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Messages - Kidinnu

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16
quote:
Originally posted by Mechanoid:
<STRONG>However, dwarves that are in the same squad will not spar together. Though that may have been altered (or fixed) by 33c it could still be possible. In that case, setup only one squad you want your best dwarves to be in, and have the rest of the recruits be their own leader until they're non-meatshield.</STRONG>

In my experience, this was not true in 33b; I regularly created only a single squad of 3-4 wrestlers and saw sparring going on in the barracks.


17
DF Gameplay Questions / Re: Roads vs. smoothing
« on: November 28, 2007, 02:14:00 pm »
Istrian,

 I suspect it has nothing to do with the road, and very little to do with "the edge" or most of your smoothing. Once you've built a trade depot, 'D' displays whether or not your depot is reachable, and draws little red boxes around the things that are blocking wagons - perhaps trees to cut down, perhaps boulders to smooth. Most of the time there are a very few of these that need to be removed.


18
DF Gameplay Questions / Re: The Slow Crawl of Time (And more!)
« on: November 25, 2007, 08:02:00 pm »
quote:
Originally posted by Core Xii:
<STRONG>

Incidentally, one of these "turns" of yours is called a frame.</STRONG>


Actually, no, it's one time step of simulation. There's a separate setting in the init file, G_FPS_CAP, which is the actual frames-per-second limit; I'm not aware of a way to display the actual fps on the screen.


19
DF Gameplay Questions / Re: Useful migrants?
« on: November 20, 2007, 08:46:00 am »
I figure that it just must be my lacking design sense, but I always have use for newbie haulers in the first two-three years.

20
DF Bug Reports / (Oops, duplicate bug) Anvils the wrong material?
« on: November 14, 2007, 05:01:00 pm »
- Duplicate of 488

I have a metalsmith's forge that has only ever been used to work iron (got several sets of iron armor out of it successfully). I order my metalcrafter to make iron anvils. I confirm that his status line reads "Forging Iron Anvil". But at the end of the process, I have a copper anvil. Repeated four times. There's some evidence that peasants are hauling things to and from the forge as the smith works. However, nothing else is queued on the forge, and no metal orders have been given to my manager.

[ November 14, 2007: Message edited by: Kidinnu ]


21
DF Suggestions / Treeline - truth in biome labeling
« on: November 22, 2007, 02:40:00 am »
I've had at least three forts now that I abandoned as soon as I arrived because I selected 50% of the terrain as "woodlands" or "heavily forested" but the site was above the treeline and so had no trees or shrubs. This is really misleading in the site selection screen. I like to look at dwarf personalities & likes when planning a fort and the initial skillset, and make extensive records of my intent, but throwing away so many starts makes it hard for me to put in the effort.

The nice feature would be to preview the site before selecting the dwarves, although I know there may be game design arguments against this; the simpler feature would be more accurate biome labels.


22
DF Suggestions / Re: All bolts break
« on: November 21, 2007, 08:00:00 am »
Oh, I feel this pain. I set up 4 archery targets outdoors to start seriously training my military. A while later I noticed that everybody who had Haul Item turned on was getting nothing done. With no backstops behind the targets, 90% of the bolts were flying 2/3rds of the way across the screen and landing in a nice line. (Amusingly, you could look at the size of the stacks in the line and get an idea of the statistical distribution of scatter of the marksdwarves in training.)

We just sold 800 individually-wrapped bolts to the human traders. Talk about stressing your fingers...

I'd like to keep the bolts and reuse them, but until stacking is implemented breakage feels like a usability win.


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