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Topics - Finn

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16
DF Gameplay Questions / Here is why your Marksdwarfs won't practice...
« on: November 23, 2012, 06:39:10 pm »
...because you have their squad set to "train".

I wrote this as a response to another post, but I see this question asked so often I thought it merited a thread of it's own.

One of the most common misconceptions among people training Marksdwarfs is that "Training" equals Archery Practice.  That is not true, they are two separate things.  Training for Marksdwarfs means the same thing that training does for every squad; stand around and wait for demonstrations on dodging, wrestling, whatever.  Just because you handed Urist a crossbow does not suddenly change the meaning of "training" to her or her squad.

The only time a dwarf will engage in Archery Practice is when he or she is idle.  When a Marksdwarf is idle they may decide (depending on their Self Discipline) to go to the archery range.  If you want to maximize the amount of time your Marksdwarfs spend at the range then maximize their idle time; set their squad's schedule to inactive for each month, make sure they wear their uniforms when off duty (so they have their crossbow), and remove all of their other labors.

Everything else is interfering with archery practice. 

17
34.11.  I have 3 custom Finished Goods stockpiles near my clothier.  One accepts armor, one leggings, one footware.  Each has 0 bins allowed, is linked to the clothier and is set to accept from links only.  I had made three sets of shirts, trousers and shoes which were arranged neatly in those three stockpiles.  I stopped making clothes.

Later, I go upstairs near my trade depot and make a stockpile that takes all three clothing types, armor, leggings, and footware.  This stockpile is smaller but it allows bins.  It is not linked to anything and accepts items from anywhere.  For what it's worth, although I don't think it's relevant, this stockpile is farther from my clothier than the first three.

What I expected to happen, and what I have seen in other forts, is that new clothing would end up in the 3 stockpiles near my clothier and worn, discarded clothing (once the owner tag disapates) would be moved to the stockpile near my trade depot.

What happened?  Shortly after building my first bins, a dwarf took a bin downstairs, picked up all the items in the first three stockpiles and moved them upstairs to the stockpile near the depot.

I have never before seen a dwarf remove an item from a stockpile and move it to another stockpile unless the stockpiles were linked.  Has anyone else seen this before?

Edit:  Reloaded a save just to watch it happen.  I will say this, when the new hauling works it's damn efficient.  They grabbed those 16 pieces of clothing in 2 trips.

18
DF Modding / Can you modify brewing? [moving thread]
« on: June 29, 2012, 01:57:53 am »
So I wanted to take a shot at making my first changes to the game.  My thought was to change the brewing reaction(s) so that it requires water as a reagent (since it does).  I've read the wiki on modding and also on reactions and then looked for the reaction in my reaction_other.txt and then when I couldn't find it, reaction_smelter.txt. 

Since I can't find anything about brewing in either file, nor any other file that looks relevent, can I assume this is going to be a larger job than just adding a reagent to an already existing reaction?  Will it even be possible to do?

19
DF Dwarf Mode Discussion / Which IRC channels do you join?
« on: June 22, 2012, 08:22:35 pm »
Just curious what IRC channels people are using.

20
DF Modding / Fork of Therapist for 34.11?
« on: June 22, 2012, 07:31:37 pm »
I apologize for asking a question that must have been asked a million times but my search fu was insufficient to find the answer.

I have heard that there is a fork of Dwarf Therapist that has become popular and works with 34.11.  Can someone help me find this?  Links are appreciated, simple clues are fine as well. 

Thanks in advance.

21
DF Gameplay Questions / Top 10 Myths about DF Gameplay?
« on: June 07, 2012, 12:55:14 pm »
What do you feel are the most common bits of misinformation or pure bad advice that continually resurface on the forums?  These should be things that have been repeatedly disproved by science, or are highly doubted because of mass amounts of anecdotal experience, but continue to be conveyed anyway.  (Note:  I'm probably guilty of many).

These are the ones that I've seen recently:


1.  Booze explodes.

2.  [For some reason] the CMD is the only dwarf that should have diagnosis enabled.

3. Setting POPULATION_CAP TO 0 causes it to be ignored

4. Setting the "minimum troops" for an order to X means that the squad will do nothing until X members are available.

Edit:  5. Dwarves who are given only one type of booze will eventually stop drinking it.

There must be many more.   

22
DF Modding / How would I turn true type fonts off?
« on: May 31, 2012, 01:58:54 am »
I'm on Windows 7.  Is there a change I can make that would fix the vanishing text problem?  I tried to google for how to disable true type fonts but just ended up with links telling me how to delete fonts from Windows.

23
DF Gameplay Questions / minimum population ignores pop_cap
« on: May 28, 2012, 12:10:21 pm »
I'm not sure if this is a bug or just missing information from the wiki.

I have been running a single couple fort for about 6 years of game time.  In the first 6 months I killed 5 of the starting 7, then I've killed each migration wave that's come ever since.  However, they keep coming.  My pop_cap has been set to both 0 and 1 at different times, through numerous shutdowns and restarts, and I continue to receive migrants every single season.  Each wave is composed of at least 5 dwarves, usually 6.  I'm running 34.07 with LNP and Phoebus, however I don't think either of those should matter.   The liaison is arriving and leaving as normal.

My theory is that below a minimum population (I'm guessing, 7) the pop_cap is ignored and migration waves are hard-coded.  I believe that as my fortress grows (through children) that eventually these migration waves will stop. 

Before I go about changing the wiki or filing a bug report, I'd like to know if anyone else can confirm this behavior.

Edit:  A migration wave has arrived (bringing me to 7) just before the liaison arrived.  I am keeping these alive until the liaison leaves the map.  This is my 7th liaison.  I will see if the migrants stop coming after he leaves.

24
DF Gameplay Questions / [spoilers] How do I get to the cow level?
« on: May 19, 2012, 02:11:45 am »
I've been playing for over a year now and I can't find it.

25
DF Gameplay Questions / Yet another migrant post
« on: May 17, 2012, 11:59:41 pm »
FYI:  So I've been playing several nights now with my pop cap set to zero.  The liaison has been by twice now while pop cap is zero and every single season I receive another group of migrants.   This current one is my seventh wave since setting the cap to zero. 

The only thing I can think of that would be different from a "normal game" is that my population this whole time has been 2.  Perhaps migrant waves are mandatory below a certain population?

26
DF Gameplay Questions / Please Help - How do I turn of "record"
« on: May 17, 2012, 12:27:52 am »
Somehow I clicked a mouse button somewhere and now I have a blinking rec on the top of the screen. 

I can't figure out how to turn it off.  The wiwi is silent, the ingame help has no mention of it.  The ; menu for movies doesn't seem to have a stop.  I am stuck

27
DF Gameplay Questions / How to start with just one couple?
« on: May 14, 2012, 09:13:26 pm »
I'd like to start a fort with just two dwarves, a couple.  Right now I embark with seven, immediately build a drawbridge large enough to smash a military squad, and then wait until two dwarves fall in love.  I don't really want to start building anything until it's just the two of them.  Unfortunately, this can take a long time.  The last time I tried this I had 1 female, 6 males and a relationship by the 5th of Slate.  This time I have 4m/3f and it's almost summer and nothing has changed on anyone's relationship screen. 

After they fall in love, there's some fancy dancing that goes on to get the others killed off.  Then I have to survive the nasty feelings.  If I get through all of that then I'm off to the races.

So I guess what I'm asking is, is there an easier way to accomplish this?

Edit:  Sometime between the 1st of Hematite and the 8th of Malachite a romance began.

28
DF Gameplay Questions / Modifying Announcements
« on: May 04, 2012, 04:25:01 pm »
Is the announcement "Make [job (qty)] has been completed" in announcemnts.txt?  If it is, which tag is it?  I can't find it for the life of me.  I could have sworn I used to be able to pause and center the game on that announcement but I may be dreaming.

30
DF Gameplay Questions / Dwarves are not harvesting
« on: April 30, 2012, 11:32:29 pm »
So this is interesting.  I have orders set to Dwarves all Harvest, which they've been merrily doing up until now.  Now I have 105 dwarves with 50 of them having nothing but hauling tasks.  The are a ton of plump helmets waiting to be picked but there is no job listing for them and the 50 some dwarves are mostly idle with no job.  The crops are withering on the vine.

Update:  I'm setting all 50 to have one job, food hauling.  Nothing changed.

Is there something simple I've missed here?

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