, I found it infuriating having to resend work orders manually. The manager will be the first noble I appoint from now on, it is simply vital for sanity in a large fortress, or even a small fledging one.

Manager, book-keeping and broker are the first nobles I appoints, almost always on the same dwarf. Book-keeping can at least be easily controlled by dropping quality of record-keeping if you need them to do something else. And I figure if they're keeping the books and doing the paperwork to manage everyone, they can talk traders' ears off or put them to sleep for good price :D

309
DF Gameplay Questions / Re: Mainstairway with integrated well
« on: August 06, 2013, 12:10:10 pm »
All my main corridors (branching off the stairs) are 3 tiles wide - isn't 4 or even 5 complete overkill?  :o

Also, should I stop putting doors to my stairway?

I uses 2 wide and it works for ~100 dwarves to dining room, it'll get a bit crowded when they rushes out to haul or dump, though. 3 or 4 is pretty safe for larger fortresses.

I have doors right against stairs, my comment on your proposed design was more noting that dwarves will move diagonally and assuming the doors were meant to block the way :D

High quality doors will make dwarves that goes by or through it on their way around happier when they does notices them.

310
DF Dwarf Mode Discussion / Re: I love the manager.
« on: August 06, 2013, 11:55:38 am »
You can query up production that have dependances, like clothmaking, or have unreliable stockpile issues, like clothmaking for me, and leave the manager to jam work order back in as the cancellation clears some of them out :D

They're truly the Worksdwarve's Noble.

311
DF Gameplay Questions / Re: Mainstairway with integrated well
« on: August 06, 2013, 11:53:17 am »
I'm wondering about this as well. In an old version (DF2010, I was around here until around the caverns and the arena got released), there were pathing problems that a cramped stairway can exacerbate, so, I'm wondering as well about what is the most efficient or at least the most FPS saving main stairwell designs are.

Most FPS saving stairwell is whatever will have dwarves use them the least, which's an entire design issue, really. Current issues is pretty much dwarves have to lay down if there're more than one in same tile, which slows them down a lot. No matter how good your stairway design is, it'll never handle massive traffic.

Most efficient would be the largest that'll allow routine traffic, which's 2x2 for me, since I tries to avoid having them go up and down if I can.

312
Check the readme.txt, it should cover most of what you're looking for.

I think technically Toady's blessed it if he's providing a board just for such thing ( community games and stories ), and since he's the creator and copyright owner, well there ya go.

313
DF Dwarf Mode Discussion / Re: My first fortress
« on: August 06, 2013, 11:42:17 am »
1. You can only make ammo out of three 'types' of material, wood, bone, or any metal, so wood is fine at an early stage.

2. If you have your stockpiles inside already, the langurs shouldn't bother you too much, not sure if they'll try to steal corpses or refuse though. As for attacking them, I'd say let your hunter handlle it as the military is something complex to get into.

3. Go to [n] and move the cursor highlight to the broker position and assign some dwarf to that position. Don't forget the manager and bookkeeper positions too and might want to use the same dwarf for all. I always assign the manager, bookkeeper, and broker positions to the expedition leader since I allocate related skills to the chosen dwarf on embark prep. He'll/she'll need a very basic office, so just manufacture a chair (called a throne in DF) and a table, stick them in the corner or in the hallway or wherever and use [q] (I think) to open up the building options for the chair or table, make the room down to 3x3 size and assign it to your broker+manager+bookkeeper.

To get them to start working on stocks, go to [n], highlight the bookkeeper position, press (s) and just select highest precision.

(Sorry, had to fix the s in braces, it was slashing through )

To add to above, bolts are better in bones than wood, but both will works for hunter, metal are overkill IMO. It's easier to deal with most wildlives with multiple hunters if you have the quivers and crossbows than military, they'll work together, somewhat. Item stealers won't take corpses and refuses ( I think those have no Dwarfbux value ), but anything with value is fair game.

The throne one is for rock and metal, wooden chair is called chair.

314
DF Gameplay Questions / Re: Mainstairway
« on: August 06, 2013, 11:35:46 am »
I'd avoid putting wells or holes around major traffic areas, mostly because of bad luck with dwarves not falling into them. As to if 3x3 is better than 1x1, that depends on how often your dwarves have to go up/down the stairs. If they have to go up and down pretty often and you have plenty of them, then 3x3 is better, if your fortresses are pretty flat and dwarves rarely goes up and down, then 1x1 does the job.

I personally prefer 2x2, because I can put walls at the corners and have doors hung up easily.

As for your design, it'd be slight negative for dwarven pathing if they have to go up or down more z's because of longer travel time. And those walls wouldn't cut the pathways if you're hanging two doors there, it'd have to have door between it and the well to stop dwarves from pathing around it. Maybe replace those walls with statues if the doors aren't meant to cut off traffic ways?

Otherwise, go nuts, it seems like it'd look good and if you don't mind dwarves taking a bit longer to go up and down and aren't expecting things to go badly enough to get inside, falling in won't be a concern.

315
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: August 06, 2013, 10:30:24 am »
In the two embarks and fort starts that I did, there were one or two barrels that stayed outside even though I had made a generic everything stockpile to bring everything in and I had to jump through a hoop or two to get the dwarves to bring those in.

Any idea why this happens (I know it isn't storage space issues) and how do I get them to move everything, quantum dump pile? Which I guess would actually be more effective.

What were in those barrels? If nothing else, letting dwarves dump from outside ( o-r something there ) and dumping them inside should work ( use k to dump just the barrel, if it have content, otherwise the innard'll be dumped too ). If it's food and drinks, it might be dwarves are slow in getting things moved in.

They were drink barrels both times. I thought intially it was maybe because a dwarf had claimed it for drinking or something and when I moved stuff in, but they had moved everything at once (as much as 7 dwarves could do it at once anyway) when I set up the indoor stockpile.

Does the stockpile have enough barrel allocated? It might seem obvious and probably working if the food got hauled in, but I've had it mess with me or dwarves hauling food out of barrels without me noticing.

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