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Messages - crazysheep

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3661
Sounds like you have a loyalty cascade on your hands.. what happened before this?

3662
Since the wagons can no longer go over trapfields in 34.10,...

Whoa! Is this true? I haven't seen anything about this. It's not on the wiki - that I can find, at least.

Are you sure about this? Is it all traps, or just some types of traps?

I'm waiting for the Lazy Newb Pack before upgrading, but it will take me some time to remove/reposition my traps if the caravans can't cross them now. (I haven't actually used the traps, most of them. They're mostly for backup.)

Can anyone confirm this, please?
Confirmed on my end, traps block wagon access in 0.34.10.

3663
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 30, 2012, 10:01:53 am »
A purple spinel bed eh? Sounds like something I'd give to a noble.. I dunno.

Update: Oooh and the first generation of raven hatchlings are now domesticated! (Y)

3664
DF Dwarf Mode Discussion / Re: 2 stupid questions, please help
« on: May 30, 2012, 09:38:10 am »
question 1: You don't need a kennel any more, just a training zone. Go to z->Animals and select the animal to train. Hit t and select the trainer (or pick any trainer, which is what I usually do) and hit enter. Then hit w or h to have that animal trained as a war or hunting animal. Wait for a dwarf to get around to it.

Just to be clear, the animal has to be in the training zone. The trainer won't take the animal there (that's been my experience, anyway). For dogs, just make the training zone an animal pasture, too, and pasture the dogs in it.

For wild animals you want to tame, you can place a training zone over your animal stockpile. But for dangerous animals which might not be easy to tame (my tame alligator just went wild again), I'd build a small, separate room with a door, construct that particular cage there, and make the whole room a training zone/pasture.

Once the animal is tame, you can pasture it there. Leaving the door closed to animals will keep it from escaping if it turns wild again (at least, until you build cage traps outside the door to catch it).
In my somewhat limited experience of training captured wild animals: you don't even need to set up a training zone. Use the z-screen to select trainers for wild animals in the Animals tab. Animal trainers will automatically go to the cage with the wild animal in it and train it.

That will get you the initial raise from Wild to some level of trained, but to improve it and to keep it from falling back to Wild, they need to come out of the cage and be trained normally.

Course, it might not be a bad idea to let them keep reverting to Wild and keep re-training them, if one wants to improve their familiarity with an animal type.  Need to try that sometime.
Hmmm.. interesting. I've released quite a few trained ravens from their cages to a training zone, and they haven't fallen too far below trained status. Although there is the issue of the hatchlings which have reverted to semi-wild.. retraining them as we speak though.

3665
DF Dwarf Mode Discussion / Re: 2 stupid questions, please help
« on: May 30, 2012, 09:32:52 am »
question 1: You don't need a kennel any more, just a training zone. Go to z->Animals and select the animal to train. Hit t and select the trainer (or pick any trainer, which is what I usually do) and hit enter. Then hit w or h to have that animal trained as a war or hunting animal. Wait for a dwarf to get around to it.

Just to be clear, the animal has to be in the training zone. The trainer won't take the animal there (that's been my experience, anyway). For dogs, just make the training zone an animal pasture, too, and pasture the dogs in it.

For wild animals you want to tame, you can place a training zone over your animal stockpile. But for dangerous animals which might not be easy to tame (my tame alligator just went wild again), I'd build a small, separate room with a door, construct that particular cage there, and make the whole room a training zone/pasture.

Once the animal is tame, you can pasture it there. Leaving the door closed to animals will keep it from escaping if it turns wild again (at least, until you build cage traps outside the door to catch it).
In my somewhat limited experience of training captured wild animals: you don't even need to set up a training zone. Use the z-screen to select trainers for wild animals in the Animals tab. Animal trainers will automatically go to the cage with the wild animal in it and train it.

3666
DF Dwarf Mode Discussion / Re: Secure beekeeping made easy
« on: May 29, 2012, 10:13:09 pm »
And have most of your dwarves die of anaphylactic shock? D:

3667
Dear Urist McDoctor,

WHY U NO HEAL?

Sincerely,

Dying Dorf

Urist McDoctor cancels reply: On break

3668
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 29, 2012, 07:11:41 pm »
Found the great magma sea and the first cavern layer before I've even made my bedrooms.



This should be fun.
Tis a common sight in my forts, my first order of business when setting up a new fort is to dig down, and dig deep.

In other news, Gearedsoldier is now 6 years old, and there's a food shortage: we've overfished the river and the only source of food is sitting in the caverns. By the way, I've found 4 caverns, and one of them is empty with a lot of mud and no trees whatsoever. I find this interesting.. never seen it happen before. Oh and there's a magma lake quite close to the surface (11 z-levels down), I plan on using that to make a magmatic world flooder :D

3669
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 29, 2012, 08:53:50 am »

Spoiler: Caught a vampire (click to show/hide)
You'll have to catch the vampire yourself. The residents will report crimes and witnesses will step forward, but you're the judge, jury and executioner.

3670
DF Dwarf Mode Discussion / Re: Wheelbarrows
« on: May 29, 2012, 07:25:04 am »
For stone and metal related workshops put a stockpile RIGHT next to them with a wheelbarrow or two, with orders to take from a larger stone stockpile.

And a note for constructions: USE BLOCKS! They are lighter(so haulers move them faster), and you get more than one per stone.
Also, with the change to mining drop rate, you're better off using blocks for constructions, otherwise you find yourself running out of stone for construction.

3671
DF Dwarf Mode Discussion / Re: RAGE!!!!
« on: May 29, 2012, 07:23:33 am »
Is there any legitimate benefit to the justice system?  Seems like other than trying to avoid bad thoughts in nobles, which is a sucker's game, it doesn't actually do anything but hurt.  Am I missing something?
Technically we are the justice system. I don't know any other game in which you are allowed to convict a dead chicken of murdering someone.

Hey, if a strong enough thrower is having a tantrum and the dead chicken is the nearest object...
Kill is attributed to the thrower. Although there was the curious case of the oak log attributed with a kill..

3672
DF Dwarf Mode Discussion / Re: RAGE!!!!
« on: May 29, 2012, 03:58:41 am »
Is there any legitimate benefit to the justice system?  Seems like other than trying to avoid bad thoughts in nobles, which is a sucker's game, it doesn't actually do anything but hurt.  Am I missing something?
Technically we are the justice system. I don't know any other game in which you are allowed to convict a dead chicken of murdering someone.

3673
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: May 29, 2012, 12:36:17 am »
...I now consider it normal for forums to be as insane as this one has become.
I can't, other forums I visit are pretty sane.
So are they for me, but as Bay12 is etched into my mind I can do naught but find it strange they are sane even though I know it isn't.
Ah. That makes sense.

3674
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: May 29, 2012, 12:26:48 am »
...I now consider it normal for forums to be as insane as this one has become.
I can't, other forums I visit are pretty sane.

3675
DF Dwarf Mode Discussion / Re: Stuck Wagon Challenge
« on: May 29, 2012, 12:03:54 am »
I have Human caravan wagons trying to leave while Dwarven caravan wagons are trying to enter, through a 3-wide corridor attached to the edge of the map.  They aren't just moving slowly, they aren't moving at all.  It may be the two ramps leading down are too close together for the wagons travelling in two directions to pass over/under each other.  I haven't found anything I can dig out, or bridges I can lower, that fixes this.  Anyone want to have a try at at?

Here's my save: http://dffd.wimbli.com/file.php?id=6392
This problem sounds oddly familiar slink.. might want to try widening the corridor next time :)

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