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Messages - Drazinononda

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331
DF Dwarf Mode Discussion / Re: Human siege knows my burrow settings?
« on: March 31, 2013, 05:50:09 pm »
Is there any part of your fort from which a catapult could be induced to send them gifts?

Also:
it would be alot of work.


332
DF Dwarf Mode Discussion / Re: List of gods
« on: March 30, 2013, 05:35:35 pm »
the fact that her title actually connects to her association is kind of interesting.

I think gods that take titles get said titles from a pool or words related to their sphere.

333
DF Dwarf Mode Discussion / Re: The peak coffin problem
« on: March 29, 2013, 04:59:27 pm »
Windows would be cooler unless some necros came along and turned you graves into a zombie zoo.

I think you used the wrong word. It should say "when" instead of "unless."

334
What's happening is that you have 14 siltstone on the north side of the floor you're trying to build, and when you select one of them (which is the default, since they are the closest) the game says "OK, the mason will be coming from that side" and only stuff accessible from that side. When you go to choose your materials, press 'x' to expand your options, and choose only siltstone that are more than 1 tile away (with the setup shown in your screenshots, all the inaccessible siltstone is considered 1 tile away from the building designation). That should force your masons to grab stone from the south, i.e. accessible, side and once you have a floor across to the inner ring you can use those 14 as well.

335
DF Dwarf Mode Discussion / Re: Danger rooms in the next version?
« on: March 23, 2013, 05:19:56 pm »
Fingers will not come after you lest you mod them.
Lest = 'in case / if'.
They need the [GRASP] tag. Severed fingers will not come back to kill you. The hand left behind will. The end result of constant reduction of a humanoid body will be two reanimating bits of bone and a heavily mutilated skull. These will almost certainly need to be incinerated, macerated, isolated or buried. The problem is evident but is not as severe as described, not in a reanimating biome.

1. You know what I meant.
2. Sutremaine was pointing out that "unless" and "lest" are not the same thing.

336
DF Dwarf Mode Discussion / Re: Danger rooms in the next version?
« on: March 23, 2013, 02:32:49 pm »
Though yes, it does not make sense how something so broken can keep coming after you. It is puzzling.

"Peasant cancels Store Item in Bin: Interrupted by Armorer's third finger, left hand." Main reason I don't enjoy having zombies about.

337
DF Dwarf Mode Discussion / Re: What is your favorite wildlife/animal?
« on: March 23, 2013, 02:10:02 pm »
Crundles count right? Those little bastards have grown on me. I use them as low level sentries, in large groups, they are the bane of child snatchers and kobolds.

Dear Armok, YES

I set a flock* of crundles as my warning system for when cavern creatures tried to enter my stairwell. Cave crawlers or maneras or whatever would path toward the stairs and I'd get a dozen "The Crundle is fighting!" combat reports, send militia in, etc. I don't think most people realize just how quickly they reproduce.

*what is a large group of crundles called anyway? Flock? Mess? Convent? Rave?

338
DF Dwarf Mode Discussion / Re: Beat the game, now what?
« on: March 19, 2013, 11:08:46 pm »
... Dfhack cleaned 4517 contaminants from 2538 items and this is after I let everyone idle out after they did their cleaning jobs already. Removing those 4500 useless splatters and pools of blood allowed me to restore 20% of my FPS and bring it back up to my cap.

I have 1349 creatures in my dead/missing pile...

DFhack also has a command called 'autodump' with an option for 'destroy.' If you want to snag another few handfuls of FPS back, you could use it to get rid of useless items - dead goblins, severed body parts, unusable single bones, surplus stone, etc. Just make sure you don't have anything important marked for dumping when you use it. "What happened to all the gold ore I was quantum stockpiling?" is not a question you want to have to ask yourself at any point.

339
DF Dwarf Mode Discussion / Re: Any way to run DF on my ipad?
« on: March 14, 2013, 11:37:08 pm »
Not that I know of, but you may be able to manage something between a saunter and a limp.

340
DF Dwarf Mode Discussion / Re: Bins, Love Them Or Hate Them
« on: March 14, 2013, 11:36:18 pm »
Bins?  Hate 'em.  Space is cheap and quantum stock piles are even cheaper (pun intended).

I make 9x9 stockpiles with a central stair.  That's 80 squares of space to drop things on.  Immediately to the east of the stairs just off of the stockpile I place a one square dump zone.  When the stock pile fills up completely I dump all to that dump zone.  Those zones are always a multiple of 80 even when I undump them (when the stockpile gets empty I un'd' the entire zone, then re'd' it when the stock pile is full).

I can always easily see how much of whatever that I have.  I hate bins because I have to look inside them to see how much is there AND they always have mixed items.

Redesignating what items a stockpile takes is trivial.  Setting only one dump zone active allows me to easily move whatever to where ever.  I used a "sorting" floor of stockpiles just under my depot.  I use it mostly to sort out the wood that I buy off the treehuggers.  All my traps are made of Alder.  All power generation and distribution uses Oak.  This is how I keep things organized.  Bin just mess everything up.

Bins, bah!

You sound like one of those people who is OCD to a point beyond simple ridiculousness but is in denial about it, so much so that you blame everything else for "messing things up" when it's really just fine, if you know how to manage it.

341
DF Dwarf Mode Discussion / Re: Average Goblin Skills/Equipment
« on: March 14, 2013, 11:31:03 pm »
1. Set up a stone stockpile next to your smelter that accepts only "Economic" stone. Set it to use three wheelbarrows (and make sure you have three extra for it, you can build them at the carpenter's shop).
2. Fix up your military schedules. Press 'm' -> 's' to get to the Schedule screen, then make sure you're on the "Active/Training" schedule. Press 'x' to clear the default (Train, Minimum 10) and then 'o' to Add Order. Cycle through until you get back to "Train," then press +/- to get to "2 minimum" and Shift+Enter to accept. Do that four more times so you have five "Train, Minimum 2" orders, then 'c'opy and 'p'aste that onto each month. Then make sure to set your squad(s) to the Active/Training schedule; either through 'a'lerts on the military screen or by pressing 't' on the squads screen, with the appropriate squad selected.

342
DF Dwarf Mode Discussion / Re: Bins, Love Them Or Hate Them
« on: March 14, 2013, 12:13:53 pm »
Here's my take on bins: They're great for trading.

I've largely stopped using stockpiles at all, preferring to streamline by way of sticking all the relevant workshops near each other. I still use stockpiles for some raw materials: stone, wood, uncut gems, craftable butchery products, etc., just to get them gathered up from their various origins. This cuts down considerably on my hauling dwarf-hours overall, leaving more of them available for building structures and bringing 'round wood or stone.

The one time I use bins regularly is for export goods. I set up a stockpile near the depot that accepts all the unusable Finished Goods (i.e. excludes bags, clothing, waterskins, etc.) and, later in the fort, only high-quality items. This stockpile uses bins so that when the caravan shows up, I can quickly shift thousands of dwarfbucks worth of totems and such in just a few seconds, rather than having my haulers carrying them individually from the workshop all at once.

343
DF Dwarf Mode Discussion / Re: Beat the game, now what?
« on: March 13, 2013, 08:32:34 pm »
Give yourself challenges. A whole list of ideas exists on the wiki (click here!) but personally the one I've been having fun with, at least to start, is an empty-wagon embark. Prepare Carefully and take zero items. No food, no tools, no anything. No animals! And if you get past that, build a soap tower. And if you get past that, draft your entire population into the militia and have 80% of them training at any time. Et cetera.

344
DF Dwarf Mode Discussion / Re: Just set up my first cyclotron
« on: December 26, 2012, 09:45:23 pm »
I have yet to get the hang of using minecarts to actually make hauling more efficient

The only time I've ever used them effectively for this is on low-ore sites, to take bought ores from the trade depot on the surface to the forges above the magma sea. That's pretty much it.

gently plowing a cheesemaker with an empty oaken cart for the first time is quite a feeling.

In the back seat of the minecart, I assume.

345
DF Dwarf Mode Discussion / Re: Above ground forts?
« on: December 24, 2012, 03:19:20 am »
-snip-

Your entire fort... is a giant wooden dong?

Sounds legit.

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