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Messages - Cozmopolit

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16
DF Gameplay Questions / Re: How to craft High Boots.
« on: October 10, 2012, 02:02:04 pm »
Ghost: yes, exactly my point. Next time I'll have my morning coffee before making useless sense nazi posts  8)

17
DF Gameplay Questions / Re: How to craft High Boots.
« on: October 10, 2012, 09:20:15 am »
I can't find high boots under queue new job order ....

I don't know. Try using the manager.

18
DF Gameplay Questions / Re: Animal management
« on: October 10, 2012, 09:05:17 am »
dfhack has an "autobutcher" option.

You can set how many kids/grow ups you want to have (per gender, per animal type), the rest will be set to be butchered automatically.

for example "autobutcher target 15 15 6 2 DOG" will allow 15 male and female puppies each (I basically want all puppies to grow up before I butcher any) and keep grown up numbers down to 6 females and 2 males (I use dogs a lot for leather and meat, if you're using male dogs as war/hunting dogs you might want to have more male dogs).

There's also a "zone" command for managing pits/pens/cages that I didn't play around with.

19
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 07, 2012, 12:26:20 pm »
Ok, this is a supremely noob question, but is there a way to view non-combat related reports from the game (for example, job completion messages, mandate messages, all the sort of non-essential things that appear at the bottom of the screen from time to time)?

What they said. Plus gamelog.txt

I have the gamelog open on a second monitor to see those messages more "realtime" than ingame. (on linux,iirc, terminal "tail -f gamelog.txt")

20
DF Gameplay Questions / Re: Only 2 Ore Types
« on: October 07, 2012, 09:36:14 am »
Would you recommend any particular remedy for the problem of ambushes?

Well, hunting is dangerous. Try to cagetrap some animals, train/tame and use underground herds as meat supply. I currently just use dogs because they have multiple uses.

I get pissed about every dwarf that tries to leave the actual fortress, but then again my games don't include much fun ...

21
DF Dwarf Mode Discussion / Re: War Dogs
« on: October 07, 2012, 09:02:50 am »
I just caught a bunch of Giant Keas trying to nick my stuff. Unfortunately I can't seem to tame them past "Trained", they keep reverting back to being savage wild menaces.

Is there any way to actually fully tame them and make use of them? I quite like the idea of an army of giant kleptomaniac parrots :D

- First training step happens when they are in the cage, by assigning the trainer.
- Then, move animal to a Pasture that is also marked to be used for animal training. Further training will happen there (when your animal trainer finds time)
- Captured animals will never become tame, they will only reach various levels of training quality. Animal kids/cubs will be born on the same training level as their mother and can be fully tamed (as kids, before they grow up). Their offspring will be fully tame.

http://dwarffortresswiki.org/index.php/Animal_training

22
DF Gameplay Questions / Re: Military Timespan
« on: October 04, 2012, 06:41:51 am »
The key is to get a few soldiers to good skills so that they can teach the others.

I usually create a squad of 3 as soon as possible to start training up. Small Squads (2-4) will do a lot more sparring than big squads (I hear setting multiple "train" orders for 3/4 soldiers in a squad instead of one train order for all 10 helps, didnt try that), which is the best training you can get without legendary teachers. Getting this initial squad into a danger room obviously helps a lot.

Once that initial squad has proper skills, make them squad commanders for full squad. They will teach new recruits, (slowly) train up their teacher skill and after some time will produce good soldiers pretty fast.

23
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 02, 2012, 01:58:28 pm »
How do you set the keybinding to make such a long command useable with the hotkeys?

with """

for example:
keybinding add Ctrl-C "cleanowned scattered x"

took me quite a while to figure it out aswell :-)

24
DF Dwarf Mode Discussion / Re: Small questions about invaders.
« on: October 02, 2012, 03:36:21 am »
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

If I might be allowed to sig that?  {Wildly OOC, but that's the best type}

Go ahead. Being a non-native speaker and very very tired doesn't help to make exact statements. All the better if it makes any sense, even if not intended :-)

25
DF Dwarf Mode Discussion / Re: Small questions about invaders.
« on: October 02, 2012, 03:12:01 am »
FYI, wild animals do not breed.

The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them. (My only "access" to the cavern is a fortification).

26
DF Gameplay Questions / Re: magma sea
« on: October 02, 2012, 12:21:26 am »
The red wall will be channelled away, and the magma will flow through.

Do you ever get Magma Crabs flowing through?

There really isn't a fortified block in that design, Fuzzy.  That's operating with unfiltered magma?  Is that safe?  I'm happy to lose one lousy dorf, to keep the fortress soundly behind fortified block.

Just as safe as without. If fortifications are completely submerged (7/7) in magma or water, anything that can move in that magma/water can just swim through. I have never had it happen, but as far as I understand it, magma crabs can move easily through submerged fortifications.


Wiki quote:

"Beware that fully submerged (i.e. 7/7 depth) fortifications will not block the passage of creatures that swim in water (or magma) - wall grates and vertical bars work, but they are vulnerable to building destroyers. A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible. If the water is flowing though, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth)."

27
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 01, 2012, 09:09:06 pm »
What settings do I need to use to get worn clothing dumped on the refuse pile?  I can't seem to figure out what's needed.

dfhack has a solution for this ("cleanowned"). A not widely known fact is that dwarves not only drop used clothing where they are now, they also collect used (but owned by them) clothing  in their bedrooms/coffers. Over time, that adds to FPS degradation.

I put "cleanowned scattered x" (remove "owned" tag from used clothing, mark all "x" clothes (as opposed to only "X" clothes) for dumping) to a keybinding and hit the key after every seasonal save.

It's not nice, but the only working solution I know about.

28
DF Gameplay Questions / Re: Hauling Grinds to a Hault.
« on: September 28, 2012, 12:20:05 am »
Move blocks close to where you want to build in bins. Get a stockpile there, accept from links only, take from main stockpile (blocks in bins there). When the "building" stockpile is full, remove the link and build. This makes sure that your haulers will not take half full bins back to main stockpile to fill them up.

Build a killing zone close to your entrance and try to get sieges there to kill them for closer hauling. More than one can be helpful to have one entrance open while haulers clean up the stuff in the other one.

Get your trading stockpile close to the depot. For example, the only stockpile accepting clothes from anywhere, while another stockpile close to your clothier only accepts from links - from the clothiers shop/leatherworks.

... just 3 quick ideas ...

29
DF Gameplay Questions / Re: A question about water flow through a cistern:
« on: September 24, 2012, 03:33:35 pm »
Will they come out of the brook and into the cistern?  The only thing I've had in there is fish, which I thought was fine.

The way I understand it nobody will go through a brook tile on z-level down into the 7/7 water. But it is very easy to make a mistake somewhere - mine was simply that I had the last tile between my water system and the brook channeled and forgot to roof over it - so of course the next Titan uses that tile to enter my waterworks, go for the next construction (a flood gate on z-2 or -3) and floods the whole thing.

Nowadays I try to set up everything so that I can fill cisterns from somewhere and later wall off the source. Dwarfs don't actually use a lot of water, watermills can operate in closed systems, security solution, it's a FPS win, and if you make a mistake later chances are you only flood your fortress with a cistern worth of water instead of an endless supply. Feels a bit like cheating  ;D


30
DF Dwarf Mode Discussion / Re: Framerate
« on: September 22, 2012, 06:31:49 pm »
On a 2007 Macbook running Linux I have to do a lot of management to keep FPS acceptable - I usually run/like about 70-100 FPS, if it drops below 30 I declare my fortresses FPS-dead.

I have temperature and weather turned off and keep the amount of dwarfs way down to achieve that (FPS dead according to above definition occurs usually at around 150-200 dwarfs).

My FPS limit is at 200, more is too fast for me.

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