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Messages - nightwhips

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346
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 20, 2011, 12:13:38 am »
"Bring Item To Depot" has no associated hauling labor, dwarves with all labors turned off will still do it. Same with pasturing animals, I believe.

Thanks. That was pretty clear from the fact that after I turned off his labors he still did that. But it just seems odd that that would be higher priority than Trading. Is there a jobs priority list on the wiki? I couldn't find it.

347
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 19, 2011, 11:35:47 pm »
Two questions:

One involved my idiot broker. Does "Bring Item To Depot" trump Trading? I mean, seriously? He traded, then he slept, but I was still waiting for the other dwarves to bring crap to the depot. I check in on him again, and he's doing a "Give Water" job, to a recruit who shouldn't be thirsty. I track him... he gets another "Bring Item To Depot" job. BTW, I've got ALL his labors turned off - no hauling, nothing. I mean, I'd call that a bug, right? Anyone have any thoughts?

2nd... I thought max firing range was something like twenty squares, off the top of my head. But today I had a guy open fire when he was 77 south and 30 west of his target, and his arrows were coming within a few squares of hitting the gob. They were on the same z-level, too. Anyone know the max range at which dwarves will shoot?

348
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 18, 2011, 12:58:42 pm »
Goblin thief was spotted by a hammerdwarf, who decided against using their hammer and give the goblin a good biting instead. The goblins attack on the hammerdwarfs right back tooth was deflected by its leather cape, i guess that suggests they stuff it in their mouths

"I threw me cape over me head for protection, and then I gave that green-skin a good bitin'"

349
DF Gameplay Questions / Re: Should Cheese Rot?
« on: November 17, 2011, 03:20:21 pm »
The main issue is that [ROTS] is binary, and is turned of completely by putting whatever it is in a stockpile. So really, cheese is only going to be rotting if it hasn't been stored properly. It'd be nice if we could declare separate rotting levels, like having organs rot quickly, then meat, then plants, then cheese.
And don't worry about changing something in the raws, things either go horribly wrong and force you to undo it, or they go more or less fine, and removing a [ROTS] token isn't going to be the end of the world. Mind you, this is coming from a man who just made 48 statues out of crimson banana flour gateau, worth about ☼10000 to ☼60000 each, and is probably going to get the best Goblin Diomedian Pony Christmas ever.

I don't agree. I think if something is stockpiled, we can legitimately assume the dwarves have thus prepared it and stored it in a way where it will keep, much as humans have managed for thousands of years. If you store your cheese correctly, it doesn't rot. If you store your meat correctly, it doesn't rot (dried, smoked, pickled, etc.). If your dumbass dwarfs leave it out in the magmatic heat of your fortress, or in the sun on the surface, rot will accelerate. I don't see any logical inconsistency here. So, cheese should rot unless it's in a stockpile.

350
DF Dwarf Mode Discussion / Re: Suitable Justice "weapons"
« on: November 17, 2011, 02:55:35 pm »
I gave my captain a Exceptional Candy Mace. It's the same guy as the Chief Medical Dwarf, and he seems to enjoy keeping himself busy! Doesn't stop until his victim is all yellow and brown.

This is awesome.

351
DF Gameplay Questions / Re: Rotting Spleens?
« on: November 11, 2011, 11:22:54 pm »
Nice to see that dwarven medicine has evolved to the point of blood-letting.

We need someone to mod in leeches.

352
DF Gameplay Questions / Re: My dwarves wont farm!
« on: November 11, 2011, 11:22:18 pm »
Use Q to look at the "building" that is the farm plot. When a season changes after the first time you build one, it doesn't know what should be planted next and will just lie fallow.

353
DF Gameplay Questions / Re: Natural Waterfalls
« on: November 11, 2011, 11:21:04 pm »
MAKE SURE YOU HAVE TWO RIVERS GOING INTO ONE ANOTHER> THE HIGH ONE WILL EMPTY INTO INTO THE LOW ONE> MAKE SURE AT THE JUCTION THERE IS AN ELEVATOIN CHANGE. PLEASE SEND ME PICKTRUES OF THE WASTERFAA

FAITHFULLY

UP

CRAB

KASTERS

QFT

Look for elevation changes and two rivers coming together. I'm currently on a fort with an awesome 10z waterfall. I like it.

And the quoted message is great.

354
DF Dwarf Mode Discussion / Re: Divorce
« on: November 11, 2011, 07:32:44 pm »
I'd be frightened if Childbirth became a skill.
Legendary Birther?

Pop whaaa Pop whaaa Pop whaaa Pop whaaa Pop whaaa Pop whaaa Pop whaaa Pop whaaa

Urist McFertile cancels job: have baby. Looking for infant.

355
DF Dwarf Mode Discussion / Re: Divorce
« on: November 10, 2011, 05:06:38 pm »
Urist McCuckolded has been ecstatic lately. He admired a fine sock lately. He has been content at work lately. His lover has had an affair with the Duke lately. He admired own fine door lately. He had a fine soapy bath lately. He was nauseated by the sun lately.

356
DF Dwarf Mode Discussion / Re: Most epic death ever!
« on: November 10, 2011, 04:55:11 pm »
It happens more often than you may think...

Miner dwarves? In my volcano?

You are awesome. I am making this my first sig.

357
I had something like this happen, but it only prevented me making pig iron and steel. The issue was a burrow. I was told there's a bug involving smelters and burrows. I "fixed" the problem by unburrowing the smelter area, but I think you can try a number of things (like just making the burrow inactive, or removing the burrow and then replacing it) and see if they work.

hope that helped

-nightwhips

358
it looks good in ancient ruins with the engraver long dead, not on, for example, the sistine chapel

Pretty sure Michaelangelo isn't alive any more, but I understand your point.

You could just arrange for your engraver to have an unfortunate accident.

359
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 09, 2011, 08:09:28 pm »
Inspired by this, I've modded in 'arboreal octopuses'. They're cephalopods, roughly 3/4 the size of a grizzly bear, that have lungs and live in tropical rainforests (I figure that's how they keep themselves moist), capable of grabbing weapons and items with their tentacles similarly to giant desert scorpions. In addition, they're brightly colored and thus valuable as pets, and can serve as bodyguards because not only can they hold weapons, they're intelligent enough to gain skills through CAN_LEARN (which is somewhat realistic, since octopuses are capable of manipulating tools occasionally). Maybe I should give them CANOPENDOORS... can octopuses open doors? I'll have to figure that out.

I embarked and had everyone try to wrestle one as a test. The octopus grabbed a pig tail fiber toga off one of the dwarves and began thrashing the others with it, caving in several skulls before getting punched in the brain. They're interesting in that respect, actually, because blunt weapons can hurt them even though they don't have bones; their brains can be bruised with a sharp blow to the body.

At one point, arena tests showed an arboreal octopus wrestling a sword and shield out of a knight's hands and dismembering him before biting through his skull. I'll have to see how they perform in combat when wielding weapons they've grabbed from enemies (outside the arena). Perhaps they belong in savage biomes :-\

There are lots of anecdotes of octopi opening their aquaria and getting out, even moving to other aquaria to hunt at night, then going back to their home base. So definitely give them CANOPENDOOR. These things sound awesome, actually.

360
DF General Discussion / newb question about updates
« on: November 09, 2011, 01:32:33 pm »
How compatible are updates?

I downloaded about a month ago or so, and have slowly worked on only a couple of forts. Can I dl the newest version and still run those forts, or does this mean start over?

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