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Messages - barcibus

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1
DF Gameplay Questions / Re: Caravan access to one edge only?
« on: April 06, 2012, 04:32:10 pm »
Spoiler (click to show/hide)
To force it, do you have to channel out all the map edges, or can you just place the TD next to the edge and make a smaller channel there (while leaving the rest of the edges open)?

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DF Gameplay Questions / Caravan access to one edge only?
« on: April 06, 2012, 04:04:13 pm »
Will Caravans spawn in only one spot if you build a Trade Depot with access only to that edge?  For example, build the Depot near an edge and then channel around it leaving a 3 wide gap at the edge.

3
DF Dwarf Mode Discussion / Oops, posted in the wrong sub-forum.
« on: April 06, 2012, 03:58:58 pm »
Wrong subforum.

4
DF Gameplay Questions / New Uniforms
« on: April 06, 2012, 12:17:16 pm »
I want to create a new uniform that is similar to the stock uniforms, but I don't see an option for "metal armor" though there is one for "leather armor"; rather it seems that I have to specify certain metal armor pieces.  The option for "metal armor" exists in the stock uniforms, am I looking in the wrong place to use it in a new uniform?

5
DF Dwarf Mode Discussion / Re: Population Cap, what does it do?
« on: March 24, 2012, 06:06:54 pm »
I own the outdoors in this map and all the caravans have made it through... however I'm not sure if my population passed 200 before or after the last caravan.  I'll try setting it lower next time to see if it works.

6
DF Dwarf Mode Discussion / Population Cap, what does it do?
« on: March 24, 2012, 05:46:54 pm »
My population cap is set at 200 and yet despite having over 250 dwarves, I still get migrants.  What does the pop cap do?

7
Regarding how consistently dwarves obey burrows, if you set the CIV to an indoor burrow, yet have dwarves set to do jobs such as beekeeping or hauling trash (and set it so dwarves will gather refuse from outside), the second you open your drawbridge they'll rush outside of the burrow.

8
DF Gameplay Questions / Re: Military training and skilling up
« on: March 20, 2012, 11:39:39 pm »
I keep 2 man teams training all year, but the amount of skill-ups they get doing that is minuscule compared to actual combat.  So to get trained with real targets, try to give your fighters the best armor you can, have them fight a small number of enemies at a time (use cage traps to capture them), and I keep them equipped with wooden training weapons so they don't kill the targets too quickly.

9
DF Gameplay Questions / Re: Best armor for stopping arrows and bolts?
« on: March 17, 2012, 11:49:57 pm »
Spoiler (click to show/hide)
Goldenshadow, how do you prevent that fighter pair from getting attached to training weapons and wooden shields?  I tried this once and got the most awesome axedwarves I've ever seen, then I tried it again and they skilled up so slowly.  The biggest difference I noticed was I used training weapons with the first (awesome) pair, and went straight to copper axes for the second pair.

10
Regarding the black spaces using TrueType; it happens in Phoebus as well, and is exacerbated with repeated save -> continue cycles without quitting out of DF.

11
Just started using this tileset and it looks great.  However, my stone jugs sitting in a stockpile look like anvils.  Is it because they're using a temp image?  Edit: also, stone pots look like some sort of vat.

It's the tiles assigned to them in vanilla.  Toady has jugs using the same tile as anvils, in an ASCII set I think it's just a lower-case sigma (σ) IIRC.  But when you use a graphical set, it will look wierd.  That's the same problem with the pots, they're assigned to the tile for upper-case phi (Φ) just like the traction benches.  I think Toady's picturing them as amphorae or something.  But when you switch to one of the graphics sets, it looks like there are traction benches all over the food stockpiles.

It's easy to fix if you'd like.  Go to the item_tool.txt file in the raws.  Each item will have a line that says [TILE:#].  This tells the game what tile to display for each of the tools.  I have large pots switched to tile 246, this makes them look like barrels rather than a traction bench.  You can do the same thing with the anvils, I had them switched to the same tile as waterskins in 31.25, but I forget what tile that was.
Ok, thanks.  Why would they look fine in the Phoebus tileset?

12
Just started using this tileset and it looks great.  However, my stone jugs sitting in a stockpile look like anvils.  Is it because they're using a temp image?  Edit: also, stone pots look like some sort of vat.

13
DF Gameplay Questions / Re: Dwarves won't work
« on: February 26, 2012, 05:48:10 pm »
The save was created on my g/f's laptop, and it could barely run the game, so I guess something must have gotten fouled up during the creation process (I'm seeing the low FPS as well).

14
DF Gameplay Questions / Re: Dwarves won't work
« on: February 26, 2012, 05:20:56 pm »
I'm not sure how.  I hit 'v', highlight a miner dwarf and see 'No Job' in yellow at the top, followed by 'Skilled Miner'.  If I hit 'b': Labor, it makes the 'Skilled Miner' line disappear (hitting again makes it reappear).

15
DF Gameplay Questions / Dwarves won't work
« on: February 26, 2012, 04:38:07 pm »
Fresh install using Lazy Newb Pack (with Phoebus tiles).  Embarked into fresh world using the default LNP 7 dwarf team.  Set areas for gathering wood, plants, mining, and wood stockpiling.  The dwarves have an axe and two picks.  But the only people that do any work are these farmers that gather plants.  The miners don't mine, the carpenter/woodworker doesn't chop down trees.  They just sit around and drink once in awhile.  I've used Dwarf Therapist to make sure they're all set to do the work needed, but they just don't take the jobs.  Any ideas?

Here's the save: http://dl.dropbox.com/u/54930671/region3.rar

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