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Messages - Trif

Pages: 1 ... 61 62 [63] 64 65 ... 86
931
DF Gameplay Questions / Re: some screens too small?
« on: September 21, 2012, 07:24:20 am »
No, sorry. Toady already reworked the world gen and embark screens for larger resolutions, but a few screens are still stuck at 80x25. It will be changed someday. Until then, you could try zooming the tiles with the mouse wheel for better readability.

932
DF Adventure Mode Discussion / Re: Kobold World's?
« on: September 21, 2012, 06:37:28 am »
I've heard that if other civs are extinct, you can play as a kobold in vanilla. Might be hear-say though.
I don't know about kobolds, but I definitely played as a goblin in a vanilla pocket world with only one civilization. Kobolds count as civilized, too, so it should be possible.

933
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 20, 2012, 05:32:28 pm »
Restricted traffic areas don't forbid zones for pathing, they just increase the pathing cost. If a dwarf wants to path through a restricted tile, he'll only consider it if the shortest alternate path is more than 25 tiles long. So, if you say that the access to the caverns is restricted, it'll cause the dwarfs to search for an alternate path, but since there isn't one, they'll happily go through the "restricted" area. Or just look for targets, in your case.

I recommend making a burrow for the hunters that doesn't include the caverns. That should stop them.

934
DF Gameplay Questions / Re: 34 Hauling and the future?
« on: September 19, 2012, 05:08:58 pm »
The workaround is: don't allow barrels at the seed stockpile. That should severely reduce the cancellation messages.

And don't worry too much about linking your stockpiles. If you want to, you can use stockpiles just like before the hauling updates. Linking is just an extension to allow more control about the materials - it basically replaces the inconveniences of rebuilding workshops close to the correct stockpiles or forbidding materials from time to time.
Linking can be useful if you like micromanaging to that level, but it's not required to use workshops.

935
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 18, 2012, 03:46:05 pm »
It sounds a lot like bug 0006081. Somebody already uploaded a save demonstrating it, but it doesn't seem to be a very common bug. If you have another save, maybe it can help Toady to figure out how to fix the problem (once he gets around to it).

936
DF Gameplay Questions / Re: Changing/cancelling station orders?
« on: September 16, 2012, 06:34:47 pm »
Set the squad to inactive for a moment. They'll become civilians and stop following orders. This might result in a negative thought, obviously, but a slightly unhappy squad is better than a dead squad.

937
There you go.
Spoiler: double resolution (click to show/hide)

Spoiler: quadruple resolution (click to show/hide)

I ended up resizing it in Gimp without interpolation (after trying three different and more complicated ways that messed up the color depth...).
I can't upload .bmp files on decent image sharing sites, but if you really need the bitmaps, maybe I'll upload them on DFFD.

Have fun!

938
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 13, 2012, 02:47:13 pm »
Welcome to the forums!

This behavior is quite well-known. It happens because seeds are stored in bags which are stored in barrels. Now, if some dwarf wants to collect a plump helmet spawn, they'll take the barrel with 150 spawns in them, drag it to the spawn they want to collect, put it in and put the barrel back in place. While this dwarf hauls the barrel, 10 farmers want to plant plump helmets, but they can't because the barrel isn't at the stockpile. That's why the cancellation messages happen.

A solution is to allow no barrels at the seeds stockpile. Then only the bags get hauled around, and more seeds stay at the stockpile. Don't expect the cancellation spam to stop completely, though - 100 seeds fit in one bag.

939
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 13, 2012, 06:45:34 am »
Oh, I assumed you already were a vampire. Becoming one would simplify the whole operation a great deal, but of course it's not impossible with a normal human/dwarf.
Finding vampires usually isn't hard, civilians give out quests to kill vampires to relatively weak adventurers. Of course, this only applies if there actually are any vampires around, but if you have at least 100 years of worldgen, there should be a few. Visit a few cities and keep asking for quests.

If you want to do it the hard way (or can't find any vamps), sneaking is your biggest friend. Zombies aren't very perceptive, so if you're good at sneaking, you should be able to sneak right past them. Again, make a beeline to the books and become a necromancer as fast as possible.
You could also try to lure the zombies out if you're fast enough. Open the door, run around a corner or a tree and sneak back in. The zombies should run outside and scatter, so you can avoid them easily.

Good luck!

940
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 12, 2012, 06:29:21 pm »
If you're a vampire, you actually can go in blades-shining if you don't attack the zombies. They won't attack you, because you're technically undead, too.
The necromancers, however, will attack you - unless you're a necromancer, too. So, the best way to do it is to forget your companions, rush into the tower, grab the nearest books and read them as fast as possible. If you can't avoid fighting necromancers, it's not too bad, but don't hit any undead or you will be doomed. The relevant books (the kind that isn't a commentary on some poem or something) usually have the word "death" or something related in the title. If you see a slab, grab that one. It was created by some god and always contains the secrets.

There is no way to cure vampirism (other than a STAKE THROUGH THE HEART), but you won't have to because you can still learn the secrets of life and death (provided you're not an elf).

941
DF General Discussion / Re: Need help finding a Dwarf Editing Utility
« on: September 11, 2012, 08:54:30 am »
Ahh, I see. Yeah, Therapist can't do that.

942
DF General Discussion / Re: Need help finding a Dwarf Editing Utility
« on: September 11, 2012, 05:49:43 am »
Actually, you can change skills in Therapist. If a cell is blue, the job is enabled. Click on it to disable the job and commit pending changes.

943
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 10, 2012, 09:46:40 am »
Are you using burrows? And double-check if your milkable creatures are female.

944
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 10, 2012, 06:05:51 am »
does leather armor suffer from wear like cloths
No.

How come I find rotten leather armor in my stocks then?

Another question: I repeatedly get the announcement: "A masterwork by Vutok Lolokmamot has been lost". What is happening here? Vutok is a metalcrafter, and she is getting pretty p*ssed because this is the fourth or fifth time one of her works is lost. How do I prevent this, when I don't even know what is causing it?
Masterful metal bolts are probably the cause. If a creature leaves the map with a masterful bolt stuck in it, it counts as a lost masterwork. It's already reported as a bug.

945
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: September 10, 2012, 05:57:25 am »
1- Currently, there is no stacking in the game. If you take something from a stack, you can't put the stack back together. However, with coins there is a little trick: you could buy something from a merchant using your individual coins and sell it back to him for some new coins. Of course you can't sell it for the original price, but at least you'll get a fresh new stack of coins.

3- These quests will linger in your quest log forever. There is no way to clear them.

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