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Messages - Lightning4

Pages: 1 ... 59 60 [61] 62 63 ... 87
901
DF Gameplay Questions / Re: Downward ramp?
« on: October 30, 2007, 02:19:00 pm »
There doesn't need to be an upward ramp. Ramps completely fill an entire tile up to the next level, and function normally so long as they are resting against a wall.

Stairs act a little weird. Think of it like they're split in half. Upwards is one half jutting out of the top of a tile. Downwards is another half jutting out of the bottom of the tile.

So for a functional stairway you need a downward stair originating from the Z-level above, and an upward stair jutting out of the floor on the Z-level below.


I think making the area a channel will get rid of naturally mined stairs. Or maybe adding a floor or something.


902
DF Gameplay Questions / Re: lazy dwarves
« on: October 30, 2007, 02:21:00 pm »
I think this might be a small bug or something. It seems dwarves will stand around longer idle until they finally notice a job is open for them. Little more than an annoyance though, but sometimes they stand around for a while before they finally go to work. And they aren't "On Break" either, they just stand around.

903
DF Gameplay Questions / Re: Goblin siege question
« on: November 29, 2007, 04:04:00 pm »
I tried [CURIOUSBEAST_GUZZLER].

It didn't work. It could require a new world gen to take effect. I don't know though.

[ November 29, 2007: Message edited by: Lightning4 ]


904
DF Gameplay Questions / Re: HIDDEN SLOW STUFF
« on: January 22, 2008, 12:00:00 pm »
Ugh, I hope mine doesn't lag too much when I find the HIDDEN FUN STUFF. I'm guessing it's all the HIDDEN FUN THINGS coming to HIDDEN FUN THING to your fortress.

I'm *already* at 10 fps.

[ January 22, 2008: Message edited by: Lightning4 ]


905
DF Gameplay Questions / Re: Bone-idle carpenter
« on: January 22, 2008, 12:04:00 pm »
Is the carpenter's shop in question inacessable for any reason? Like a tree that popped up in a chokepoint, or a locked door, or perhaps an accidental rewall blockage?

Although I can confirm I have had the same bug once. I had one mason I was training up to legendary. I got him to legendary, and I know for a fact his shop was perfectly accessable (maybe, anyway). He refused to use that shop at all. I can't remember if I ever got him to use that shop, since I eventually deconstructed all of them to re-work the area they were in.


906
Yup. I was too lazy to mine out a soil section so I made a traditional floodgate farm. Opened a wall into a swamp with an open floodgate placed, then let it drain until a thin layer of 1/7 water was everywhere. Worked perfectly.

Though unfortunately it seems swamps in my biome dry out during some seasons :/

But I have heard mud is permenant anyway so I should no longer need to spread water.

[ October 30, 2007: Message edited by: Lightning4 ]


907
DF Gameplay Questions / Re: How to clear stockpiles?
« on: October 30, 2007, 01:43:00 pm »
It seems mining has a much, much higher success rate now regardless of skill. My two proficient miners were extracting ore and stone at like 85% rate.

And limestone? Just find some magnetite. Then you can start making steel. Lots and lots and lots of steel.


908
DF Gameplay Questions / Re: How long should it take for a season to pass?
« on: October 29, 2007, 02:50:00 pm »
I think a good average day for most people is ten seconds.

Fifteen minutes per season assuming no pausing. That's a pretty good average for a fortress with only a few dwarves.

A fortress with 200 dwarves and 300 animals, however, with temperature enabled... I've gotten a pathetic 60 seconds to a game day. That's an hour and a half :P


909
DF Gameplay Questions / Re: Skills VS Gear (starting)
« on: October 25, 2007, 02:11:00 pm »
quote:
Originally posted by BurnedToast:
<STRONG>

I've never seen material preference make a difference. AFAIK the only evidence is adamantine is liked by all dwarves, and adamantine stuff comes out higher quality - I tend to think that is a feature of adamantine though and not preference.

I admit I have not thoroughly tested it, but I've never noticed dabblers churning out -quality- items or anything else unusual ever.</STRONG>


Actually, I think the preference thing is true, albeit difficult to get a good bead on it. I was training up a selected armorsmith, and noticed he was making peculiarly good quality iron armor for his skill level. I looked and sure enough, he likes iron. It's probably not a very big bonus.
Dabblers might have some sort of prevention since they cannot make anything above no-adjective quality normally. It might only kick in when they become a novice.


910
DF Gameplay Questions / Re: What's up with mangroves?
« on: October 25, 2007, 04:29:00 pm »
You are probably right. I don't think I have ever seen a dwarf that likes tower cap or cedar or something. It's annoying tailoring rooms to dwarf preferences since mangrove is pretty hard to come by.

[ October 25, 2007: Message edited by: Lightning4 ]


911
DF Gameplay Questions / Re: What's up with mangroves?
« on: October 25, 2007, 11:34:00 am »
And finally next release, we will be able to settle in a mangrove swamp, satisfying all our mangrove-obsessed dwarves.

Though then I bet they'll be obsessed with some other tree then.


912
DF Gameplay Questions / Re: Modding in Kobolds
« on: October 25, 2007, 10:23:00 am »
Well, halberds are axe-type weapons.

So what I should've said is, the race needs to have a weapon that goes off of axe skill :P


913
DF Gameplay Questions / Re: Modding in Kobolds
« on: October 23, 2007, 09:53:00 pm »
quote:
Originally posted by Koji:
<STRONG>Playing as kobolds is a million times harder than playing as anything else.

1) They can't wear much in the way of armor. I modded in that they can wear leather armor and helmets, and even then, they're practically defenseless.

2) They can't use shields. Yeesh.

3) They are small and don't have dwarven damage reduction.

4) They can't use any bludgeoning weapons. Skeletal monsters walk all over them.

5) They ONLY eat meat and bones. It's possible to provide a meat-based agriculture, since they can eat bones if they have to, but it's not easy.

6) No dogs or cats--no cheap food/fortress defenders.

It's the most challenging thing I've ever undertaken. I encourage others to try it, particularly if you're a bit bored with how easy DF gets once you know all the tricks.

[ October 23, 2007: Message edited by: Koji ]</STRONG>


All of those can be changed. :P
Though I guess it'd take away from the fun. But you need some benifits to offset the extreme negatives.
Lack of farming is pretty impossible. At least give them that. Otherwise you have to survive from mostly gathering since livestock would be hard to come by.

I give mine a speed bonus, since they're supposed to be agile thieves and stuff. Not as much as elves but quite a bit.

They can use all bludgeoning weapons. Removing the tags just means they cannot make any of them, but you can still set kobolds to be macemen and if you have any lying around from sieges or dead traders they'll pick them up.


914
DF Gameplay Questions / Re: Modding in Kobolds
« on: October 22, 2007, 02:12:00 am »
Hum. While not likely game crashing, there are some other flaws.
Your kobolds aren't set to use axes and picks. That's a problem if you want to go anywhere in the mountain or have any sort of wood industry.
The [TRANSLATION] tag might not be necessary, if you want to see fortresses and kobolds named as how they are normally, omitting it will make this happen. I doubt this is the issue.


I'm going to venture a guess that the problem is with one of the other races. Other than the issues I mentioned, kobolds should work fine.

[ October 22, 2007: Message edited by: Lightning4 ]


915
DF Gameplay Questions / Re: snatcher question
« on: October 19, 2007, 07:34:00 pm »
Lies. When they grow up they're not unskilled. Professional and above growers?

I think I've had kids almost hit legendary grower before they grow up.


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