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Messages - Merendel

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376
DF Gameplay Questions / Re: Dead baby announcement
« on: August 15, 2013, 02:52:34 pm »
female dwarves gladly carry their baby's with them on whatever job they are doing.  This includes hunting, military service, dangeroom training, deep magmasea diveing, everything.   If for some reason you want to avoid baby deaths you'll need to avoid assigning female dwarves to potentially dangerous tasks.

As to hunters geting wonded sadly that is a risk of the job.   If they decide to hunt something that can fight back they can be injured/killed and you wont get any anouncement till their corpse is discovered or they have been missing for a week unless you are checking reports constantly (r).  If you setup a hospital, stock it, and have some doctors on hand injured dwarves will be delt with without you ever needing to be involved.

377
DF Gameplay Questions / Re: How to effectively use military?
« on: August 13, 2013, 09:55:05 pm »
In general the first thing I do once I've got the initial living/storage space carved out and basic booze production up and running is to ensure there is only 1 entrance to my fort that is easily sealed.   A corridor with a raising bridge in it as your main entrance is a top priority as worst case if enemies show up you are not ready to deal with simply raise the bridge to block access and wait them out. 

Just be sure to test pull the lever befor the enemies show up.   There is literaly nothing more embarising than dropin your drawers and mooning the gobies as a taunt only to find the lever you just pulled retracted the bridge you failed to build properly and didn't actually seal anything off.   well takeing an arrow in the ass from a bowman may be runner up in that case but still.

378
DF Gameplay Questions / Re: Cut too much wood...disable hauling?
« on: August 13, 2013, 08:21:54 pm »
3 ways to do it.   one way would be remove stockpile space for wood.  Just undesignate the empty area of your wood stockpile and they'll stop hauling in wood till you use some up.

Second way would be to forbid the wood that is outside.   hotkeys for that are "d b f" then just do the standard 2 corner selection you use for any other designation.

thrid way is with the standing orders menu.  Hit o to bring it up.   once there W will toggle the collection of wood.

Pick your poison on what you want to do.   options 2 and 3 you'll need to remember to undo at some point where as option one will resume automaticly but you'll still have dwarves going outside to gather from time to time as you use up wood.

379
DF Gameplay Questions / Re: can drarfs shoot downhills from towers?
« on: August 12, 2013, 11:58:20 am »
I've run into this problem with constructing walls before.  It happens when either a pet or another dwarf happens to pass through the build site during construction.  After a job gets aborted for this reason it will always fail if you try to simply resume the wall.  The solution is to cancel that particular construction entirely, wait for the dwarves to clear the old building materials and then re-designate that construction.

380
DF Gameplay Questions / Re: Problem with lever/bridge linkup
« on: August 11, 2013, 03:54:40 pm »
I dont think you can sellect the bridge with a mouseclick.  The plugin that alows mouse interaction is probably determining you want to examine the bridge when you click on it.   Just use keyboard commands to select the proper bridge from the list and hit enter, you should get brought to the pick mechanisms screen.

381
DF Gameplay Questions / Re: Renovate Floor
« on: August 09, 2013, 01:42:26 am »
to clarify the poster above me, you can build on constructed floors as long as its not another construction.   Workshops, furnature and the like can go on constructed flooring just fine.   So feel free to lay down new floor tiles if you need it for asthetic reasons.

As to roads, I cant say for sure as I dont recall ever building them  somewhere I intended to build something else.   I think they follow the same rules as flooring for other constructions but I've never tested.   considering your working on what amounts to a dirt floor you could even try just puting a dirt road down.  they do wear out over time but should change the texture for you and I doubt it will block too much in the short term.   long term your probably going to move down into stone layers and only have farms up in the silt anyway.

382
Yeah, I thought about using a fluid state control but that means I'd have to run power into an area I'd rather avoid trying to do so... and my FPS is suffering enough without firing up a DWR.  I suppose I could find some manipulative structure using the aquifer but it's WAY up there from the location I'm trying to work from.
You can cause the aquifer flowing water bug to happen almost anywhere you want as long as you have access to a map edge or some other infinite drain (river, ocean, aquifer, cavern lake).   
Dig out a chamber. dig out a tunnel to the map edge from the chamber.  carve fortifications into map edge.   Place a door in the tunnel near the map edge linked to a lever.  Flood chamber and tunnel.   open door long enough to let some water flow to map edge then close it agian.   Top off your chamber, the chamber now has permanent flow pointing in the direction of the tunnel with no FPS hit.   I've been known to make excessivly large versions of this somewhere and just runing power lines to wherever if I need alot of power in different areas but you can make smaller ones on the spot.

383
DF Gameplay Questions / Re: How to cheat?
« on: August 04, 2013, 04:01:06 pm »
An alternitive to military intervention if you know your going to loose a dwarf to a mood is to just wall him in.  I tend to design my layouts in such a way that its relitively easy to simply build 1 or 2 sections of wall to seal off a workshop just in case a mood goes wrong.   Depending on if you care about anything left inside or really need that space you could just slab him when he goes missing and leave him sealed in there to reduce bad thoughts if he was well liked.

384
DF Gameplay Questions / Re: On trying to avoid fps death
« on: August 02, 2013, 05:09:09 pm »
I dont think your fears of FPS death when your runin up around 200FPS are going to get much sympathy around here.   While everybody has their own definition of where that point starts  I dont think I've ever heard of a FPS over 30 being called FPS death of a fort.   I tend to cap my FPS at 100 anyway,   any more than that and I keep haveing to pause to decide what to do.

Still the more things DF is haveing to do and update the slower it will run.   The more jobs queued the slower, the more dwarves/animals haveing to make pathing calculations the slower.   You'd need one heck of a computer to maintain 200+ as your dwarf population climbs but if you've got 200 now with a mass dig designation going on you'll probably stay well up in the playable range for a long time.

385
DF Gameplay Questions / Re: I found a cavern filled with water
« on: August 02, 2013, 05:00:05 pm »
Well in this case by goal I ment more or less your goal haveing to do with this problem.   are you just trying to get under it to go deeper?   If so the poster above me's solution of a cavin is probably the quickest.

It sounds like you hit an underground lake.   It probably does not stretch all the way accross the map but that inital reveal only shows a small area of it.   another way around the problem would be dig a couple exploratory tunnels on the level above the cavern and periodically dig a probing channel off to the side.   If it digs into the same lake it will reveal more of it, if you just hit stone you've found the edge of the thing and can continue down past the lake at that point.

386
DF Gameplay Questions / Re: Suggested Embark-Items?
« on: August 02, 2013, 04:53:10 pm »
For animals you should always skip children, there is no good reason to take a child over an adult asside from role playing reasons.  Likewise for trained animals as you can always just train them on the spot for half the cost and only a very short time for a dwarf to do it.

As to animals I bring along I go with turkeys for egg production, Peafowl for meat/leather(best ballance of clutch size and quick growth rate imo)  Dogs for guard animals,  Pigs for milk (non grazers so easy to manage)  sheep for wool (if needed, lowest grazer of the lot)  all others asside from cats are redundant or harder to manage alternitives of these.   If your going to want to breed any of these animals remember you can get faster results if you bring several females.    It can take several years to get a large number of dogs off a single breeding pair but with 4-5 females you could have 20 or so adult specimins in a couple years for guard duty.

For cats if you choose to bring them for vermin control bring only 1 female (and as many males as you want) and keep the female in a safe place.   If your not breeding the female keep her in a cage (if she hasnt adopted a dwarf) and cage/butcher any female offspring ASAP on birth.  this will keep the risk of a catsplosion to a minimum.   I normaly keep 1 breeder female and 1 spare that is caged since birth(incase the breeder dies of old age/accident)

387
DF Gameplay Questions / Re: I found a cavern filled with water
« on: August 02, 2013, 04:21:04 pm »
Incorperate it into some elaborate trap system that results in a drowning chamber, said chamber has been thoughtfuly prebuilt by the world.

More seriously though you need to be a bit more specific on your goals if you want us to be able to advise you on a course of action.  A bit more detail on the problem couldnt hurt either.  Such as is the whole Z lvl water or is it just a big underground lake with walls some distance off to the side.

388
if you designate apropreate stockpiles for the supplies your dwarves will automaticly cart the stuff in from the wagon.  I think the quickstart guide gives directions for that so I wont repeat unless you have issues.

389
also check to make sure you dont have a stockpile linked to the workshop as that can cause issues aswell.

390
DF Gameplay Questions / Re: On the strength of HFS... (Spoilers)
« on: August 02, 2013, 12:24:21 am »
It kinda depends on what you get.   you'll get a handful of veriaties of demons and they can have prety much the same characteristics as various forgoten beasts that come outa the caverns.   Things like deadly dust, fire breath and the like.  The main thing that makes them more dangerious than a FB is numbers.  expect lots of them, expect enough to hurt your FPS.   Dont expect the normal methods of dealing with sieges to work.   Weapon traps wont trigger for them and neither will cage traps or direct application of magma.   You can obsidian cast them or use caveins to wipe them out prety effectively however and upright spikes on a repeater will do some damage to them.

I reccomend an asortment of trap rooms to lure them into with various horrors to unleash on them.  connect them up with coridors of repeating spikes.  spikes wont likely kill all of em but it may weaken the ones that get away from the main traps (cavein/obsidian) enough for your military to deal with.   And for goodness sake make sure you have a failsafe way to lock them in if your other traps fail.   Make sure they cant get into the magma sea if you have a volcano cause some will get to the surface that way.

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