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Messages - Maximus

Pages: 1 ... 12 13 [14] 15 16 ... 38
196
DF Gameplay Questions / Re: Idiot dwarves starving.
« on: November 17, 2006, 03:38:00 am »
Yeah, they'll walk aimlessly for 20+ paces before realizing there's more seeds to plant.  All jobs don't seem to "grab" as quickly as they did before.

197
DF Gameplay Questions / Re: Battle Q's
« on: November 18, 2006, 01:13:00 am »
quote:
Originally posted by randomjgj:
Just trying to think of ways to do melee training without all the training injuries.

Put them in iron chain at a minimum.  Better still, full steel plate.  Steel plate is tough as rock nuts.

But the lethality of sparring is a bit odd, yeah.   :)


198
DF Gameplay Questions / Re: Battle Q's
« on: November 17, 2006, 03:27:00 am »
Wooden weapons would definitely be nice at some point.  Having the dwarves equip them just for sparring is a really good idea.

Waterskins aren't worth it, for the reasons you noticed.  Backpacks work well enough.

The smoothing/speeding issue has been long theorized but never proven.  It would be great if detailed floors did speed dwarves, though.  It makes sense and would make detailing do more than "look cool".


199
DF Gameplay Questions / Re: Battle Q's
« on: November 16, 2006, 09:56:00 pm »
Adding "Dwarves Ignore Items" command to the Orders menu might solve the problem of dwarves rushing out to pick up gear dropped by dead combatants.  Maybe it should disable the "Pickup Equipment" task as well.

How to get them to always/usually carry a full quiver is not immediately obvious.  That might take a fair amount of AI fine-tuning.  However, Toady has item-stack-combining on his list of to-dos, so that will probably reduce the problem of dwarves carrying single arrows a little.

Bone and shell armor gives half the protection of iron.  The only civilian dwarves that carry armor are hunters -- I think they'll wear up to chain, or at least leather.  But they'll only wear it if you've got their Hunting labor turned on -- and then they'll insist on hunting.

See Armor on the wiki for more tips.


200
DF Gameplay Questions / Re: "Prepare for the journey" items randomised?
« on: November 16, 2006, 01:46:00 pm »
There was some change a few versions back that I believe caused this.  Try generating a new world with the current version and you ought to get all the seeds again.  You can no longer get as many types of meat, however.

201
DF Gameplay Questions / Re: unable to stop flood
« on: November 16, 2006, 02:00:00 pm »
It's probably best to build the thing between two walls in the first place, like Saiph diagrammed.  

However, it might be possible to fix the setup you diagrammed: remove the doors and replace them with floodgates:

code:
 
WWWWWWWWWW.........RRR
.........D.........RRR
.........F.........RRR  
.........F_________RRR
.........F.........RRR
WWWWWWWWWW.........RRR

Or even simpler, channels, which will not permit floodwaters to pass (though they will not stop seasonal river floodwaters):

code:
 
WWWWWWWWWW.........RRR
.........D.........RRR
........._.........RRR  
.........F_________RRR
........._.........RRR
WWWWWWWWWW.........RRR

Mind you, I haven't tried these exact setups myself, but if I understand the behavior of gates and channels correctly, they should work okay.


202
DF Gameplay Questions / Re: room overlappy question
« on: November 14, 2006, 03:56:00 pm »
Considering you can't predict what quality the engravings themselves will have, I don't see how variable-sided engraving screws things up much worse.  

Nobles are in truth easy to accommodate.  If you give them reasonably-large rooms (12+ squares) and have a high-skill engraver, you'll overshoot their needs anyway.  And if not, add in a killer statue or two.  A handful of platinum statues will placate even the King.


203
DF Gameplay Questions / Re: Attracting initial immigrants
« on: November 22, 2006, 03:43:00 am »
Okay, I've observed it.  Blocks are not the key.  Architecture is.  My legendary mason just made a masterpiece rough stone bridge (no blocks).  However, he's only a dabbling building designer, so either a) both architecture and the secondary building skill (masonry in this case) contribute to a building's quality, or b) just the secondary skill.

Furnaces are admired, but not other workshops -- not because furnaces are made from blocks, but because furnaces have to be designed first.  (But if you've seen an admired non-furnace workshop, let me know.)

Traps are admired too, so it looks like Mechanics has the same effect as architecture.

On the original subject of the thread, in my current fortress, I didn't get any dwarves in my first autumn, despite producing more food, open space, and overall value than any fortress I had previously run (each of which got 8-15 in the first autumn).  I also bought out the dwarven caravan and even offered them a few hundred worth of additional goods, and they made it safely off the map.

Clearly there are some random factors at work as well.  Has Toady simulated the caravan getting ambushed between your fort and the capital?

[ November 22, 2006: Message edited by: Maximus ]


204
DF Gameplay Questions / Re: Attracting initial immigrants
« on: November 15, 2006, 10:06:00 pm »
Ahh, blocks.  That may be the key.  I'll observe that one for a while.

205
DF Gameplay Questions / Re: Attracting initial immigrants
« on: November 15, 2006, 07:32:00 pm »
Well, yes, it does sound awesome.    :) But you can't currently view what the quality of buildings is, can you?  So you can't know if it was well-crafted or not.  

I've heard dwarves can even admire workshops sometimes.  I've personally seen them admire crappy stone-fall traps -- but that was after I got a legendary mechanic.

[ November 15, 2006: Message edited by: Maximus ]


206
DF Gameplay Questions / Re: Attracting initial immigrants
« on: November 15, 2006, 04:15:00 am »
I'm pretty sure the happy thoughts relate to bridge/road quality only, not its materials.  I've built exceptional rough stone bridges in the past.

207
DF Gameplay Questions / Re: Super Basic NOOBIE questions
« on: November 13, 2006, 11:36:00 pm »
To make furniture usable, 'b'uild it.  Once built, you can define a bedroom from a bed by hitting 'q' and putting the cursor over the bed.

Read through the wiki for answers to ALL sorts of questions, basic and advanced.


208
DF Gameplay Questions / Re: Cooking booze
« on: November 13, 2006, 03:09:00 pm »
I was able to cook booze in fortresses past, but I can't in the current version.  I've reported this on the bug forum: bug report.

209
DF Gameplay Questions / Re: Cooking booze
« on: November 11, 2006, 08:26:00 pm »
Maybe they go for stuff that's closer, or maybe they go after stuff that's higher up on the Kitchen list.  You can force the issue by limiting cookable foods to booze only.

210
DF Gameplay Questions / Re: Seeds and their origins
« on: November 04, 2006, 06:06:00 pm »
quote:
Originally posted by Mechanoid:
Often though if your farmer is poorly skilled, he will screw up on planting the seed and it will be destroyed (overly moist mud = seed rots before it can grow) Also, the ability of your farmer and wether or not fertilizer was used will effect how many plants will be taken from that tile of farm.

How sure are you about these things?  I've been studying farmers for a while, not formal testing though.  I don't remember ever seeing a seed get destroyed; sometimes they'll stop to drink, but the seed can be recovered in that case.

Does fertilizer increase the # of plants per stack, or does it speed their growth rate?  Is the maximum 5 per stack even with fertilizer?

quote:

As for seeds, the only directly cookable plant is plump helmets, and they have their seeds destroyed when they're cooked. All other plants need to be processed before you can get their seeds, or even cooked, so you always get seeds back by cooking the other plants. Brewing plants will ALWAYS give you seeds.

I think you meant the only directly edible plant -- and more specifically, the only directly edible crop plant.  Most outdoor shrubs can be eaten directly too, I believe.  Also, are you sure that other plants leave behind seeds when cooked?  Brewed/processed/milled, definitely, but cooked?


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