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Messages - enizer

Pages: 1 ... 5 6 [7] 8 9 ... 17
91
DF Gameplay Questions / Re: Can't dump wagon wood?
« on: May 20, 2013, 08:36:46 am »
outside refuse? you mean wagon wood is tecnically a corpse?

that's odd, but understandable in retrospect, since wagon wood comes from "dead" wagons, and wagons are a "creature" because the moving machinery code isnt ready

92
yep, armor counts as clothing, so a soldier cant put on his helmet if he has a hat, because the hat is "in the way"

you need to switch the squad uniforms(for each member of the squad) to REPLACE

default is over clothing, which has issues if the dwarf is not naked before fetching his uniform :P

93
DF Gameplay Questions / Re: My Dwarfs dont' like stone
« on: May 20, 2013, 08:29:06 am »
have had this happen several times, and every instance, was that i had accidentally toggled "take from links only"

i hear weelbarrows can also cause this, if you have too few, then sometimes stockpiles wait for weelbarrows, and hold all tasks waiting on that weelbarrow

it's also possible that the dumping area might be disabled, it's another issue that's just one typo away :)

94
DF Gameplay Questions / Re: injured dwarf just laying on the floor
« on: May 20, 2013, 08:20:16 am »
usually this just takes time, but occationally(but rarely) an injured dwarf will pass out onto the bed instead of resting on it.
In this case he cant be taken TO bed because he's already in one, but he is waiting to be rescued because he was not actually MOVED to a bed.

In this case you will need to deconstruct the bed.

most of the time it is a matter of patience though

95
DF Gameplay Questions / Re: Help, cant melt silver chests.
« on: May 20, 2013, 08:12:19 am »
well, if its useless, you can always sell it, better then crushing, silver furniture is not worthless :)

96
DF Gameplay Questions / Re: Need More Sieges
« on: May 20, 2013, 08:07:34 am »
there is an option in custom worldgen that specifies when sieges happen, it defaults at 80 dwarves, and some value number i cant remember

i would also like to know if sieges stop if you barely survive one, or if they continue uninterrupted

97
DF Gameplay Questions / Re: how many new clothes do I need?
« on: May 20, 2013, 08:04:38 am »
personally i have a clothing stockpile that doesn't allow bins, that keeps unworn clothes, every once in a while the stockpile suddenly empties, then i make clothes untill it stops being empty

so far i have not seen cabinets as a problem, as i don't think clothing in cabinets hurts fps
i do admit that allowing them to hoard clothing does nothing useful really.. maybe i should put a statue in every bedroom instead, similar value, less messy

dfhack cleanowned is really helpful on getting rid of the mess they leave all over, and it's a more permanent fix then cabinets are, cabinets really just store the mess until you run low on floor space

98
i have a fairly good computer that runs 80+ fps with most things, the exception being liquid flow,
any megaproject involving magma or water knocks my fps below 20

long complex tunnels with 1z wide corridors also hurt when lots of things move through them, but not nearly as much as liquids

99
DF Gameplay Questions / Re: (Liquid[10]) in barrel?
« on: May 11, 2013, 04:50:03 pm »
i always wondered what that was, thanks for the info

i always thought of this as "barrel for sale, cheap due to it being messy"

100
i got so fed up with this that i started dfhack spawning a 1z pool of magma on those building tiles, then resuming suspended jobs
guess what Urist McMason, the wall itself is now NOT a valid position to stand, forcing you to do this properly

lava vanishes harmlessly when the wall is built, unless you build on or near grass or moss, this WILL start fires if that is possible :)

101
DF Gameplay Questions / Re: Pop-cap ignored?
« on: May 11, 2013, 04:42:13 pm »
i had this problem for a long time until i read the FULL wiki page on it, but as a rule of thumb you always get one extra migrant wave after hitting the pop cap

for example: in forts where i want to have around 50 dwarves, i need to put the pop cap at 30

102
DF Gameplay Questions / Re: Justice
« on: May 11, 2013, 04:39:02 pm »
heh, fastdwarf however is mostly a cheat if used with combat,

if used only to build, dig, and make items, it increases the value of your fort very fast, and can easily cause very early full sieges,
long before the possibility of a proper dwarven militia, and can actually do more harm then good

fastdwarf is a clear cheat of course, but not quite an "i win" button, as it also makes your invaders better trained and better equipped, WITHOUT giving you more migrants, or training combat skills faster
it does mess up combat balance horribly though, letting dwarves attack 10x more often then any other creature,
otherwise it would be the perfect tool for impatient people :)

103
DF Gameplay Questions / Re: Dealing with migrant waves
« on: May 11, 2013, 06:37:39 am »
i like setting the population cap when i don't want more migrants, but yeah..
i hate getting only like 3 migrants per season, but on the other hand,
those 40+ migrant waves, have NEVER been welcome, in ANY fort

worst i had was when i had a fort of around 35, and then had a migrant wave of 57 dwarves
"ok.. apparently the last caravan brought word that we struck gold, this is true, but what the?
 i hope you guys like camping because we were not expecting even a third of this"

104
well, for many purposes stone stockpiles are useless, aside from cleaning up corridors, which i hate watching personally, but it's not really "useful"

however, i do use stockpiles linked to workshops to manage what materials are used, mostly one stockpile with regular stone types assigned to a set of workshops for regular crafting, doors, tables, general trade good production
and another stockpile with magma safe stone for those special projects, and maybe for some pretty color matching constructions

105
DF Gameplay Questions / Re: Justice
« on: May 11, 2013, 06:08:36 am »
loading an earlier save is kind of cheating when it's to get a more optimal result,
i however keep regular backups because stuff keeps getting messed up

example:
things like some animal retaining their flying status after becoming someones pet, results in:
"Urist McWeaponsmith cancels retrieve pet, animal inaccessible"
..as 90% of the message log from there on.
i feel justified in "save scumming" at that point because I'm pretty sure nothing is intended to make the message log useless.
(i think this usually happens with "vermin" type pets, like tiny birds and regular bats as the main offenders)

on justice, i usually have no jails and my captain of the guard has a feather wood crossbow as part of his uniform
any serious crimes, and i will assign an "accident" manually

in my opinion any automated justice only ends up in getting useful dwarves killed for "violation of production mandate"

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