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Messages - RAKninja

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631
thanks for clearing that up greycat.... ive always assumed it was because the fat runs out.

ostrich knight:  look at the hunter's description... is he incredibly quick to heal?

632
Also having a more experienced marksdwarf in with the recruits in a squad will increase training speed? I'm going to try it anyway I guess but would be nice to know for sure...
yes, but he needs good teaching skill, and the recruits need good learning skill.  even without those, having experience in the combat skills will train the recruits faster than if it were another recruit doing the teaching.

633
DF Gameplay Questions / Re: Coming to an agreement on HFS (spoilers)
« on: July 26, 2011, 04:06:59 pm »
on a side note, where did the idea of using the terms "circus" and "clowns" come from?

634
Yea I've got a 1-wide hallway that they stand in. But when I give them move orders to show up there they "become marksdwarves" and show up like i just got them out of bed - one sock, one glove, no shirt, forgot their crossbow, have to go back and get it, and NEVER load up on ammo. It's crazy. The reason I uploaded the save is cause I'm thinking I have some sort of clutter problem. Perhaps I don't understand stockpiles or ownership rights yet. I saw someone mention something about a utility that helped clear up the ownership issue but I really don't know what is causing so much nonsense.

i874 - you may be right, it may be stockpiles. I'm not exactly sure what a 'correctly configured stockpile' looks like.
(q)uerry move the cursor over the stockpile and check the (s)ettings.  ensure that the stockpile allows what you want to store.

635
DF Suggestions / Re: Animal Hunger (this is complicated)
« on: July 26, 2011, 03:59:10 pm »
good ideas, i like them.

you did, however, miss [BONECARN].  i also disagree with your detrivore mechanics.  farmers often cultivate earthworms because they eat the soil, and then excrete enriched soil that promotes plant growth.  i would have detrivores reduce the mud, but in return, count as fertilizing the tile.

you could also add preferences to the carnivores on which parts they prefer to eat first.  you see this in predators in the real world, as they tend to go for the "juiciest" bits first.  it is especially notable in social animals where status in the population allows them to get first choice on eating the kill, such as with lions and wolves.

636
DF Gameplay Questions / Re: Aquatic Extra Trade Depot
« on: July 26, 2011, 04:10:03 am »
Never build more than 2 Depots unless you really know what you are doing.
Merchants will always go to eldest possible depot they can path to.
If you unforbid a depot when there are traders at a newer one, the traders will go there, but leave their stuff behind.
If merchants are at that depot , then they will freeze when it is time for them to move on. Nothing but killing them helps, they will never go mad either.
sounds like a great way to capture elves.

637
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 26, 2011, 04:09:07 am »
Hey guys,

I got three/four little questions ;)
1. How can I clear a cagetrap when I caught an animal in it to bring it to my butchery?
2. What do I have to do, to butcher an Animal I bought from one of the caravans? I bought an vulture and put it on one of my pastures but in the z-Animals-menu it doesn't appear.
3. Are there any special conditions I need to fulfill for my marksdwarves to train in the shooting range? I got enough ammo and from time to time on of them shoots but most of the time they're chiling in the canteen. Also none of my soldiers sleeps in the dedicated barracks. They're all blocking the beds in my dormitory while the barracks are always empty.

I hope you can help me :)
1. not sure, i only butcher tame animals
2. pasture it, then (v)iew it, you may have to then look at (p)refrences, and then ready it for (s)laughter
3.  i think you need an archery target for each squad member.  when they train, they do other activities than just the range, so they wont be shooting all the time.  in the schedule, make sure you have the squads set to sleep in the barracks at will or need (not sure about the differences there) and that the barracks is designated for that squad to sleep in.

638
love titan anyone?

639
I also got "Dwarf cancels render fat: Needs unrotten FAT RENDER_MAT-producing glob". Not sure what that's about, but I'm gonna guess it does that everytime my dwarves run out of animals to butcher or fat to render (which I didn't even know they did).
this is normal.  default standing (o)rders are to automatically render all fat to tallow in a kitchen.  once the fat runs out, you get this message.

not sure about the canceled butchery.

as for the plots, sometimes my dwarves dont plant all the tiles to a plot either.  not sure why this is, though i think it may have to do with a job with a higher priority than planting coming up.

640
DF General Discussion / Re: The Minotaur Child has come...
« on: July 26, 2011, 02:48:55 am »
When did you end worldgen?

I guess this is one side-effect of the code Toady introduced to make megabeasts SLOWLY reproduce a while ago.
They are not megabeasts, they are semimegabeasts, and they can reproduce normally, not slowly.

You can get whole giant families in caves.

And currently the only megabeast which has the [CHILD] tag in the raws is the Roc, so its the only one that is even capable of reproducing.

Not true, I did few tests and I managed to get dragons and hyrdras breed during world gen.(I removed all other kind of special monsters(night creatures, demons, titans, semi mega beasts) in advanced world generation and generated world) Unless you meant in Fortress mode, in which case I don't know.

dragons and rocs are [PET_EXOTIC] right?

then they should breed.

641
DF Community Games & Stories / Re: Project: Most Dragon
« on: July 26, 2011, 02:36:37 am »
I tried to hint at it earlier when Kol discovered the caged dwarven corpse-- when I got the silk farm, I knew I wanted to conquer the underworld a little bit differently than it's been done before.  Wasn't all that interested in the silk after a while-- didn't seem to protect any of the goblins from walking in the dust, anyways-- so I converted the silk farm into a demon trap room.  Actually pretty hectic-- a lot of bait animals and a lot of bridges, trying to control the demons so I could retrieve and reload the traps, and the demons had some tricks up their sleeves that I hadn't been expecting, like melting iron bridges that they passed over, and pathing strangely, and deconstructing even admantine drawbridges by walking over them at inopportune moments and such.

I'll let Udil explain part of it for the next piece, whenever I get around to it.  This last entry was kind of my chance to brag a little bit :)

well deserved bragging.... you trapped a whole lot of the untrappable.

now, to see about catching my own spider...

642
Where are these animals? And does your hunter have bolts in their quiver?

Actually, they just disappeared for some reason. Now I only see a fox and a turkey gobbler, but my new hunter should have no problem getting to them. (I just drafted my hunter for my first squad so I decided to give someone else the hunter labour). He's carrying a quiver but for some reason has no crossbow or bolts. He has access to them, I even crafted a new set.

Now I'm beginning to think this game is trolling me. I also have two plots set up to grow plump helmets and prickle berries, but for some reason my farmer doesn't seem to care about them. There's only one plump helmet growing and the prickle berry plot is empty. Yes, I do have seeds (60 prickle berry seeds and 64 plump helmet spawns). As a result, I only have seeds and drinks in my food stores, nothing else.

As I'm typing this, one of my farmers is "hunting for small creature" while he doesn't even have the proper equipment or the hunting labour on. What the heck?

he's starving.  he'll eat the vermin that he catches.  that's perhaps why he isnt farming.

643
I have heard that a ranged attacker must be adjacent to a fortification to fire through it.  Try making your fortifications have a 1-tile wide path behind them, with only one square leading in.  Order your squad into this narrow hall, and then give the order to shoot.  Maybe that will give you more success?  I haven't tested this myself; I've built a structure like the one I'm describing to you, but haven't yet had attackers come for me to test it.

yea, i have to constantly give my marksdwarves move orders to get them against the fortifications so they shoot.  bit of a pain, but since the melee dwarves are kind of "fire and forget", it usually works out.

644
DF Community Games & Stories / Re: Project: Most Dragon
« on: July 25, 2011, 10:07:24 pm »
Oh my.

I must ask- how did you catch them?

seriously, that's a lot of trapavoid in cages.... have a GCS farm by any chance?

645
DF Adventure Mode Discussion / Re: Crutch?
« on: July 25, 2011, 10:06:24 pm »


Yes I DO know the world is frozen.
What I meant with rarely play Adventure mode, is that I have no idea what happens to the character when you retire him, and simply replied with what I read elsewere. I must have been mistaken of some things.
ah, did not mean to cause offense.  i myself was only recently debased of the idea that things happen after worldgen.  kind of sad, as i was hoping my one that actually made it to retirement would get married and father little adventurers for me.

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