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Topics - Mr. Svinlesha

Pages: [1] 2
1
DF Gameplay Questions / Hoof and mouth disease in DF?
« on: January 05, 2011, 03:09:36 pm »
Howdy.

Well, it all started when this Forgotten Beast climbed into my fortress through the well.  He was one of those "dust beasts", and he quickly infected my entire fortress before one of my Hammerdwarves laid him to rest.

Now, after a very short time all my dwarves recovered.  My livestock, however, did not -- they seem have acquired what appears to be some sort of infectious disease with fever and numbness of extremities as a symptoms, followed by unconsciousness and occassionally, death. The disease has spread throughout my entire animal population -- from my war dogs to cows, donkeys, horses, war lions, and even my newly acquired tigerman. 

The only solution would be to butcher all my animals, is that right?  Or will this thing eventually run it's course?  If the answer to my first question is yes, how do i butcher a war lion?

2
DF Gameplay Questions / Outdoor miasma?
« on: October 17, 2009, 07:12:41 am »
1) The wiki claims that miasma can only be produced on a subterranean square, and until recently that's been my experience as well.  But I've started seeing miasma even in outdoor refuse piles recently.  Is this a change in 40d?

2) Cat keeps dragging in dead things and leaving them in my stairwells and such, which occasionally produces huge miasma clouds  stretching across several z-levels.  Anyone got any tricks to help prevent that?  The cat showed up as an immigrants pet, so I can't slaughter it.

3
DF Gameplay Questions / Why is my depot inaccessable?
« on: October 12, 2009, 03:29:19 pm »
I've built a trade depot deep within the bowels of my fortress, with a three-tile-wide corridor running gradually upward towards the surface.  The depot is 3 levels under Z-0.  I've build ramps upwards to the surface opening and when I hit Shift-D I see a single green line all the way along the corridor until I get to my exit ramp.

On the surface, the ramp reads as inaccessible (it's in red when I press Shift-D).  Access to the entrance ramp from the surface is not a problem.

If I move down one level, I can see a green T-line running from the ramp (on that level) all the way to my depot.  The other ramps don't impede access at all, only the one on the surface.

According to the wiki,

"Shrubs do not obstruct wagons, and neither do ramps, bridges, roads, or floor tiles. (However, ramps covered by a hatch do obstruct.)"  My ramp is not covered by a hatch.

Hope I've explained my problem clearly enough.

What am I doing wrong?

4
DF Gameplay Questions / Help me get Quickfort to work
« on: August 21, 2009, 12:15:21 pm »
Howdy.

I've downloaded Quickfort and read through the instructions, but I can't seem to get it to work. I think the problem is I'm playing on a computer with a Swedish keyboard.  I tried to converting the keyboard to English, but for some reason as soon as a enter the Dwarf Fortress screen to launch a macro, the keyboard seems to automatically revert to Swedish again.

(Maybe I'm doing it wrong? Start - Control Panel - National and language configuration (?), select the Language tab and hit the Info button, add English keyboard, save. I get a "language box" to the left of my system tray which allows me choose between Swedish and English; but it keeps going back to Swedish as soon as activate the Dwarf Fortress game window.  Very frustrating.)

The readme also suggests that I edit Quickfort's options.txt and change the keybindings, but I'm afraid that's a bit over my pay-grade in terms of computer smarts.

Can anyone out there advise?

5
DF Gameplay Questions / Full screen?
« on: December 06, 2008, 02:52:09 pm »
Hej, I'm playing DF .40d using the "May Green" tile/icon set.  I've got a wide screen monitor, 1440x900.

Is there any way for me to expand DF so as to play  full screen instead of windowed?

6
DF Gameplay Questions / Practical questions for more experienced players
« on: November 08, 2008, 03:40:12 am »
Howdy, all.

I've been playing DF for a while now, and as I go along, all sorts of minor nagging questions keep popping up.  So I thought I'd start a thread for general questions concerning game play.  Fellow beginners are welcome to pop in with their own questions, and answers/advice from experienced players will be gratefully accepted!

:)

I'll just start off with a few of my own questions:

1) Whenever I open the U menu, the names of some of my dwarves are blinking.  What does the blinking indicate?

2) Once my Bookeeper has achieved the highest possible accuracy level, is there any reason for me to keep him busy updating stock records? (My Z screen appears to remain accurate even when I set him/her to the lowest level of accuracy.)

3) What are some important considerations with regard to fortress defense? 

(I'm in the middle of my second season, and I've had some goblin ambushers show up.  I had built a system with two drawbridges in a 5-tile corridor, one right behind the other.  I thought I'd draw up the inner bridge, wait for my opponents to storm in, draw up the outer bridge, and then -- WHAM! -- lower the inner bridge on the poor trapped bastards.  Instant goblin mush, I thought: so tasty, and so good for ya!  But the goblins didn't come near my bridges.  They just mulled around outside until both were lowered, after which they came running into my hallway in order to die grisly deaths in the teeth of my stone-fall traps. So: do I need to figure out some way to lure my opponents into my evil lair, and if so, how?)

4) I'm not exactly the most technically gifted geek on the planet, and I can't make heads or tails of the wiki's explanation for how to build a mill powered by a windmill.

I have a room allocated to milling, one level below the surface.  Can someone explain to me, step for step, exactly what I need to do in order to get it up and running?  Do I:
A) Dig channel on surface
B) place millstone under channel
C) place windmill on millstone
or, if I build the windmill on the surface, do I need a gearbox to connect it to the millstone, and if so, how does that work?

5) Moats? Moats! We don need no stinkin moats!


Back to defenses again: I've had start over several times because I make a total hash of my defenses.  I recently flooded my entire fortress by mistake trying to build a moat.  I dug channels from a river across my underground hallway entrance, attached a flood gate to a river, and opened 'er up.  Why didn't the water flow into the channel?

6) I have a stockpile specialized to accept only articles of clothing that my dwarves keep dropping around the fortress when they wrestle and such.  I've set it up under armor, and blocked also specific pieces of armor -- plate, chain, etc. Both u and j are toggled as well.  My fortress is rapidly filling up with stray pieces of clothing and I'd like to clean up.  I can't see what I'm doing wrong.  Am I missing something?

7
DF Gameplay Questions / Help a brother install a tileset
« on: September 15, 2007, 01:41:00 am »
Hey, I'm trying without success to install a new tileset.  I've really fallen for Winterwings "Lucida Console with Dystopian Rhetoric objects."  But I don't seem to be able to get it to work.  I downloaded the tile set as per instructions and then resaved it as a bitmap.  (Not sure if it was a 24-bit.bmp, but assume that's the standard.)  Then I put the resaved bitmap in my art files and tried to get DF to find it by modifying the init. file.

Part of the problem is that I'm playing on a widescreen monitor (1440x900) and I've already modified the init. file to fit my screen, using the extra graphics that come with DF.  So the relevant section of my init. file looks like this:

quote:

Full screen info.

[FULLSCREENX:1440]
[FULLSCREENY:900]
[FULLFONT:curses_square_16x16.bmp]

If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:NO]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1280]
[GRAPHICS_WINDOWEDY:400]
[GRAPHICS_FONT:curses_square_16x16.bmp]
[GRAPHICS_FULLSCREENX:1440]
[GRAPHICS_FULLSCREENY:900]
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]
[GRAPHICS_BLACK_SPACE:NO]



I've tried changing the the "[GRAPHICS_FULLFONT:curses_square_16x16.bmp]" line to [GRAPHICS_FULLFONT:curses_lucon_16x16.bmp]", (lucon is the name of the saved bitmap) and a whole bunch of variations therewith: changing other lines, changing the screen resolutions, and so forth. Nothing seems to work.

Can anyone out there tell me what I'm doing wrong?


8
DF Gameplay Questions / Harvest stockpiling
« on: September 08, 2007, 04:45:00 pm »
Quick question to any of the more experienced players out there (but complicated to explain):

I'm wondering if harvested plant stockpiles are integrated with barrel supply.

To put it another way: when my plump helmets are harvested, my dwarves cart them off to specially designated "plump helmet" stockpiles.  But I've noticed that they don't necessarily stick them into barrels.  In fact, at the moment, I've had to create several huge plump helmet stocks to deal with my harvest.  If I don't keep extending the size of my stockpile, my plants wither on the vine.

I figured if I carpentered a frikkin boatload of barrels my dwarves would by default put harvested plants in a barrel first, and then stick the barrel into the correct stockpile.  But that doesn't seem to happen.

Am I missing something, doing something wrong, or is just that I still haven't made enough barrels yet?


9
DF Gameplay Questions / Planning farming for the future
« on: September 06, 2007, 05:33:00 am »
How large an area does one need to irrigate and farm in order to support a fully mature fortress?  How large do fortresses get, population-wise, anyway?

10
DF Gameplay Questions / Digging for coal
« on: September 03, 2007, 04:40:00 am »
Is there something special about digging for coal I need to know about?

I've hit a coal vein, but every time my miner digs through a block with coal marked on it, the block disappears, and the coal is gone.  

I've checked the wiki but can't find anything.


11
DF Gameplay Questions / A bridge over my moat
« on: September 02, 2007, 09:30:00 am »
I'm in the process of creating my first real moat, and I need to place a drawbridge.  I pre-built the channel across my main entrance hall, and now for some reason I can't build a bridge across it -- I get red X-s over the channel space.

Is there any way to work around this problem, or am I basically screwed?  Can I build a bridge over a channel once its full of water?


12
DF Gameplay Questions / DF on Linux
« on: September 01, 2007, 04:03:00 am »
I've got a dual-boot system running Ubuntu Feisty Fawn alongside XP and I was wondering if there are any ubuntuniks out there who can help me get DF running under Linux. I've got Wine installed but I'm still just too green when it comes to  Ubuntu to figure what to do next.  I asked over the at Ubuntu forums but never got a response -- guess they haven't discovered DF over there yet.

Any help on the matter greatly appreciated.


13
DF Gameplay Questions / Elephant? ELEPHANTS?? We don need no stinkin....
« on: August 30, 2007, 07:59:00 am »
Help! Help!  I have elephants!

A quick question: how do I build a moat?  Is it simply a matter of building a channel from the nearest outside water source to the cave wall, or is more complicated?  Will a moat stop elephants?  Is there a risk that my canal builder might drown, and if so, how can I best prevent that?


14
DF Gameplay Questions / Inspecting the contents of a bin or barrel
« on: August 27, 2007, 01:04:00 pm »
How do you do it?  Do you need to?

15
DF Gameplay Questions / Getting my jeweler started up
« on: August 27, 2007, 09:35:00 am »
Hey, yet another question for anyone out there: I don't seem to be able to get my jeweler working. I've built a jeweler's workshop and I have a jeweler standing by.  I've got lots of rough gems lying about in the floor of my fortress.  But when I try to activate my workshop (q > cut gems), I get a cancel message: "jeweler cancels cut, needs rough gems."

I've even created a stockpile for the gems in front of his shop, to no avail.  According to wiki, I don't have activate any other labor role to make a specialist do his/her job.

What am I doing wrong?


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