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Messages - anewaname

Pages: 1 ... 156 157 [158] 159 160 ... 177
2356
DF Suggestions / Re: Oil/Gas pockets
« on: May 25, 2017, 12:19:30 am »
The Tar Tunnel.

If pressurized pockets existed in DF, they might be implemented along the lines of 21/7 liquid per tile within the pocket, and when you open it up, the fluid does the same thing that the DF ocean does when you dig into it from below, except sideways or up. So the digging dwarf is instantly in 7/7 as the pocket expands out to depressurize and then may be able to get out. There probably is a better way to implement it but I had to write it out for this next line....

"Would dwarfs refer to these pockets as Armok's pimples?"

2357
DF Gameplay Questions / Re: Need help fixing 'Muddy Open Space'
« on: May 24, 2017, 11:53:32 pm »
The non-DFHack trick would be to build a floor and then deconstruct it.

2358
DF Gameplay Questions / Re: Civs with Steel Anvils
« on: May 24, 2017, 11:51:42 pm »
Within game, I do not know of a method, but you could just find your embark location on the map, size your embark zone, and take a screenshot. Then you will be able to quickly relocate the spot using the three panes of world info, after picking a new starting civ.

2359
DF Dwarf Mode Discussion / Re: Assigning bedrooms to locations.
« on: May 22, 2017, 03:55:06 pm »
eg. checking stock levels of cloth boots.  Not 'any' boots or metal boots.  Just plain old cloth boots, dyed or otherwise.  There is no simple generic 'cloth' material/trait available for such items, only the specific type of cloth.
Note that you cannot go to a clothier's workshop and choose to make "cloth shoe" either. There, you also need to choose the material before you choose the item type.

I haven't experimented with it properly yet, but having seen that migrant dwarfs arrive wearing more "cover" clothing types in colder climates and recalling mentions about frostbite in colder climates, I suspect that in colder climates they might prefer wool over silk for warmth and the purpose of the experiment I have been considering is to answer the question, are military uniforms with wool trousers better in cold environments that silk trousers? Because exertion is a large factor in combat and being too cold or too hot is a source of exertion.

My plan for the experiment is to let the auto industry run many years and then to see which material they produced more of (because of dwarf preferences in what they choose to wear triggering the autoproduction, etc)

2360
DF Dwarf Mode Discussion / Re: Can werebeasts be caged?
« on: May 22, 2017, 01:14:16 am »
Update: I got bored and let it out, the trap got him. Just contemplating wether or not to seal him inside a wall, put him in an arena or just use it as an elaborate method of executing nobles.
All of the above!!

2361
DF Gameplay Questions / Re: Stuck in Trees
« on: May 22, 2017, 01:12:24 am »
Well, a dwarf stuck in a tree can walk from tree to tree along the branch sections, so take that zone where you have a fruit-collection operation and z-up to find those clumps of branchs and then pick good spots to build two z's of up/down stairs leading adjacent to those branches, so that for any given clump of trees, there will be a stairs down for them that they can reach from the trees.

Take an hour to read some of the forum posts here..

Check out here, where you can review bug history and get a grasp of how many bugs have existed at points in time. This fruit-gathering bug is there in one form or another. If you have read enough of the DF Announcement posts, you'll have an idea of how versions are released and bugs fixed.

Check out here, where contributors have helped out.

2362
DF Dwarf Mode Discussion / Re: Minecart shotgun mechanics changed?
« on: May 21, 2017, 05:15:00 pm »
Read the Bugs section for fortifications at the bottom of this page. I know nothing about minecart weaponizing, but recall that fortifications allow some things to pass through.

2363
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 21, 2017, 05:01:11 pm »
The global setting is visible to you... click 'p' to to get to the stockpile creation screen, it is there and changed with the "/ * - +" keys. I often set the reserved barrels to 2 or 4 to help if I mess up things early on with booze production.

2364
DF Gameplay Questions / Re: Were Opossum
« on: May 21, 2017, 04:57:34 pm »
...Not only that, but he spawned on the map right next to a farmer that for some reason was on the edge of the map. I have no idea what he was doing there.
Werecreatures enter the map stealthily and will move to and attack the closest thing. It is only when one of your units (dwarf or tame animal) is within sight that you get the popup warning. They rush in at a charge so by the time you see it, you often cannot close the gate in time.

In one fort, a were-creature killed some wild camels and I didn't notice those combat reports, then I got the popup warning when it found my units. It then moved in on my dwarfs, hauling a dead camel as a weapon, and proceeded to kill quite a few dwarfs with it.

2365
DF Gameplay Questions / Re: Defensive vs Productive
« on: May 21, 2017, 04:31:17 pm »
The big three needed things, that you need to be ready for, are conflict, trade, and dwarf bellies.

There is probably a better term for it than "needed thing", but these are the activities that provide your dwarfs safety and prosperity. Doing just one of the needed things is failsauce, every time. That player digging the long corridor already had the other needed things addressed or being handled in some way. He may have been working on the "conflict" vector, but he had something started for bellies and trade.

When you are working on one thing, you cannot forget about the other two things.
You need to have the gate/floorhatch/door built before the undead kangaroos wander too close.
You need to have the plants collected before you run out of booze.
You need to have the depot built and some trade goods made before Autumn arrives.


The less ready you are, the more of a mess the crisis becomes. So be aware of all of all three things at once, and do not forget the others when you are focusing on just one. Also, "conflict" includes having an attack force in case a predator like a crocodile is around. You need to attack them first because they will maim or kill lone dwarfs quickly. Give a dwarf an axe and a shield and assign a couple of dogs to him.

2366
DF Dwarf Mode Discussion / Re: Question about Outside/aboveground
« on: May 20, 2017, 03:12:43 pm »
I'm thinking about a aboveground frotress, but i don't know all the mechanics of Outside and aboveground tiles, the wiki don't have all the information in the Tile Atributtes.

Cave adaptation: Outside reduce cave adaptation, Inside/Light don't change cave adaptation, Inside/Dark increase cave adaptation
Farming: XXXX/Light for outdoors crops, XXXX/Dark cave crops
Tree farming: Same as farming crops. But... Can aboveground tree grows in muddied rock? or only natural soil layers?
Vermin: Cave vermin in XXXX/Dark, and biome vermin in .... Outside or only Light tiles?
Miasma: Only in XXXX/Dark

Anymore changes i missed?
Mud! Muddied rock will not grow surface trees, only subterranean and only if never exposed to the light. If you do not have much soil above your rock or aquifer layer, you'll need to build the tower (for your tree farm) upwards.

2367
Fungiwood and towercaps are just trees. Read that and it will make more sense. You will be able to build floors and walls over that fungiwood, and cut the towercap by targetting one of the trunks sections. Floor over the towercap branches that you can see, since when this cutting is done, dwarfs currently standing on them will fall into the water.

A natural or artificial floor can be floored over, which adds a construction to the tile (and changes the color for those that want that to pave floors of gold).

Ramps.... Usable ramps involve 4 tiles. 2 on the upper z and 2 on the lower z. On the lower z, you need the ramp and a wall. On the upper z you need a channelled tile above the ramp and a dug-out tile above the wall (so there will be a floor there) . Designate "channel" and designate "upward ramp" result in the same thing, a ramp and an empty tile above it. Mess with them some and you will understand them. Building them is more work, but if you create the wall and the ramp with 2 empty tiles above them, you will have it.

2368
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 20, 2017, 01:10:16 am »
Besides the idea of shortening your hauling routes, if you assign 1 wheelbarrow to a stockpile that also has bins, it does not appear to interfere with filling the bins but will limit the individual item hauling jobs generated by the stockpile to 1. The means a higher ratio of hauling jobs generated by that stockpile are multi-item hauling jobs.

Edit: Another method that is good for clearing workshops.... Create a large binned stockpile set to 't'ake from links only. Create a one square stockpile with bins for the exact same items and set it to 'g'ive to the larger stockpile. They will put a bin on the one square stockpile (1 job), fill it (10 blocks or 50 mugs, all in 1 job) and then haul that full bin over to the larger stockpile  (1 job). To make this work smoothly you should not have a bin shortage (get a standing order to create bins when you drop below 10. It is also slow, but it is dwarf-labor efficient.

2369
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 19, 2017, 03:31:09 pm »
I'm planning a new fortress. There are these two little mountais, and I'm gonna live there :) Connect each other and use the underground space of that big one too!
There's gonna be a maze with a lot of traps, where I'll put some defenseless cats to bait the intruders inside it.
My sense of symmetry says you need to put some large construct in the northeast, a tower or statue higher than the mountains, to show your dwarven prowess to those that come to siege.

2370
DF Dwarf Mode Discussion / Re: Duke mercenary
« on: May 19, 2017, 03:27:20 pm »
If he starts talking like, "I am duke. I have rights and importance. You dwarfs are obliged to honor my people's customs and my importance.", then let him know how he can gain prestige and honor within the dwarven community, with an old ritual involving the blood of Armok.

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