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Messages - WanderingKid

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931
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 14, 2013, 09:38:55 pm »
I can do that, but that doesn't answer the question of how to get more alcohol to be stored in each one.  I currently have a 3x6 area stockpile for drinks, and it's full of barrels holding about 5 alcohol each.  How do I get the dwarves to store more alcohol in each one?

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.

932
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2013, 06:46:55 pm »
My word!  It's a useful artifact!  Neat too.

Ebalrurast Kesh Luk, "Reveredguise the Tail of Insight"

This is a giant sparrow bone armor stand.  All craftsdwafship is of the highest quality.  It is decorated with giant sparrow bone and cat leather and encircled with bands of cat leather.  This object menaces with spikes of rose quartz, silver, and cat leather.

On the item is an image of Azstrog Blackburials the goblin and Limul Luckypaint the dwarf in giant sparrow bone.  Azstrog Blackburials is making a plaintive gesture.  Limul Luckypaint is laughing.  The artwork relates to the mortal wounding of the goblin Azstrog Blackburials by the dwarf Limul Luckypaint in Admifredmansions in the early summer of 132 during The Attempted Abduction at Admiredmansions.

On the item is an image of Sut Mostwhispers the dwarf in pyrite.

On the item is an image of Rimtar Fiercegilt the dwarf and dwarves in pyrite.  Rimtar Fiercegilt is surrounded by the dwarves.  The artwork relates to the ascension of the dwarf vampire Rimtar Fiercegilt to the position of king of The Board of Watchfulness in 87.

....

So apparently when the king migrates I'm going to need to feed him migrants.

In other news we're ignoring a siege on the surface, because I just HAD to say something in my last update.  They're staying WAY out of crossbow range so my hunters on the walls can't do much about them, and I'm not opening the doors, though watching the entire siege get stuck in the cage trap airlock would be pretty damned funny.  Alright, maybe I'll open the doors.

My haulers apparently all hitched up with one another.  After 40/50 dwarves, I finally found one that wasn't married and didn't have relations to half the fort.  He just engraved the magma fortification to power the magma workshop chamber.  His slab awaits him.  Green glass pots and jugs are starting production, and I'm making a quern/press to start rock nut work.  We're swimming in seeds.  I also need to skill up my glass makers before they try to do anything useful.

My two engravers are both legendary now.  Engraving work can now commence.

933
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2013, 03:24:46 pm »
Bring a hunter along.  You'll be swimming in meat in no time if it's not an evil biome/necromancer.

934
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2013, 03:09:22 pm »
In between spurts of bloodshed in Mothramavuz, I have decided, in yet another flash of sheer stupidity, decided to try and keep a group of dwarves alive on only honey products and what they can kill or gather in the wild.

Probably going to die within a few months, but hey, since they're bringing weapons they can at least kill things if needed. Or eachother. Y'know, whichever happens first.

Let me know how the bee thing goes for you.  I've had stupid amounts of problems with that, to the point I gave up on it entirely.

935
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2013, 06:15:20 am »
Year 4 in Admired Mansions.  We've dug the main shaft to the magma sea with no cavern breakages.  I had to cheat and reveal to find the upper cavern.  It's a small winding set of passages of mostly water, no wonder I couldn't find the blinking thing.

It's also all through my only marble layers.  That could have gotten ugly when I started mining the marble for flux.

We've dug out the main magma room, with a huge amount of glass, smelters, kilns, and forges prepped and piped.  I'm planning to sacrifice some poor hauler with no relations (if I can find such a thing) to the magma fortification to power the workshops.  It's for the good of the fort, little dorf!  You'll be memorialized.  The slab's already produced.

Had another minotaur show up, and my hunters are still iffy about being timely to defend the fort.  Iffy meaning "Bloody damned useless" about getting themselves armored and on station.  The first hunter on scene got charged, and after getting his ankle broken the minotaur wailed on him again and broke his upper spine.  After the fight, the poor dorf finally suffocated on his own blood and vomit, I have to suppose.  The 5 wardogs stationed right inside the drawbridge however chewed on the minotaur endlessly.  Of of them even got itself a name for combat.  Go war dogs.

I've started breeding tame leopards from the elves.  I get the occassional Honey Badger that crosses my lands that I'm tempted to try to tame and breed for war pets.  On a 5x5 embark though that's a lot of land to cover with cage traps.  I'm not really sure how I should approach the process but whatever, I'll figure it out eventually.

My airlock between the trade depot and the fortress proper is lined with cage traps in a 3x9 layout, and two goblins have been left there for over two years now staring out the door when it opens at freedom they'll never obtain, waiting for the military to need easy targets.  It's been very quiet here, though.  No serious ambushes (only one, and that was a single squad), no sieges, nothing.

A series of restricted traffic areas through the large quarries has significantly helped with FPS, and we've recovered from the minecart inspired booze shortage with only a few deaths, though it's been a task trying to get the booze back OUT of the minecarts.  I nearly killed my baroness (who hasn't even bothered with a mandate yet, woot!) who decided to go get some of the booze in the dump to drink after I unforbid it instead of carrying it out of there.  When rock chairs and tables start falling on you from above, it's a hint....

I also think the dwarven king is a vampire.  That should get interesting when that happens.

The legendary dining room is completing, if slowly.  I've got a number of masons and I didn't restrict the workshop(s) to only the master masons, so I've got a bunch of masons skilling producing non-masterwork tables/chairs/doors/etc.  Atom-smasher has been busy.  I have 2600+ prepared meals, 1800+ in booze, and I'm overflowing with seeds.  I've created the QS for the ores down in magma area and the haulers are keeping themselves busy with that... I've got over 1100 Tetrahedrite, 2500+ magnetite, and 1200+ limonite to haul down there.

Addendum: The Great Sand Bag Quantum Storage with no track test is successful.  Here's the basic scoop.  My sand pit is waaaaayyyy up there.  I want it down at the magma.  I created a short little track to stuff the minecart start on, then a short little track down below.  The tracks are in no way connected.  I've got it set to guide in the track direction every 28 days/when full (it's sand, it'll never fill) and go to a track stop at the bottom which dumps into the stockpile.

The poor dorf stuck hauling this thing moves like he's hauling a stone, but he just dropped off around 200 bags of sand in one shot.  I'm carving up a bit of track to make his life easier next time down in the hallway to the magma-crafting room, but I wanted to mention I've confirmed again you don't need connected rails for quantum storage.

936
DF Dwarf Mode Discussion / Re: WTF just happened.
« on: July 14, 2013, 06:00:55 am »
Too bad the offspring will probably just be mini-alligators. Or is there a fix for that?

There's a fix for that, grab the latest copy of LNP.

937
Oye!  You, Overseer.  Yeah, c'mere.

I know you're the overfiend and all but for Armok's sake you just dropped a crapload of beer barrels on us in the dump!  Yeah, baroness too!  The bookkeeper's bloody glasses are found underneat this 'ere stone throne, we think the rest of him is under that pile of chairs over there.

Don't go unforbidding the booze in the dump when you're droppin' more in next time, 'eh?

- Ghost of a hauler

Overfiend: Well... crap.  Poor dorfs.

938
Urist,

Legendary Hunter and now Legendary Tanner.  I appreciate that you tried to help the fortress out.

But why by Bloodied Armok would you make a SINGLE glove?  *facepalm*

939
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 14, 2013, 04:05:51 am »
2)can anyone explain what "handling dangerous creature" warning means

Not sure about #1.  #2 relates to them dragging your cow/sheep/whatever to somewhere, usually for milking or shearing.

940
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 13, 2013, 08:20:12 pm »
I might open the doors for caravans. Maybe. What would be a good way to bait out any ambushes without risking dwarves?

Let the Caravans bait them. :)

Honestly, raise up a ton of dogs, make a bunch of ropes, and stake the dogs out all over the place.  They'll trigger the alarm.

941
DF Gameplay Questions / QS and Booze
« on: July 12, 2013, 01:25:02 am »
Alright, I know not everyone loves Quantum Storage, but I need it.

That said, I meticulously setup unique QS lines for each booze type near my legendary dining room.  However, even with 'dump every 28 days' it appears my dorfs are standing around the minecarts and their stubby little arms can't reach in and grab the booze.  However, because they want it, noone's PUSHING the minecarts to dump it, so they're literally dying of thirst standing in the same square as the booze.

Ooookay, so apparently I don't know how to properly setup booze QS.  Any recommendations?

942
Urist,

I'm impressed, my good hauler.  You managed to die of thirst in a room filled with booze, standing on a square with a minecart filled with whip wine, surrounded by people who would have dragged you to the hospital if you were injured.

This is your own damned fault.

-Overfiend.

943
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 12, 2013, 01:03:23 am »
AdmiredMansions managed to punch into two caverns, but nothing of particular interest showed there.  Both of the caverns are near the bottom of the map.  Building off a few exploratory tunnels we managed to locate the magma sea.  With that knowledge I should be able to drive a shaft from the main complex down into the caverns without ending up with a significant problem, but I need to find the upper cavern first.

FPS death has also begun.  I'm down to 40 FPS currently.  I've set up restricted travel areas in the vein mines (they're huge) and that helped some, but nothing will really save me, I think, for a while.  I set the entire 5x5 embark to collect surface plants.  That can't be helping.

The fort has taken out one ambush, two minotaurs, and a cyclops so far.  The ambush by far was the funniest.  My wardogs just inside the front drawbridge detected them ON the bridge.  The lever was pulled and... yeah.  Three of the gobbies survived, two in decent condition, and the resultant reports of my hunters battering the goblin in the head uselessly was funny.

I'm getting ready to seal up the upper fort and just lock out the caravans for a while.

944
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 12, 2013, 12:15:04 am »
Bins weren't tasked, unfortunately, but as an overkill measure I killed the stockpile, created a new one with no bins, and am loading cloth to that.  Seems to be working, but I've never ran into serious cancellations before from bin usage.  Minor, sure, but not to the extent of cancelling over 80% of the jobs.

945
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 11, 2013, 11:12:17 pm »
Alright, my clothing operation is starting to annoy me.  I've got silk, cloth, and yarn for days, particularly cloth.  I keep getting cancellations about the stuff not being available.  I deconstructed/rebuilt the workshops to make sure I didn't have any accidental stockpile links, confirmed via stocks that the cloth/silk/etc is in the stockpile directly under the workshops (stairs connected, I see the dorfs using them), and that the orders screen for workshops is set to use 'any cloth'.

What am I forgetting to look at?

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