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Messages - robertheinrich

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346
DF Gameplay Questions / Re: Animals wandering off the pasture
« on: March 09, 2012, 08:12:00 am »
Since animals start fights when you crowd them up too much and there is a bug where they willl even dodge into forbidden doors... I can imagine that maybe the dogs dodged out of your narrow pasture, then were not inside the boundary of the pasture, and therefore start walking around freely (to the meeting hall like pets usually do).

347
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 08:09:16 am »
According to the wiki you can wear the following at the same time (as an example):

Quote
Head
2 x caps
1 x helm
6 x hood

Upper Body
1 x breastplate
3 x mail shirts
6 x cloaks

Upper Body (cheap)
6 x dress
3 x robe
3 x cloak

Lower Body
3 x long skirts
1 x greaves

Lower Body (no foreign items)
2 x trousers
1 x greaves

Lower Body (cheap)
2 x trousers
1 x leggings

Hands
1 x pairs of gauntlets
1 x pairs of mittens

Hands (cheap)
2 x pairs of gloves
1 x pairs of mittens

Feet
1 x pairs of chausses
1 x pairs of high boots

Feet (no foreign items)
1 x pairs of socks
1 x pairs of high boots

Feet (cheap)
1 x pairs of socks
1 x pairs of shoes

I tested it and it works pretty well as long as you tell the dorfs that the uniform replaces clothing. You can actually wear 6 hoods, 6 cloaks, 3 mailshirts etc. at the same time. If you think thatīs an exploit feel free to wear less. Personally I think that while itīs possible to wear, for example, 3 mailshirts, the weight should be a factor and maybe reduce movement or attack speed.

And itīs a good way to put all those goblin clothes to some use. At least cloaks and hoods...

348
far as morality goes, it IS cheating...
Far as I'm concerned, it's about as much cheating as is a big long hallway lined with cage traps.

From my point of view a danger room makes the average game way too easy and boring. While a long hallway with cage traps might be necessary to survive the first siege and gives your marksdorfs enough fodder for training on live targets. After a while you can replace the cage traps with weapon traps or another way to get rid of the invaders without the need to put soldiers at risk. But yeah, stopping every siege in itīs tracks without having a "real" fight is probably not the way DF is inteded to be played.

On the other hand, itīs a single player game... so why should I bother with others "cheating"?

349
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 05:19:47 am »
Ordering "one" high boot will create 2 of them. Same with gauntlets.

Oh, are you certain about that? In that case I must have done something wrong with the uniforms back then...

350
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 05:09:52 am »
Iīm not completely sure about how many bars you need for each item. The section on armor in the wiki has a column for "material size", which if it is the number of bars/leather/cloth necessary would mean that you need 9(!) bars for the breastplate alone:
http://dwarffortresswiki.org/index.php/Armor

But what I can tell you is that your list is far from being "two full sets". You need 2 gauntlets per soldier as well as two boots, for example. I made that mistake myself, forging 10 boots for a squad of 10 guys and half of them ended up running around barefooted.

And you also forgot about mail shirts and caps (in case you want make them from steel, too). And as for the caps and shirts you can equip more than one piece: 3 shirts and 2 caps per soldier.

351
DF Gameplay Questions / dwarven justice: murder
« on: March 09, 2012, 03:45:20 am »
The justice screen tells me that recently a murder happened and Iīm supposed to find the victim I guess. There is one witness who found the body. But... that was right after a siege and Iīm pretty sure that the guy was murdered by a goblin or troll. Or do such killings not appear in the justice screen? Iīm not sure what to do now, do I just convict some peasant who I donīt care about?

The last time (after a tantrum spiral) I tried to blame a deceased kobold thief which got my captain of the guard really upset about ridiculously blaming a corpse or so...

Edit: I looked through the reports and it wasnīt the siege. It happened shortly after I started poking the caverns. Strangely he is the only one who is marked as "xxx is fighting" on that day.

352
DF Gameplay Questions / Re: can't smelt magnetite/hematite
« on: March 09, 2012, 02:14:53 am »
I think when you try to give the furnace a command the game will check if there is a valid path to the required materials (ore, fuel). Maybe at that moment it was blocked by dwarves or pets or whatever. Having stockpiles right next to the smelter helps.

353
DF Gameplay Questions / Re: can't smelt magnetite/hematite
« on: March 09, 2012, 01:24:02 am »
I remember reading a post complaining about the same where the problem was resolved by saving and continuing the game. Maybe you should just try that.

And, of course, double-check your stockpiles to make sure that you really have the mats you think you have...

354
DF Gameplay Questions / Re: Sand Bag Troubles
« on: March 09, 2012, 12:57:18 am »
By default every furniture stockpile has sand bags enabled (like every food stockpile has prepared meals enabled). That can become a bit annoying when you donīt pay attention and have collect sand on repeat and then sand bags start appearing all over the place.

355
DF Gameplay Questions / Re: Animals wandering off the pasture
« on: March 09, 2012, 12:45:32 am »
From my experience if you have animals wandering around in your dining room they are new animals - either brought in by migrants or bred by pastured animals. The only case where I had animals wandering off a pasture so far was when I accidentally put untamed animals there.

But Iīm not saying that in your case it canīt be a bug...

356
DF Gameplay Questions / Re: King Requirements
« on: March 09, 2012, 12:34:54 am »
Guess in my case it was this bug since it was a 34.02 fortress I was playing.

357
DF General Discussion / Forgotten beasts too weak?
« on: March 09, 2012, 12:27:20 am »
Iīm a new player so I donīt really know what to expect from forgotten beasts. I had a titan arrive on my map once and it killed half of my population before I could wall him off. So far so good. But the forgotten beasts who arrived afterwards all turned out to be pretty weak. One was killed by a small group of Cave Fish Men before my military did even arrive there. And they had no problems killing the Fish Men. The next one made it up to my living complex and scared my folks a bit. I was able to seal it off in a corridor together with a war dog. Now strangely after quite some time the beast is still alive but wounded all over by the dog. The dog does not even have a scratch and just gave birth to some puppies.

358
DF General Discussion / Re: Trader Haggling is backwards
« on: March 09, 2012, 12:14:41 am »
I have the impression that trading works much better if you start slowly with it until the merchant is already ecstatic. I make a couple of smaller deals and give him all that rock crafting crap for some food or whatever first. It also helps if you donīt have too much valuable stuff at the depot to begin with (if, for example, you put metal weapons, armors or tools onto the depot, the merchant will almost always get greedy and try to add some of them to the offer). Then once he is ecstatic about getting 2k worth of crap for 300 worth of food it will be much easier to get better margins with the more valuable stuff.

In the long run after the first maybe three caravans I usually donīt need anything from merchants anymore anyways. Except for animals maybe... from the last caravan I was lucky to get a pair of tame bears who started breeding right away, such things are always nice.

359
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 09, 2012, 12:01:20 am »
Counter suggestion - Add an ability to tie rooms to a noble position, instead of a dwarf.  Hit q, make the furniture into a room, assign to dwarf.  With q still open, open DFHack and select "roomlock noble" to make it refresh the room to the currently selected noble - as in, if you've made a room for your captain of the guard, he dies, and you reassign him, then DFHack will reassign the room to the current captain of the guard, or exchange dwarves when a new mayor is selected.

I feel this would solve more than locking the mayor position, though that's still a valid option, if I had to pick I'd go with my suggestion.  It helps in more areas (like when your militia commander dies), and probably solves your problem as well.  It'd let you make a mayoral suite and leave it alone.

Uh, I think that might be a bit beyond the scope of DFHack since it deals with room assignments etc. Also itīs not really *that* necessary since you donīt have to keep track of too many nobles. Just design a room for the position. When the person dies it is freed automatically. When the person changes just kick the old guy out - an ex-mayor doesnīt need any better room than a peasant. You can also minimize the chance of your nobles getting killed by not using them for military, hauling and labor outside of the fortress. For some positions this is wise anyway... I was wondering why my bookie would skill up his record keeping so slowly, then I noticed that he spent most of his day as furnace operator.

Quote
ALSO: little trick for magma forges - apparently it's recorded as civ data.  Embark, dig down to the sea, and abandon.  Make a new embark anywhere, and magma forges will be enabled.  Seems once dwarves know about magma, they remember it!

Oh, now thatīs really good to know. Thanks for that info.

360
DF Gameplay Questions / Re: Ghosts and memorial slabs
« on: March 08, 2012, 11:50:04 pm »
I only really started playing this year (with 34.01), before that I always gave up after a short while because of the complexity and difficulty - you know how it is.

Anyways, I think itīs ok that you can engrave more than one memorial for the same person. That way you can, for example, put up slabs for your founders in multiple offices or meeting rooms or have a couple of slabs dedicated to your king if he dies untimely or whatever.

But putting up a specific slab (to put a ghost to rest) after your fortress was running for a while is an inane task. Scrolling through hundreds of names without a search or filter feature can drive you crazy, Toady needs to change that somehow. And that you can engrave memorials for pets, invaders and traders, too, is quite cool but it makes that list even longer.

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