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Messages - Finn

Pages: 1 ... 38 39 [40]
586
DF Gameplay Questions / I built my first indoor river...
« on: October 28, 2011, 04:14:53 pm »
...somehow without flooding the whole fortress.  Water falls from the ceiling into a channel that runs the length of a room and then dumps through the floor and out of the fortress.  The water stays at a pretty constant depth of 2.  My question is, do I need to mark this as an activity zone, or will my dwarves use it automatically?  Mostly I'm hoping they will bathe in it, because they cannot get outside right now.

Thank you,

Finn

Edit:  I don't know why I ask questions that are simple to test.  30 seconds after I post this I get a warning that a dwarf cancels his bath because there is no water around.  So I mark it as a water source and voila, another dwarf goes there and bathes.

587
DF Gameplay Questions / Re: Hauling inconsistencies
« on: October 27, 2011, 07:35:32 pm »
I have a similar, although smaller problem.  As a new player I encounter this frequently, and then I learn something new (sometimes quirky) about the interface that causes me to realize that I didn't really *have* a stockpile for the item in question.

Except, this time I believe that I do.  The problem is random clothes that are scattered about the place.  These may have come from Dwarves that went insane because I couldn't satisfy their requirements for their fey moods.  The items do not appear to be forbidden.  I have a stockpile with lots of room that has all armor enabled, that seems to be the category that contains clothing.  In fact, all the major categories are enabled except corpses, refuse and stone.

Can anyone think of what I might be missing?

Finn

588
DF Dwarf Mode Discussion / Re: Customizing the game messages and pausing
« on: October 25, 2011, 02:36:57 pm »
Thank you.  And the init files are wonderfully commented too.

589
DF Dwarf Mode Discussion / Customizing the game messages and pausing
« on: October 25, 2011, 02:27:19 pm »
Hi,

I would like to customize the game to automatically pause every month if possible, or every season.  Does anyone know if this is possible.  Is this something that can be done by modifying the init files, or is this something that would need to be done in source code?

Finn

590
DF General Discussion / Re: Temporarily Diverting Water
« on: October 23, 2011, 02:01:23 am »
Thank you, both of you.  So I need to build pumps and water wheels?  Are you really just pumping the water back up the stream?  Does that just spill all over everything else?  I guess I will find out.

591
DF General Discussion / Temporarily Diverting Water
« on: October 23, 2011, 12:24:31 am »
I'm having trouble figuring out how to temorarily redirect water.  In my current scenario I have a river at z-146 the drops into a gorge down to z-140.  I've been trying to build a bridge across the chasm, about half-way up right through the waterfall, but I'm stuck.   I have a tunnel on either side, but the bridge won't construct because of the water from the waterfall.  So I need to shut the waterfall off for a while, build the bridge, and then put the waterfall back.  I've been reading the wiki, googling, etc., just about everything but look at youtube (cuz I just thought of it) and I've experimented a bit but I'm not being very successful.  I have managed to *almost* divert the water off the map, by almost I mean that the floor was slowly decreasing and if I had waited about a week the falls might have stopped.  I can certainly figure out how to tunnel into a river bottom and suck water out, but I don't know how to fix it later.

Basically, I don't know how to build a dam.

Now I'm sure that this is possible, and I'm sure that floodgates will be involved, but well, if anyone has a simple example, I'd appreciate it.

Thank you,

Dan

592
DF Gameplay Questions / Re: Ultimate Marksdwarf Training Guide
« on: October 21, 2011, 02:30:04 pm »
I am a new player, however the other night I set up my first military squad, which happened to be archers, and I had them successfully training in my archery range.  ... If you are interested, you can download my game here: http://www.chevrie.com/df-mil.zip.

Thanks for your help Finn. I'll take a look at your example later, and add any info I can glean from it to the Known-Good Method post.

FYI, If you look in the earlier posts in this thread, I made a step-by-step on how to share your save file. You can use that to reduce the file size of your uploads in the future.

Thank you.  I found your post and modified the file to contain only the region1 subfolder and it is much smaller now.

593
DF Gameplay Questions / Re: Ultimate Marksdwarf Training Guide
« on: October 20, 2011, 03:03:49 pm »
Hello,

I am a new player, however the other night I set up my first military squad, which happened to be archers, and I had them successfully training in my archery range.  Because I'm a new player, I followed the instructions at http://df.magmawiki.com/index.php/DF2010:Military_quickstart to the letter.  In fact, I followed it a little too closely because when I got to the bottom I realized I needed to swap out my armor stand for archery targets, but everything seemed to work fine after that.  Little buggers came in and started plinking away at the targets.

If you are interested, you can download my game here: http://www.chevrie.com/df-mil.zip.  I warn you, this is a zip of my entire DF directory as I don't know what sub-parts are needed to move a save game around.  The archery squad is in region 1.

Cheers,

Finn

594
DF Gameplay Questions / Re: How many workshops?
« on: October 20, 2011, 01:46:00 pm »
Usually there are about 5 butcher's shops, 5 tanneries (most of the food industry is puppy-based),

Hysterical! 

595
DF Gameplay Questions / Re: How many workshops?
« on: October 20, 2011, 12:04:10 am »
My recommendation would be to plan according to what you want to produce and not just focus on the workshops themselves. This should help you figure out how many workshops you will need.

It's also sensible to make workshops close to input (raw materials) and output (products) stockpiles. For example, it's good to have both a wood stockpile and a furniture stockpile set to accept only wooden products close to a carpenter's workshop. Maybe what I'm saying here is obvious, but if your intention was to only plan space for workshops and build them far from any stockpiles, I'd advise you to reconsider.

Thank you, that is good advice.  I am trying to keep supply close to the workshops, although this is only my second fortress design so I'm sure there are many unknown problems still to be discovered.

596
DF Gameplay Questions / Re: How many workshops?
« on: October 19, 2011, 10:53:53 pm »
Let's see, I usually have at least two of each workshop.  I have at least three each of farmer's, craftsdwarf's, and butcher's shops, as well as querns, wood furnaces, glass furnaces, and jeweler's workshops.  Carpenter's and mason's workshops I have at least four each of, as I do of metalsmith's forges.  I have around six smelters, too.

So about 50?  Okay, thanks.  (and thank Amrok for z-levels!)

597
DF Gameplay Questions / How many workshops?
« on: October 19, 2011, 10:39:26 pm »
On a full fortress (200 cap), how many workshops do you usually have?  I'm trying to plan my space ahead of time.  Will I need more than 16?  I'm guessing yes.

598
I am in late winter in my first year with my first fortress.  My fortress is far enough north that the nearby surface water sources freeze in the winter.  I ran low/out of drinks because my still wasn't operating, which caused 3 dwarves to die of thirst before it was operational again.  I also messed up my first trading caravan trying to figure out the interface, so for the most part, having a great deal of FUN!  Here are my questions:

Farming:  I have two plots of land underground, both 4x5 (20 squares)  The first is scheduled to grow Plump Helmets all year round and the second grows the other 3 underground crops that make booze.  What's odd is that neither of the areas is ever being fully utilized.  Currently only 6 of my 20 squares is being used to grow helmets, even though I have over 85 spawn in my stores.    The other area is equally underutilized.  I don't have anything forbidden (or whatever) so the only thing I can think of is that my farmer is too busy doing other stuff?  Should I expect my farm plots to be full in this scenario, or is there some reason why they would normally be less than half-utilized?

Food in general:  All of my meat from embark is gone.  The only food I have is what I'm grow in my fields, mostly helmets (15) with some wheat (4) and cups (2).  I have 15 dwarfs, I suspect I'm headed for another problem here pretty shortly.  Will my dwarfs eat only helmets and be happy?  Do I need to get them something else?  Should I try to be keeping cattle or something?  Do most people keep outdoor farms/livestock going?

All suggestions are appreciated.

Thank you,

Finn

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