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Topics - quarague

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31
DF Gameplay Questions / hauling
« on: March 01, 2012, 01:10:40 pm »
Two questions:
If a dwarf has all hauling labors turned off, can he still get things he needs for his workshop? Say it's a carpenter can he still get wood from the stockpile and bring the made beds back to the stockpile?
How can I tell a dwarf that he should participate in hauling of general goods, say from the trade depot but not participate in dumping stone? I thought turning stone hauling off would do that but it doesn't work, they are still all quiting there useful jobs to dump some stones/ores.
Thanks.

32
DF Dwarf Mode Discussion / well from an aquifer
« on: February 27, 2012, 04:40:26 pm »
is there a way to build a well that is feed by an aquifer above it? I channeled out some stuff below the aquifer but it always completly floods, I barely got the miners out there without anyone drowning.

33
DF Adventure Mode Discussion / injuries & bleeding
« on: February 26, 2012, 09:43:54 am »
is there a way to bandage bleeding wounds? or do you have to just wait until it stoops naturally, with the amount of detail in combat that would seem rather strange

this is more general combat strategy but how do you reduced the risk of chopped of limbs in combat? I just had a dingo (ie a dog of some kind) bite of my left foot through a +iron low boot+
it seems combat works in a way where the first side that suffers an injury worse than bruising looses and even if you manage to run away afterwards you will be permanently crippled in a way that means you can't really fight again
it is kind of sad if that is all it comes done to with all the sophistication in the game

34
DF Dwarf Mode Discussion / vampire frequency
« on: February 25, 2012, 04:56:59 pm »
is there any data / experience on how commen vampires are? I think I just identified the second one in an 80 dorf fort. I think it is an interesting feature but they should be rare
are vampires controlled by the savagery setting in world gen?
it seems that my fort gets almost as many vampires as goblins which feels somehow very wrong (normal area embark, calm I think)

35
DF Adventure Mode Discussion / inventory management
« on: February 25, 2012, 11:04:55 am »
so I just traded a bunch of surplus weapons and armor to a jeweler for some gems, much less heavy, so easier to carry around, although the jeweler probably made a killing in the trade but now I have about 50 gems in my right and left hand on top of the great axe and shield
is there some kind of penalty / problem in fighting when you have so much random stuff in your hands?
will I get to hit my opponents with a rectangular cut moss agate?
is there an easy way to put all of these items in my backpack?

thanks

36
DF Dwarf Mode Discussion / secretive mood
« on: February 25, 2012, 06:29:25 am »
my weaponsmith is in a secretive mood and claimed a metal forge (yay) but he doesn't seem to find what he wants. He is drawing pictures, I looked at the wiki and I think I have everything. I'm wondering what could be wrong.
If he wants say metals bars any metal will do? He never wants a specific one?
If he needs several items of a type and can find only one he will get as many as he can find and then complain?
He wants stacked cloth, and I do have all three categories (silk, wool, fiber) in stock, so he can take his pick and should be happy?
According to the item in building command 't' he hasn't gotten anything yet?

37
so when the history counter starts at zero all civilizations used exclusivly stone and wood tools. After a few years they figure out how to make copper and bronze, bronze tools and weapons become more and more common as time progresses, next an iron age, eventually a steel age and maybe after long enough history some adamantium.
Mainly relevant for adventurer mode, if you play in a world with a very short history metal objects are very rare both among goblin bands and in town stores, a single iron sword would be an immensly powerful and valuable weapon. If on the other hand you play in a world with  a very long history iron equipment is plentyful everywhere and even steel is quite common. You can get full body steel armor in any decent town store but the goblins use the stuff too.
Similarly precious metals and gems get more and more common and less and less valuable as history progresses.
If implemented it would make wealth accumulation in adventurer mode much more meaningful. In dwarf mode it also influences what trade caravans offer, what they are interested in and what they pay for it as well as the equipment your foes during sieges will use.

38
DF Gameplay Questions / metals in world generation
« on: February 22, 2012, 12:23:32 pm »
Is there a way to generate a world that has a lot of different metals but in relatively small quantities?

If you put resources on everywhere they are everywhere but if you put them on sparse or something like that you usualy only have 1 or 2 metals at an embark site but the ones you do have you have in huge quantities. As it is you either have so much iron you have enough to equip your entire military will full body armor, if you have gold then you have more wealth than you know what to do with or all you have is tons of tetrahite and nothing else.

39
DF Gameplay Questions / buckets in hospital not used?
« on: February 21, 2012, 01:53:37 pm »
so Istarted a new fort in an area with an aquifer, went for the cavein technique to get through and although it did work one of my miners got injured in the cavein, makes the initial build up much more fun.
my initial supplies included 2 buckets and after I set up the hospital for a while the dwarfs were using them to give water to the patient. But after I put that rockcoffers in the hospital the hospital appropriated the two buckets that were now listed as hospital property. It seems that this means the buckets can not be used anymore, at least not for giving water to a hospital patient, poor guy died of dehydration???
Is that normal, I thought that was what the hospital needs the buckets for. I got job cancellations Urist McNurse can't give water because he can't find a bucket for while so I'm pretty sure the buckets are the issue.

40
DF Adventure Mode Discussion / food bug?
« on: February 19, 2012, 03:49:28 pm »
My character refuses to eat/drink with the message 'you are too full' inspite of being still hungry and thirsty.
Character was dehydrated (and hungry) and after drinking one water still dehydrated (and hungry) but refuses to drink any more because he is too full.
I'm confused.

41
DF Gameplay Questions / trading and the liaison
« on: February 19, 2012, 12:57:26 pm »
when the trading dwarfs arrive for the first time they usually bring a little bit of everything, which I think is quite useful. When they come the second time after you talked to your liaison they will only bring things where you increased the priority. Is there some way to tell your liaison that everything or at least categories of things are important without clicking through the hundreds and hundreds of items. Say I want them to bring leather, and I don't care what animal it comes from. Is there a better way than clicking throuh every single animal and increasing the priority?
Sidequestion: there is no way to influence what the human or elvish traders bring, is there?

42
DF Gameplay Questions / flux in world generation
« on: February 17, 2012, 01:36:34 pm »
I'm trying to create an easy starting area with lots lots of minerals, nice climate, a river, etc and flux stones. All the other things are not hard but flux seems to be extremely rare on all worlds I generated so far. Additionally the 'find desired location' seems to just ignore the flux request. I can put in Flux Yes or Flux No and in either case the entire map will be green but in none of the embark squares is flux listed as appearing.
Is flux only listed if you have a lot of it and the search finds small quantities? Is this a bug (this behaviour hasn't changed after installing the new version)? Is there a way to modify (increase) the amount of flux stone during world generation (if I generate a small sized world then about 3 in 4 seem to have absolutely zero flux while the 4th one has 2 or 3 squares where flux is listed)?

All I want is a cosy embark zone with flux stones. Thanks.

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