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Messages - quarague

Pages: 1 ... 13 14 [15]
211
DF Suggestions / Re: Finding dwarves with labors on via a workshop
« on: February 23, 2012, 06:26:35 am »
that would be really helpful for management

212
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.

213
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.

214
DF Gameplay Questions / Re: Managing fort with 50+ dorfs?
« on: February 21, 2012, 02:03:26 pm »
I (ab)use the nickname feature for dwarf management. Every dwarf is assigned one or a few useful professions it should be doing and then gets a nickname like 'furnace+metalcraft'. Whenever some new migrants arrive I stop the game and assign all of them to something useful, might take a while but I think worth it. Then whenever you see you have a lot of idlers you can check on the unit screen very easily what these dwarfs should be doing so you can start a new appropriate project for the idlers.

215
DF Gameplay Questions / Re: Slowing down the rate of immigrants?
« on: February 21, 2012, 02:02:13 pm »
somehow ended up in the wrong thread

216
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.

217
DF Gameplay Questions / Re: trading and the liaison
« on: February 19, 2012, 03:54:17 pm »
they will generally bring whatever you have not. You think a caravan is comming and you need a lot of wood? forbid all wood in your stockpile and they'll be loaded with wood. Find all your leather and forbid it and humans and dwarfs will have lots of leather even if you didn't ask for it.

Not sure whether this works, I had zero alcohol and almost no food and the dwarf trades didn't bring either.
(which is partly where this question originated, my population jumped from 13 to 74 with two almost consequtive immigration waves and my food industry was quite able to cope with that)

218
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.

219
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?

220
DF Gameplay Questions / Re: flux in world generation
« on: February 18, 2012, 03:52:32 am »
I justed started a region and also the embark screen did not list flux stones it has several layers of limestones. So I got everything I want, it just seems that the embark screen doesn't properly tell you about the flux stones, I guess I will just start and check.

221
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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