Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - anewaname

Pages: 1 ... 21 22 [23] 24 25 ... 177
331
General Discussion / Re: What Is Man Made For Realistically?
« on: January 06, 2023, 08:12:38 pm »
Being made to struggle, to use both body and mind, and to reorder things for their benefit which causes chaos for others... those are not attributes of man, but of the larger class of biological organisms collectively known as "living things". Man isn't doing anything new there. We wouldn't have booze to drink and kimchi to eat, if yeast and bacteria didn't look around in their immediate environment and decide to struggle, to use body and mind, and reorder things for their benefit...


332
DF Dwarf Mode Discussion / Re: Best embark combat skills for one dwarf?
« on: January 06, 2023, 07:43:46 pm »
Probably fighter 5 and dodge 5 on a brave dwarf, with a shield and a pick or axe, and a six-pack of wardogs. The dogs are key. They tire out the enemy, divert the enemy's attacks away from the dwarf, and can cause the enemy panic when it is out-numbered.

To create a trainer, I go Teacher 5 and and Armor User 5. They train migrants, no weapon, no shield, junky armor, and then the recruits go into a new squad with shield and weapon.

333
DF Gameplay Questions / Re: reanimated head stuck on tree
« on: January 06, 2023, 07:03:17 pm »
First option usually is to station melee dwarfs on one side of the tree or the other, and when they see the enemy, they will climb into the tree to attack it. Usually works.

Second option is to use the tree itself to hide your workers from it, by digging a tunnel from maybe 20 tiles away to the underside of the tree, then cut the tree. You'll need to force the woodcutter to use the tunnel by setting restricted traffic on the surface.

334
General Discussion / Re: AmeriPol thread
« on: January 06, 2023, 05:41:07 am »
The never-kevin group is making the right move tactically for themselves. They have a lot more leverage by stalling the vote now (for leadership) rather than later (for individual bills).

335
General Discussion / Re: What Is Man Made For Realistically?
« on: January 06, 2023, 04:37:01 am »
All of man will eventually be able to do everything, but realistically, each man will only do a few of those things.

336
DF Dwarf Mode Discussion / Re: Embark stuff
« on: January 06, 2023, 03:12:12 am »
If the world tile says Ocean and it is adjacent to a land tile, that square of tiles will include some of the adjacent land biome, a beach, and some ocean water. If there is no adjacent land, the Ocean tile will have no beach. If you want to play in the ocean, usually you need to extend past the first ocean tile because there will be too much beach. To see this, create a 6x6 embark about half over land and half over ocean, just to see how it looks.

Those coastal ocean tiles that look different, I'm not sure what they indicate but I am sure they will not effect your embark in any significant way (nothing but beach forts here).

337
To avoid problems with mass-forbidding mechanisms:
- pause
- forbid the non-magma-safe
- go to the lever and set up the link (you may need to unforbid that lever's mechanism)
- unforbid
- unpause

338
DF Gameplay Questions / Re: Export local image?
« on: January 05, 2023, 07:09:48 pm »
I used Advanced World Gen and found magma about -95z (beachfront embark). I'd be surprised if the "basic world gen preset options" were different than the unmodified ..\prefs\world_gen.txt.

The gamelog.txt does contain the Seed, the History Seed, Creature Seed, but only the name of the world's parameter set. So if you modified that named parameter set since the world gen, you probably cannot recreate the same world using the original seeds.

339
DF Gameplay Questions / Re: Doesn't care about anything anymore
« on: January 05, 2023, 06:23:58 pm »
The Refuse/Corpse and Corpse stockpiles are mutually exclusive in what they accept... the Corpse stockpiles accept sentient/non-butcherable corpses, and the Refuse/Corpse stockpile accepts anything else. I have FB corpses that the dwarfs aren't moving but everything else is moved to one of those stockpiles.

340
They'll take just about any crafted trinket, but they probably enjoy higher quality and value items.

I have a work order to produce 3 bone crafts each month and a stockpile near the depot. This ensures most dwarfs get a chance to take an item or two each year, then the leftovers get sold.

341
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: January 01, 2023, 12:06:00 pm »
1-wide corridors and stairways are fine when there is only one way to get into an area, like that staircase going down into the depths. Dwarfs slow down when passing each other, but once the work is completed in the area, it doesn't matter.

The problem with 1-wide passageways happens when you have more than one path going into an area, because when two dwarfs are going in opposite directions in a 1-wide tunnel and they meet, one of those dwarfs will turn around and take another path. If that other path happens to go through 500 tiles of caverns, so be it.

342
Have you seen dwarfs with the "Unmet need: Acquire object"? Taking stuff is how they meet this need, and it is important for the dwarfs who are greedy hoarders.

343
set up those cage traps to catch something.... anything... so you can release it in a locked 1-z room and see if he will fly through walls to go kill it.

344
General Discussion / Re: AmeriPol thread
« on: December 30, 2022, 11:59:47 pm »
This GOP liar get hurt by an information exchange between enforcers of federal/state tax laws and of campaign contribution laws.

345
General Discussion / Re: How do I trust someone in gmail?
« on: December 30, 2022, 11:46:25 pm »
Adding them to your contacts is another option.

Pages: 1 ... 21 22 [23] 24 25 ... 177