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Messages - Dame de la Licorne

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1861
quote:
Originally posted by InquisitiveIdiot:
<STRONG>Have some patience.  Play another game, I hear there's more than one out there.</STRONG>

Heresy!


1862
DF Gameplay Questions / Re: Traps
« on: February 27, 2008, 11:43:00 pm »
Oh.  Kobolds are trap immune and will never set one off.  I'd forgotten about that one.

[ February 27, 2008: Message edited by: Dame de la Licorne ]


1863
DF Gameplay Questions / Re: Traps
« on: February 27, 2008, 11:39:00 pm »
1) Traps don't work on vermin.  You have to use animal traps for those.
2) Traps don't work on creatures that were present on the map when you embarked.  Therefore
3) Traps work only on creatures that spawned or were born on the map after you arrived.

That help?


1864
1) Set your off-duty dwarves to on-duty ('m'ilitary screen), and you can recruit more dwarves to the military from the same screen.  Also, some dwarfs will train quite readily, while others never do, it seems to be related to their preferences, have you checked those screens for any correlation?  I don't think there's any way to get dwarfs to train in a specific barracks, but I haven't tried.

2) Currently animal care has no use, the pup will either heal on her own, or you may be better off sending her to your friendly neighborhood butcher.

3) You can buy turtle from traders for some shell.

4) Is your mason grabbing a stone that is located exactly beneath his workshop?  If so, find all of that stone and either [d]'f'orbid it or [d]'d'ump it and make sure that the stockpile you want him to use is located right next to (or directly beneath/above) the workshop.

5) Currently, if you don't have sand, there's no way of getting it, but it's been requested in the suggestions forum that we be allowed to trade for sand and/or various glass.

Edit: Beaten to the post...

[ January 09, 2008: Message edited by: Dame de la Licorne ]


1865
DF Gameplay Questions / Re: Dealing with cats.
« on: February 27, 2008, 11:41:00 am »
As long as the cage is not made of wood, I believe you can sell pets to the elves.

1866
DF Gameplay Questions / Re: Few migrants in 38b
« on: February 26, 2008, 05:45:00 pm »
quote:
Originally posted by jayfrin:
<STRONG>i have a question about immagration since this is a miggration post, where is the option to stop it completly i thought it was in the file i nthe init file but i checked and i couldnt find it</STRONG>

In the init file there's a pop cap [POPULATION_CAP:##].  The lowest this can be set to is 10, and once you reach it, you shouldn't get more migrants, though you'll still have children being born.  Keep in mind that this is a soft cap, so you may get a migrant wave that will put you over, if you were below before it arrived.  I believe the max that the pop cap can be set to is 1000 (at least it was in the 2D version), but I don't think anyone's ever tried.   :)


1867
DF Gameplay Questions / Re: Party!
« on: January 07, 2008, 11:27:00 am »
Have you designated a meeting room (either from a table, cage or a well)?  If so, undesignate it (using the "'f'ree room" option) and the parties will stop.  You can designate a meeting area from the zone (i) menu, and those meeting areas don't generate parties.

[ January 07, 2008: Message edited by: Dame de la Licorne ]


1868
DF Gameplay Questions / Re: Can't Trap Muskox
« on: January 09, 2008, 10:31:00 am »
quote:
Originally posted by ShunterAlhena:
<STRONG>How can I spay'em? I fear a cat population boom and most of them are already pets, so I can't even slaughter them without serious security issues. I hate the bastards, have no idea how they got here.</STRONG>

I slaughter all the female kittens, and just leave the males to become pets and act as vermin hunters.  It does keep the cat population manageable.


1869
DF Gameplay Questions / Re: Ballistas on towers?
« on: February 19, 2008, 11:11:00 pm »
Just station some marksdwarves up there.  They'll work quite well.

1870
DF Gameplay Questions / Re: Help with hunting?
« on: February 17, 2008, 08:45:00 pm »
If you have a butcher's shop set up, he should bring the kill back to that shop, if he can reach both.

1871
DF Gameplay Questions / Re: 'z' -> 'Stock' numbers meanings?
« on: February 17, 2008, 06:27:00 pm »
If the caravan is dead, I believe their items fall under "free gift to the fort", and therefore belong to you.

1872
DF Gameplay Questions / Re: 'z' -> 'Stock' numbers meanings?
« on: February 17, 2008, 06:20:00 pm »
The red numbers are for items which fall into one of the following categories:
1) Forbidden
2) Marked for melting or dumping
3) Part of a trade caravan or diplomatic envoy, and does not belong to you (yet).

1873
DF Gameplay Questions / Re: Help with healthcare
« on: February 17, 2008, 12:47:00 pm »
If you're having trouble getting them to recover the wounded, make sure there are enough empty/unclaimed beds available to put the wounded into.

1874
DF Gameplay Questions / Re: Random Complaint/Query
« on: February 17, 2008, 10:12:00 pm »
quote:
Originally posted by MOOMANiBE:
<STRONG>The most common reason for this is that they can't get to the area you want them to mine. Make sure that there are proper sets of stairs built so they can get to the appropriate altitude to mine. Stairs have to be made in pairs, or they won't function.</STRONG>

For instance if you build a down stair, then you must build either an up stair or an up/down stair directly below the down stair.


1875
DF Gameplay Questions / Re: Blinking Dwarves
« on: November 17, 2007, 06:38:00 pm »
That's normal, it's an indication that the dwarf in question has achieved Legendary status in at least one job (probably record keeping for that particular dwarf).  Legendary status means the dwarf has high stats in toughness, agility, and strength.

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