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Messages - WanderingKid

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916
I'm mistaken, from the wiki:

http://dwarffortresswiki.org/index.php/DF2012:Justice

Quote
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity ( at least that's what your dwarves think):
 1. Beating by a fortress guard (results in death unless you take precautions, see below)
 2. Imprisonment for a period of time.
3. Hammering by the Hammerer.

The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in jail; if no jails are available, the guard will "downgrade" the punishment to a beating (giving the criminal a happy thought and the injured party an unhappy thought). If the crime calls for hammerstrikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).

I've apparently never had my Sheriff/guard give out a beating.  Everything in my fortresses so far seems to have been execution or imprisonment levels.  It's quite possible I've simply never noticed.

Edit: Also, my apologies.  That's twice in a week I've given out bad information.  I and the wiki will get better aquainted on things that I only know half-assed before posting in the future.

917
The position you want to make sure is wielding a light crossbow is hammerer, not CotG.  He's the one who administers punishments for failed mandates and the like.  CotG is more for the 'capture and contain' portions when necessary.  I prefer him well armed and armored, personally.

918
DF Gameplay Questions / Re: Cannot make Traction Bench: Needs Table
« on: July 16, 2013, 05:13:35 am »
This might be the problem with linked stockpiles and combined items. It seems to be necessary that all items needed to build a new item must come from the same stockpile if one of them is linked to the workshop. Just take the "give to" away and it should work.

This is not true in my experience.  For example, I have a dye plant stock stockpile and a bag stockpile both feeding into a millstone, and it works just fine as long as I don't run out of bags.

The other possible problem is burrows.  They cause no end of problems.  Make sure your entire 'inner fortress' is a single burrow, it helps a lot.

919
Consider redirecting the water down a vertical channel, to build up pressure in it, then making it go off the edge of the map through a fortification slit.  That way you can teleport a goodly portion of the water away.

Ahhh.. now that I didn't know you could do. What is the significance of the fortification slit?

You can let water leave the map through the edges.  The reason it needs to be a fortification is because you can't actually dig away the outer tiles of the map.  To let water off the map (such as from an underground waterfall), you have to smooth the last stone against the edge of the map, then carve it (via d for designate, instead of b for build) into a fortification, allowing the water out.

920
DF Dwarf Mode Discussion / Re: Farm Plot Pollution
« on: July 16, 2013, 03:57:56 am »
LNB?  You mean the LNP?

Depends on what version you've got.  However, the barrels aren't really a problem.  Did you recently have a thief or a babysnatcher come through?  They'll scare people collecting the plants.

What are the barrels filled with?  Seeds or Plants?  If it's seeds make your seed stockpiles not accept barrels.  They'll just use bags and that's more than plenty. 

921
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 16, 2013, 03:55:26 am »
Very cool.  Welcome to the asylum, Maul.

AdmiredMansions goes well, except for one minor problem.  As my weaponsmith slowly finalizes his last levels... melting his masterworks is sending him insane, but I've still got him working with crap material to take advantage of the melting rates.  I need to fix that so his masterworks are allowed to remain.  I think we'll start with silver warhammers while we begin steel production for him to work on axes with.

The last siege with two goblin units was repelled with rediculous ease.  The AI pathed right to the doorway all the way around the fort, constantly being fired upon by the prepped and placed crossbow squad.  They never even got to the wardogs, nevermind the cage trap hallway.  Surrounding fortifications on the second level of the fortress are completing now that the floors are mostly in place.  Slowly but surely I'm starting up melee units in leather armor to start training in the barracks while I get the metal industry underway. 

FPS is ~35 and slowly draining.  Once we've carted all the ore out of the major veins I'm going to wall them up just to get them out of the pathfinder.  The DFHack vein digger was very helpful but I've got up/down stairs all through that mess.

Protecting the way up from the cavern punches (which right now are floored/hatched/Fortificationed) I placed a large pasture and all my dogs are pastured there when not assigned to anyone/front gate thief detection.  Considering that's a large number of (correctly sized now) wardogs, that should dissuade any would be invaders not wearing metal in case I make a mistake somewhere.

My engravers are working on the second apartment complex, and my masons still continue to try to skill up to my satisfaction for the main dining hall.  It's coming along slowly.  I assigned the old baronesses' quarters to the new Captain of the Guard.  After she starved to death from melancholy she won't be needing them.  I'd almost finished her tomb, too, before she went batshit... too bad, commoner's grave now.

I have... good lord... 5 pages of 'animals' now.  My turkeys won't even hatch anymore.  I'm waiting for the Leopard Cubs to grow up then I'll start significant training on them for the war units with the males.  I'd thought to get a pig leather industry going, but that seems pointless now.  I'm mass producing leather bags just to dump the leather stockpile (and to get more bags for the sand/quarry bush/dye industries).   Let's see... Time to butcher stuffs.  Pigs (leaving 1 each), 2 random roosters, ducks, about half the cats, a few goose (leaving the geese), cavy pups, a... capuchin?  When'd you get here? ... peachicks, some water buffalo calves, ... I can't get rid of this roach I bought by accident... My gods, when did all this crap get in here?

That'll leave me about 2 pages of dogs, a lion, a female black mamba, my leopard collection, a bunch of turkeys and geese, 2 pigs, a handful of cats/kittens for pest control, a captured Gray Langur, and whatever pets my dorfs have adopted.  Well, that's gonna be a busy butchery.

And while I'm typing this the fort's first Forgotten Beast just showed up in the Second Cavern.  A... oh great.  A fire breathing giant mite, which is a disturbing image all on its own.  Round shell, squirms and fidgets, green-yellow scales and they're set far apart.  It's name is Gosmer.  Think I've read about this guy in an engraving or two, or maybe they were figurines.  Well, he's ignorable, he doesn't fly and that cavern's got a locked hatch anyway.  Maybe he'll find something to play with down there.  I can't see any underground critters except for a bunch of reptile men in the first cavern and some imps in the magma sea.

Addendum: And I just dumped 58k worth of finished bone carvings on the dwarven caravan.  ROFL.  Bought them out of steel.   :)

922
Getting the Depot down that far is a PITA, though.  Easier to build a cistern above ground and pump-stack fill it.  Open 4/5 floodgates at once and power wash the elves. :)

Also, use vertical Grates to catch the goods without keeping the water in.

923
Stop playing now and you may not lose your free time and imagination to this black hole of a game...

Heh, was discussing picking up new games the other night with a friend, as in I really don't need any more until I finish the ones I've got (and read off a list of 7/8 games I'd still hadn't finished, like AC3).  I was discussing that Dwarf Fortress would pretty much cover any spare time I had until something significant came out, he didn't know what it was.

Trying to describe DF to someone who'd never even heard about it was... well, it was ADD, really, but at one point he said "ASCII Graphics?  Really?  Why would you want to play it at all?" "Because until you've watched a dwarf bite the head off a hydra while he bleeds to death and you cask of amontillado him in the cavern so he doesn't infect the entire fort with skin removing dust, you haven't really played a good simulator."

Annnnndddd... a moment of silence.  That was priceless. 

Now where DID the last 12 hours go?!

924
Watch Captain Duck's tutorial videos before you get yourself underway.  It will save you more time and headaches than any other resource, including the wiki.  Why more than the wiki?  Because until you know what you're looking for or that you even want to do it, you don't know where you want to go in the wiki.

925
DF Gameplay Questions / Re: Noble unelected themselves?
« on: July 15, 2013, 01:06:14 pm »
Aaaaaaah.... crap.  So much for becoming the mountainhome.  I've always wondered about the 'noble re-education levers' and the like when you can't get them reappointed, so I'd never done it.

926
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 15, 2013, 01:02:27 pm »
You don't, the brewer does.  It depends on the stack that's made at the brewery, it's stored as a single unit in the barrel.  Will depend on your brewer, not you.  I don't know all the details though, I'm relatively sure it's not based on the plant stack size that's inserted.

This is incorrect.  It is 100% dependent on the size of the stack of plants that get brewed.  Brewing skill only affects the speed with which the brewing job is completed -- it has no effect on the finished booze at all.

Oh.  I just re-read the wiki with that in mind and I interpreted what is written there incorrectly.  My apologies for spreading my confusion. 

927
DF Gameplay Questions / Re: How do you exit DF without saving?
« on: July 15, 2013, 12:24:21 am »
DFHack die command is the easiest.

Barring that, crash it from Task Manager.

928
DF Gameplay Questions / Noble unelected themselves?
« on: July 14, 2013, 10:04:23 pm »
Allllrighty, I'm confused.  My baroness just basically unelected herself.  Now, she's melancholy and that's primarily because I didn't get her quarters setup in in a speedy manner, but still.  I wouldn't have expected her to un-elect herself.  I've even got a new mayor now.

I've never seen a noble do this before.  Any hints as to what's going on?

929
DF Dwarf Mode Discussion / Re: I hate this game
« on: July 14, 2013, 09:46:44 pm »
Most people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.

Dwarf Fortress doesn't mean to do it... I just can't behave sometimes so it has to correct me.

930
DF Dwarf Mode Discussion / Re: The death of my first fortress
« on: July 14, 2013, 09:44:38 pm »
My current embark gets Honey Badgers constantly.  My hunters beat them to death with crossbows occassionally.  They're just not that badass in this game... yet.  I'm still trying to capture a few to start breeding the little buggers.

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