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Messages - DJ

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4921
Forum Games and Roleplaying / Re: Find the secret...
« on: April 26, 2008, 02:20:00 am »
It's quite obviously a pack of Marlboro.

4922
Creative Projects / Re: "Fenrir, Peasant" to "Fenrir, Game Develo
« on: January 24, 2008, 09:38:00 pm »
Sorry if it's been already mentioned (I can't read this forum due to it's colour scheme  :(), but you might want to look into SDL for your input/output needs. It's easier than trying to get stuff to nicely align in console, and you're not restricted to ASCII.

4923
DF Gameplay Questions / Re: Uses for Useless Immigrants?
« on: March 18, 2008, 01:00:00 pm »
Just turn off all hauling jobs on your productive dwarves, and you'll soon discover that you need even more of those "useless" immigrants. Seriously, you can never have too many haulers.

4924
DF Gameplay Questions / Re: Dwarf-made ponds and domestic fish.
« on: February 04, 2008, 05:47:00 am »
I don't think this is possible, but if you manage it you have to mod in war carps.

4925
DF Gameplay Questions / Re: hey dude, where is my dwarf?
« on: February 04, 2008, 05:44:00 am »
Is your dwarf count unchanged? Have you accidentally drafted him? I've never had this sort of thing happen.

4926
DF Gameplay Questions / Re: Bucket Wounded Water Thirst HELP!
« on: March 15, 2008, 10:44:00 am »
If he's military, undrafting helps sometimes.

4927
If there's rock above, you could collapse into water's path to put an end to it.

4928
DF Gameplay Questions / Re: Water sources below ground level
« on: May 07, 2008, 03:00:00 am »
You can also do this if you want running water:

Two screw pumps are faster than one, so the upper level of the reservoir will never fill.

4929

4930
You obviously haven't seen the Cave of 25 Spiders.

[ May 07, 2008: Message edited by: DJ ]


4931
DF Gameplay Questions / Re: The logics of trading, please help
« on: May 05, 2008, 05:43:00 pm »
quote:
I understand i need to built a trade depot, i understand that i need [g] items to be traded at the trade depot, i understand that my expeditionleader/mayor or broker needs to not be busy doing other tasks (including harvesting), i understand its important caravans can reach my trade depot, all of this i understand and i can do.

Are you [r]equesting trader at the depot?

4932
DF Gameplay Questions / Re: Stopping magma
« on: December 09, 2007, 12:25:00 pm »
The thing is, the magma has already passed my stairwells and has entered the branching corridors. There's no way I can block all the corridors in time, so I'll end up with a huge 1/7 magma pool that will take a looong time to fill up to 4/7 (that's the minimum for workshops, right?).

What's are the requirements for a cave-in, anyway? I've dug out all the tiles below a 3x3 section of soil and channelled out all the tiles around it on it's z-level and still nothing is happening. I'd hate to have to dig out the tiles above because that'd mean destruction of my leader's bedroom.


4933
DF Gameplay Questions / Stopping magma
« on: December 09, 2007, 12:11:00 pm »
I received 21 migrants in my first wave and needed a lot of new bedrooms. So I dug out 30-ish 3x3 rooms, complete with corridors, and started hauling the furniture in.

Unfortunately, the bedrooms were on the same level as the magma that I brought from the vent to power my magma workshops on the level above. And I made a mistake. I channelled out a single tile on the above level to make a magma forge, and on the lower level that tile happened to be a part of a single tile thick wall between magma and the entrance corridor of the bedrooms.

Now my bedrooms are getting filled with magma. That's not much of a problem because all I'm losing is three beds and two doors. Loss of space is a non-issue, as my two legendary miners have already dug out replacement rooms. The real problem is that this enormous open space is taking ages to fill up and in the meantime magma levels under my magma workshops are flickering between 3 and 4, which means that the workshops are useless.

I want to cut the magma flow to the abandoned bedrooms, but I'm not sure how to do it. I tried making a cave-in, but nothing is happening. Is there any other way to stop the magma?


4934
DF Gameplay Questions / Re: Dungeon master and his swarm of dogs!
« on: February 02, 2008, 01:16:00 pm »
Cages or chains. I recommend chains for war dogs, especially placed near your fort's entrance(s). They'll tear kobold thieves and goblin snatchers apart.

*edit* I was too slow  :(

[ February 02, 2008: Message edited by: DJ ]


4935
DF Gameplay Questions / Re: Best use of adamantine?
« on: February 02, 2008, 06:39:00 am »
IIRC crossbow material doesn't influence ranged damage (it's all about bolt material), only melee damage, so you're better off making armour than crossbows.

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