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Messages - crazysheep

Pages: 1 ... 235 236 [237] 238 239 ... 252
3541
DF Gameplay Questions / Re: pond not getting filled fast enough
« on: July 01, 2012, 10:46:57 am »
Spam pond zones on a single tile, this allows multiple dwarves to fill a single tile. Each pond zone will generate their own Fill Pond task, which then causes the pond filling to proceed much faster.

3542
DF Dwarf Mode Discussion / Re: Messy Dwarves
« on: July 01, 2012, 08:08:04 am »
Have you checked gathering orders for refuse? The default option is to ignore remains, and gather only remains from tiles marked as "Inside". Anything outside marked for dumping, which would include vermin remains, goblin corpses and rotting food, will thus be ignored by default.

3543
DF General Discussion / Re: My thoughts on 34.xx
« on: July 01, 2012, 02:27:51 am »
The wiki says you need rollers if you're going uphill, otherwise the cart will roll over whoever is trying to push it uphill.  Or at least, that seems to be what it's implying.  Is that the case?
No, I believe you may have misread the wiki information, or the wiki information was poorly written. From the wiki, "A minecart set to be guided is not affected by rollers at all". It also says "dwarves can not push nor ride an unpowered cart up a ramp.. [snip].. To solve this, the player can either use Rollers (see below) or set the cart to be Guided."

Some further comments of mine on your thoughts:
So I think I've got what enjoyment I could out of this version of DF, and am going to take another break from it and wait for the next major version.   Some things I would like to comment on:

Burrows:  Getting dwarves not to go places is still a nightmare and the one of fastest ways to lose interest in playing dwarf mode.  Haulers sometimes seem to not even pay attention to burrow restrictions, actually leaving the burrow and going outside during sieges, even after all items I could find outside were forbidden.  Again, it would be great to have a forbidden area traffic zone that actually forbids dwarves from going somewhere instead of increasing the pathfinding cost, as if there's a wall.  Burrows have been suggested for this purpose, but as demonstrated here, they don't work nearly well enough.
I've found that using the military alert screen to work better for the purposes of corralling civilians into safe areas. [keystrokes: (m)ilitary -> (a)lerts -> select active/training schedule -> select burrow] Once a good burrow system has been set up to work with military alerts, there is very little that can go wrong [at least, in my fort so far, this setup hasn't failed].

Stone drop rate:  Love that stockpiles are usable upon mining them out now, but mining out entire limestone mountains to make enough steel for the army seems like it needs adjustment.
I reckon one fix for this would be to mod the raws to allow flux stone blocks to be used in smelting. On a (somewhat) related note, somebody here modded their raws to allow tin bars to be used for glazing stonewares instead of cassiterite ore after the drop rate had been changed.

3544
DF Dwarf Mode Discussion / Re: Necromancer Madness!
« on: July 01, 2012, 02:04:40 am »
welcome to the end of your social life, have a nice time, and a tip for the magma, dig deeper, and dont touch the blue stuff
It's the blue stuff /endpedantism

3545
DF Gameplay Questions / Re: Named Stray Dog
« on: June 30, 2012, 11:47:46 pm »
Since you said this:
Is this normal, for a nice doggie that has killed and driven of many a goblin thief?

These are the answers you're looking for:
Pretty sure the game will name stray dogs trained or otherwise whenever they have enough kills. Kind of like any dwarf or even a random creature in the arena with a kill or two.
Animals with a notable kill under their belt get named

3546
DF Gameplay Questions / Re: Weapon bins are invisible to trade?
« on: June 30, 2012, 11:45:31 pm »
Has your mayor/count/duke/baron/king issued any mandates? If they have, the default trade option is to cull all prohibited items, and those bins may have been carrying some prohibited items (eg. a sword in a weapon bin).

3547
DF Gameplay Questions / Re: Broker wont go to depot
« on: June 30, 2012, 10:30:05 pm »
Or you can use b to toggle from "Only broker may trade" to "Anyone may trade" at the Trade Depot. I find that to be more useful than trying to make a single dwarf do exactly what you want it to do.

3548
DF Suggestions / Re: Fake goods
« on: June 30, 2012, 10:16:34 pm »
That sounds like a good use for the Liar skill as well - a Legendary Liar could pass off a clear glass pot as an artifact crystal glass pot. Until a Legendary Appraiser notices, of course.

3549
DF Suggestions / Re: Spin the pathfinding off to other threads.
« on: June 30, 2012, 09:05:09 pm »
In that case, you might want to update this thread once you get the proof of concept ready :)

3550
DF Suggestions / Re: Spin the pathfinding off to other threads.
« on: June 30, 2012, 05:07:31 am »
Before this gets derailed, may I suggest that Aha do the following: Contact Toady (via email or PM) and ask to volunteer with multithreading the pathfinding loops? As he's pointed out, he feels that he is more qualified than most of us to discuss multithreading, and that he might be able to do a decent job with it. So why not contact Toady directly to see how Aha can help?

3551
How would a candy morningstar work I wonder...
Morningstars apparently have [EDGED] attack, so candy would make them pretty strong.
the best morningstars are copper, strange as it sounds they've done tests, best combo for some reason, or was it bronze?
Interesting.. must be something about how morningstar attacks are rolled.

3552
DF Gameplay Questions / Re: Training zone not training
« on: June 29, 2012, 08:32:07 pm »
My experience with animal training is minimal, though.  I don't know if an animal always becomes "Trained" or better on the second attempt (after reverting to wild and then re-training).  I don't know if an animal always becomes "Semi-wild" on the first attempt, and always reverts to wild.  I don't know how a temporary lack of meat would affect the results.
Having trained quite a few ravens, the answers to your questions/"I don't knows" are as follows:
1. Not always, it depends on your dwarves' animal training knowledge with that particular animal.
2. Animals do not always become semi-wild on the first training attempt - that could be due to the lack of knowledge that your dwarves have with animal training, or your animal trainers' lack of skill.
3. Temporary lack of meat or viable food would reduce the amount of training due to job cancellations - Urist McAnimalTrainer cancels Train Creature - No food.

3553
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 29, 2012, 09:17:42 am »
Do strange moods honor stockpile designations? I just had a possessed dwarf ignore a stockpile full of hematite set to give to the smelters and walk all the way down into the mines for a piece.
No, strange moods honour burrows and forbidden items, but that's about it. I use DFHack during strange moods to find out what items I need to forbid.
Guess I can just chalk it up to dwarves being stupid.
Or he really, really likes hematite.

3554
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 29, 2012, 09:13:19 am »
As long as there is a clear path, will the caravan spawn so it can use it?
Yes. So long as your depot is accessible (when you check using D), caravans will spawn and head for your fort.

Do strange moods honor stockpile designations? I just had a possessed dwarf ignore a stockpile full of hematite set to give to the smelters and walk all the way down into the mines for a piece.
No, strange moods honour burrows and forbidden items, but that's about it. I use DFHack during strange moods to find out what items I need to forbid.

3555
DF Gameplay Questions / Re: Training zone not training
« on: June 28, 2012, 09:52:16 pm »
Also, make sure you have placed the cages through the building menu. b - j (I think, I don't have DF running right now.)
Cages don't have to be built - trainers will still train animals in cages outside training zones. The zones are used to free up cages, and to reinforce training for trained animals.
I figured OP might want to let his animals out at some point.
Agreed - freeing up the cages is a good idea once the animals are trained sufficiently. Assigning the animals directly to the training zone frees up cages without needing to construct/build those cages.

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