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Messages - Thallone

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106
DF Gameplay Questions / Re: Building a Dam
« on: December 31, 2007, 08:28:00 am »
quote:
Originally posted by TheSilverHammer:
<STRONG>You can get enough pumps to stop a brook where you can build a dam?  That must be a lot of pumps.

I did desginate a brook as a grabage dump and near the end where it exited the area I noticed it has a bunch of items and the water level was like 2/7.   I wonder if I kept piling stuff up if it would eventually get to 0/7 and be walkable.</STRONG>


If you look close all rivers/brooks are lower in the last couple tiles where it exits the map. Too bad you can't use this fact to build water wheels there.

If you're going to try to pump out a brook, be sure to dig out(channel) the surface tiles first or you'll flood the map as the lighter brook tiles at the surface are walkable floor and do not pass water! failing to do this can create a mess. So says the voice of experience.


107
DF Gameplay Questions / Re: Barrel full of Sunshine
« on: December 31, 2007, 08:10:00 am »
quote:
Originally posted by Kagus:
<STRONG>  Buy as many of the elves as you can, and tell 'em to piss of while you start growing massive sunberry crops.  They can even be eaten raw, in a pinch.</STRONG>

T'were it only true that Elves could be bought as slaves.   :D

108
Don't forget, you need a 3-wide path to the trade depot. Thus 3 doors.

109
DF Gameplay Questions / Re: A few questions.
« on: November 14, 2007, 07:44:00 am »
1. no idea, I still don't understand this and have yet to make it work. I try not to need it.
2. at least the center side square must be over magma so:
code:
xxx     xxx  x=magma forge
Xxx  or xxX  X=magma forge over magma
xxx     xxx  


3. hunh?
4. In mud where water was, or water 1/7 deep or less, or dirt, underground only.
5. Build buckets. wounded dwarves are only given water, which must be brough in buckets.

110
DF Gameplay Questions / Re: Siege starts inside fortress
« on: March 24, 2008, 08:43:00 am »
with any luck, at some future point the first seige announcement would be when the gobbos breach the walls in our forts with their own tunnels. That'll be when the serious trapping starts.

111
DF Gameplay Questions / Re: Digging up
« on: November 09, 2007, 04:08:00 pm »
when dugging upward ramps, always dig out the spot directly above the ramp on the level above.

112
DF Gameplay Questions / Re: A few questions....
« on: November 08, 2007, 04:42:00 pm »
Barrels - Create a Food Stockpile, then [q]and scroll down to furniture and [e]nable it, the select type and [f]orbid it. Finaly select barrels and press enter. now, any barrel of any quality can also be stored in the food stockpile, even when empty. Really helps to know when to add barrels and stockpile space.

Dirt can be planted in most cases both inside and out.

The Human caravan shows up closest to the nearest human town, near as I can tell, you'll have to have one show up to know where that is precisely as it seems to vary.

havn't tried myself yet, but any smooth, one-tile thick wall should be able to become fortifications, so rewalls *should* be candidates.

Caveins currently only affect completely disconnected sections. I expect this will likely be revised as soon as Toady figures out how he wants that to work. For your sanity, I reccomend working as though the 6x6 rule still existed. Furthermore, something tells me that thin shells (digging z-level -1 out) will be out at some point


113
DF Bug Reports / Re: save while falling
« on: May 22, 2008, 09:23:00 pm »
had an opportunity to play some more with the tags that are editable in the dwarf details: 0x1.4 is set on the dwarf who is not falling when he should be. removing that setting causes him to fall normally and die miserably. So, Toady, whatever that flag is, unchecking it will reactivate the affected dwarf and cause him to splatter nicely. Once the dwarf begins to fall, I see nothing that will stop him/her.

Hope this helps!


114
DF Bug Reports / Re: save while falling
« on: May 22, 2008, 04:24:00 pm »
quote:
Originally posted by Kagus:
<STRONG>Try dropping a kitten on top of him.</STRONG>

I have no idea what that would possibly do, but it's so bizzare, it's tempting, I have to do it.


115
DF Bug Reports / save while falling
« on: May 21, 2008, 10:35:00 pm »
Not sure why, but I decided to save a game while my master bookkeeper(and trader and .... ) was falling due to a cavern collapse. Also not precisely sure what triggered it...

Anyway, his icon seems to indicate duress, and he's hanging in midair, and using dfcompanion is ineffective. Also, when you 'v' his location the game indicates there is no unit nearby, in 'u' he has no jobs.

new bug? if not, let me know, but I didn't see it.


116
already reported, except the insanity part.

117
DF Bug Reports / Re: [176.38a] merchants caught in cage traps
« on: February 19, 2008, 06:14:00 pm »
quote:
Originally posted by Baro:
<STRONG>was your peasant who was killed an arriving immigrant? that might explain it, as they arn't totally flagged as citizens until they reach your meeting point</STRONG>

Actually, no. I had no recent immigrant waves, and my meeting place is right inside the fort entrance. The death occurred about halfway into the fort, in a long narrow corridor that I was in the process of trapping to kingdom-come before disbanding everything in the old early fort section, as I had magma, magnetite and soil within a couple screens in the 'new' section. The intention was to turn the old section into an empty barracks/rally space and a buffer between the critters and the dwarves. I had just had a disastrous encounter with ambushers (lashers and macegobins) and as everyone was headed back in, this happened.

BTW: no saves near enough to the event to make it reproducible.


118
DF Bug Reports / Re: [176.38a] merchants caught in cage traps
« on: February 16, 2008, 08:10:00 pm »
apparently this also affects your own

From the gamelog, spot the line that mightnot belong...

quote:
Mafol Rakustkulin, Peasant cancels Construct Building: Resting injury.
The dwarves suspended the construction of rock Door.
Mafol Rakustkulin, Peasant has been killed by a trap.
Avuz Idgesis, Woodworker cancels Give Water: Need empty bucket.
x2
S†kzul Berƒmid has become a Planter.  

yeah, smashing peasants in stonefall traps seems a bit much, especially when they're your own dwarf peasants.


119
DF Bug Reports / Re: Wiki : Sticky Keys
« on: November 16, 2007, 07:19:00 am »
Seems to happen far less when numlock is alternated from the standard position. Not able to boot it here at work but I believe Numlock on produces almost all of my sticky keys issyes, numlock off I never seem to see it.

120
DF Bug Reports / Re: My Ruler has arrived, dressed as a peasant.....
« on: March 06, 2008, 09:21:00 am »
have you doublechecked to make sure there's not some accidentally exposed somewhere? if the vein were exposed in a chasam for example that might trigger the king without messages?

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