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Messages - TheCoolSideofthePIllow

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196
DF Gameplay Questions / Re: Can I force a Squad to use Wrestling?
« on: February 27, 2014, 06:13:25 pm »
I already understand how the mechanics for military work and everything; I just wasn't sure about setting them to be wrestlers. I am doing a challenge embark. My military are going to be monks, using only plain clothing and hand-to-hand combat.

197
DF Gameplay Questions / Re: Latest version of DF
« on: February 27, 2014, 04:48:17 pm »
There's also Adventure mode which is different that Fortress mode - so  he may be working on bits of both and that's another reason why certain things hes adding just don't make sense in a fort game.
From what I have seen, Adventure mode is getting the majority of the updates this time around.

Even a lot of the things that are kinda specific to Adventure mode (climbing/jumping/grabbing ledges) would actually be kinda cool if the mechanics carried over for the AI in Fort mode.

198
DF Gameplay Questions / Can I force a Squad to use Wrestling?
« on: February 27, 2014, 04:46:55 pm »
If I wanted to make a squad use no weapons, would I just simply give them a uniform with no weapon attached to it and set it to exact match?

199
DF Gameplay Questions / Re: Minecarts randomly crushing haulers: WTF?!?
« on: February 27, 2014, 03:02:20 pm »
What else can explain the dwarves that just won't leave the bottom of the garbage chute.

Well if they are at the bottom of *my* garbage chute, they won't leave because they are trapped in a hole being covered in garbage.

200
Would you still get caravans if there was only 1 playable civ?

I've genned worlds where there were only 3 or 4 total civs, and only 1 was something playable (Dwarf, Human, Elf; obviously Human and Elf only playable without mods in Adventure mode). I've only messed around with those worlds in Adventure mode, though (mostly because it was rare that the playable civ was Dwarf).

201
DF Gameplay Questions / Re: Best Material for Crossbows?
« on: February 27, 2014, 10:55:10 am »
Wood crossbows are IMHO the best choice. I always give my fortress guard them - they are lethal enough behind fortifications to help with external threats, and when ordered to issue a beating to a highly skilled dwarf who forgot to fulfil a fucking stupid mandate they are far from fatal. Though, the same could be said of bone.

I always make jail cells, so beatings aren't an issue. The only time I've seen the Justice system issue a beating (other than XX Hammer Strikes by the Hammerer) is when you have no restraints the Justice system can use.

202
DF Gameplay Questions / Re: How Can I Get My Minecarts Back?
« on: February 27, 2014, 10:52:57 am »
I had a bunch of shafts and minecarts from my abortive test of data storage via minecart stack, so fired it up and gave it a whirl:

- minecarts in a stack are not properly on their current level. You can build a floor on the open space where the stack hangs, but that doesn't make the carts accessible, no-one will come to haul them away. The deconstruction-teleport bug doesn't capture them, either. <verification needed> Tested and proven.

- stacked minecarts can be shot out of the stack by ordering another minecart pushed into the stack from the side. This often takes several tries before a cart moves and will only move one cart at a time. Make sure to get the moved carts hauled away in time, before the next comes flying. Dwarfs are also quite scatterbrained about lining up vehicle hauling jobs, you can expect to spend a few weeks to get twenty carts unstacked.

- yes, the larger a stack gets, the longer further carts take to settle into the stack. I dropped carts down a two-deep shaft, so the stack originally formed one level below the top. After ~25 carts, drop time was well over 40 steps, and at some point someone tried to cram in a new cart before the last had finished its drop, and from then on everything stacked up on the top level, no cart managed to drop to the level below before i shot all but one cart out of the top stack.
And only cart number in the stack seems to matter, a wood cart stack clogged up just as quickly as a nickel cart one.

Ugh... Sounds like I should just not dump minecarts with minecarts just to avoid this issue in the future.

203
DF Dwarf Mode Discussion / Re: The hardest embark. EVER.
« on: February 26, 2014, 11:11:36 pm »
1 dwarf and embark on the ocean.

Instant game over FUN.

204
DF Gameplay Questions / Re: Forest Retreat of Mystery
« on: February 26, 2014, 11:10:32 pm »
They are elf sites, but since elves and dwarves don't have actual sites, there's nothing actually there except for maybe some elves.

205
DF Gameplay Questions / Re: A slight problem with refining Candy
« on: February 26, 2014, 09:08:15 pm »
So, I've recently gotten access to the legendary Bluemetal, and I've started trying to refine it. After getting some Cotton Candy woven, I tried to smelt it into wafers. However, when trying to select the job on my magma smelter, it says that it needs fuel. The smelter is over a tile of the Great Magma Sea, and it can smelt other metals with no errors.

It might still need coke, just like steel does. I could be wrong though; I've only gotten the candy once and that was quite some time ago.

206
DF Gameplay Questions / Re: What Time is It?
« on: February 26, 2014, 03:21:48 pm »
Thank you, sirs :)

207
DF Gameplay Questions / Re: Does DF "leak"?
« on: February 26, 2014, 03:20:59 pm »
Why do you have such a big page-file?

208
DF Gameplay Questions / Re: Plump Helmets Stockpile
« on: February 26, 2014, 03:19:57 pm »
What exactly does the allow plant/animal and allow inorganics thing do? I never mess around with those options.

IIRC, if you disable that, they will not store food outside of bins/barrels in the stockpile. But I could be wrong. I always fuck up stockpiles when messing with the advanced shit D:

209
DF Gameplay Questions / Re: question about drowning chambers
« on: February 26, 2014, 02:04:07 pm »
Instead of dropping water from the top, pump it in from the side using the pressure to your advantage.

Let's say your drowning pit is 5x5x1 in size, on layer 20. Build a cistern a few space away that is 5x5x5, starting at layer 15 (so that the very bottom room is at layer 20, next to the drowning pit).

Make a single wide corridoor from the bottom of the cistern to the drowning chamber and put a floodgate in it somewhere and link it up so you can open it.

Fill the cistern all the way to the top with water.

Put your victims in the drowning pit. If you're dropping them from above, put a gate over the open space you can close when the pit is ready to be flooded.

Open the floodgate. The pressure from water in the cistern entering the drowning chamber will force it to fill quickly, as well as all the way to the ceiling with no air pockets. You might even get the pressure itself to just explode some of them against the opposite wall :D

210
If you use Perfect World DF to generate a world, there are a lot less murky pools outside of swamps.

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