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Messages - weenog

Pages: 1 ... 94 95 [96] 97 98 ... 134
1426
DF Gameplay Questions / Re: Tips for Wall building
« on: July 08, 2012, 06:58:00 am »
Are you building from with rocks, or blocks?

If you're not using blocks, start doing so.  They're much faster to transport, IIRC faster to build with too, and they save you material.

Or you could do like I'm doing and just pour out ice walls with pond zones and a bucket brigade, but that really depends on your local climate.

1427
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 02:33:45 am »
Okay, that's your problem: you have unreasonable expectations of what you can get away with for stockpile space.  7-10 spaces is just slightly larger than a bedroom worth sleeping in.  That's not a storage area.  Try starting with 5x5 (25 spaces) stockpiles for small storage needs, and work your way up.

1428
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:59:31 am »
Well normally, when the jeweller pulls gems out of the stockpile to use, that frees up stockpile space to which the haulers will bring more gems.  It's theoretically possible you could wind up with a stockpile that's clogged with only one type of gem, excluding the others, but IME that just doesn't ever happen with anything like a reasonable stockpile size.  How big a stockpile are you thinking you'd need, anyway?

1429
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:45:16 am »
It's not my minecart system.  And no, the stockpile needn't give to the workshop unless you're trying to control what else it uses (for example, you've got separate stockpiles for different kinds of furniture so you can tell the jeweller exactly what to encrust when).  Course if it does, you will need to have the kinds of gems in there that you want cut if you're going to cut them, yes.  Still not sure where you came up with that percentage number from or what it has to do with anything.

1430
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:21:10 am »
Quote
The problem with this solution is that stockpiles that don't use containers have to be large right?
Not at all, there are several options to squeeze very large amounts of stuff into tiny allotments of space.  Lately I favor this method, but it's not the only option.

Quote
and if less then 20% of your gem stock is ready to be cut and therefore you will only have limited options to cut "c" from jeweler and thus this works inversly against automation in that now instead of micromanaging stockpiles you must perioridally return to your jeweler to assign cut jobs.

No idea what the heck you mean here, sorry.

1431
DF Gameplay Questions / Re: Serious Fishing
« on: July 08, 2012, 01:12:14 am »
Butcher shop, same as you would with real fish that are not vermin sized.

1432
DF Dwarf Mode Discussion / Re: Aquifiers are hard? Nah....
« on: July 08, 2012, 12:46:40 am »
Even the double-slit method can and will flop on its ass if you don't carefully micromanage the order of wall building.

Quote from: Two Slits Method in practice
You wanted a wall there? Sorry, that's a diagonal, you can't do that.  You deconstructed the wall that was in your way?  Now there's too much water coming and your pump operator can't keep up.

U MAD?

1433
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 12:34:17 am »
You don't assign anyone to a civilian alert burrow, though.  Even burrows you do assign people to can be deleted and remade, or have people removed and re added to them.  I'm not one to say DF is perfect the way it is, but this is not a gamebreaker, and for many of us it's not even relevant nor will it ever be.

If your workshops are suffering haulblocking you don't need to use burrows to fix that.  All you need is stockpiles which don't allow containers, either as your only stockpiles of those types, or as buffers between the workshop taking stuff and the haulers going out into the world to collect.

1434
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 07, 2012, 11:50:07 pm »
Burrows are only used by one part of the game, they are 100% optional in that part, you can work around the problem, and it can't do any damage unless you choose to let it do so.  Why wouldn't it be called minor?  At worst it's a nuisance, and it's one which many (perhaps most) players will never contend with.

1435
If he was berserk, he was clear past throwing a tantrum, and he was dead anyway.  Becoming the enemy of everything tends to be bad for one's health.  Even if he hadn't run into more fight than he could handle, as one of the flavors of insanity Berserk comes complete with no attention to basic survival needs, and can't be recovered from.  It will eventually lead to death from dehydration or similar.

1436
DF Dwarf Mode Discussion / Re: Dune Fortress
« on: July 07, 2012, 01:40:57 pm »
I don't get much of a Dune vibe out of it, but now I wonder if introducing langoliers to the game could help with FPS problems in mature fortresses.

1437
DF Gameplay Questions / Re: Start on same site?
« on: July 07, 2012, 11:58:16 am »
Autosave files can serve as a reset button for if you truly fuck up the site, but don't mind starting over with the same embark group.

1438
Serrated disc traps are funny right up until one leaves a goblin's lower torso stuck inside a fortification.  Okay, they're still pretty funny afterwards, but also annoying when the thing starts to stink.

1439
DF General Discussion / Re: What Would Urist Do?
« on: July 07, 2012, 11:42:40 am »
Lead a team of seven unskilled, poorly equipped idiots to found a polar outpost, pipe magma under the ice, and drown the fools to recover the precious socks.

What would Urist McMigrant do if, upon arriving at a fortress, a vampire was already there using his identity?

1440
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 07, 2012, 11:33:09 am »
Don't think of it as a bug, think of it as you shouldn't try to sell people into slavery.  Even the uncivilized people that don't talk much.

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