Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - mwoody450

Pages: [1] 2 3 ... 14
1
.png tilesets give you a blank screen. Convert them to .bmp and it loads just fine.

That must be why my attempt at changing to Mayday graphics didn't work.

The wiki has a link on the front page to a download of DF2010 with Mayday already installed.

2
DF General Discussion / Re: Um...ok...Terror..
« on: August 22, 2008, 08:13:15 pm »
Only if you prefer your dwarves alive.

3
DF Dwarf Mode Discussion / Re: Problem With Pools And Water Source's
« on: January 11, 2008, 05:47:00 pm »
Dwarves prefer running water, and will always go for it over murky pondwater if given the choice.

4
DF Dwarf Mode Discussion / Re: Rocks!!!!
« on: January 11, 2008, 10:07:00 pm »
I build catapults outside, watch where the rocks land, then dig out a channel and fill it with water.  The rocks aren't destroyed on impact, and since they're underwater the dwarves won't try to grab them (though I still (f)orbid them every once in a while to prevent pathing from trying).  I figure in the extremely unlikely event that I run out of rock, I just dig a staircase down and get 'em out.

5
DF Dwarf Mode Discussion / Re: farming: what does "0/1 ft" mean?
« on: February 15, 2008, 03:01:00 am »
I flooded some 0/1 yellow sand farms and they jumped, after a short while submerged, to 0/8.  I haven't really noticed a difference in output, though; all it seems to have done is make my people spend more time lugging potash to the farms.

6
DF Dwarf Mode Discussion / Re: farming: what does "0/1 ft" mean?
« on: February 15, 2008, 02:59:00 am »
I flooded some 0/1 yellow sand farms and they jumped, after a short while submerged, to 0/8.  I haven't really noticed a difference in output, though; all it seems to have done is make my people spend more time lugging potash to the farms.

7
DF Dwarf Mode Discussion / Re: What's at the bottom of the world?
« on: February 12, 2008, 07:25:00 pm »
That'd be a fun feature - a small random chance for there to be veins of bone, as opposed to just ore/gems.

8
DF Dwarf Mode Discussion / Re: Ways to deal with cats
« on: April 15, 2008, 07:47:00 pm »
Animals can't conceive in cages.  Just put all the female cats/kittens in a cage and voila!  Pest control without a feline population problem.  Note that since animals CAN give birth in cages, you'll need to periodically recheck to make sure all the females are caged since some of the cats where probably pregnant when they went in.

9
DF Dwarf Mode Discussion / Re: HLYBLEEP ADAMANDITE!
« on: February 01, 2008, 12:59:00 pm »
quote:
Originally posted by martinuzz:
<STRONG>Quickest way to train armorsmith: Not sure, but I think helmets. For the same reason as above. Or maybe gauntlets/boots</STRONG>

Last time I asked, someone suggested bucklers, which has proven a pretty effective way to do it.  Fast to create, single bar, light.  I especially like them because there's no way my military will opt to grab my crappy training materials when I tell them to suit up, since they're all told to get shields, not bucklers.

Just make sure when you periodically mark the training products for meltdown that you do NOT select masterpiece works.  That gets to be more of a problem as they approach legendary.


10
DF Dwarf Mode Discussion / A Ready-Made Arena for download
« on: January 27, 2008, 09:57:00 pm »
I just finally finished building my own little gladiatorial arena in my current fortress.  Since I'm making a backup save so I can try several different fights, I figured I might as well offer anyone else who wants to watch a good fight the opportunity to check it out.

You can download the file here.  (8mb)

Once in the fortress, press shift-F4 to jump to the lower level of the arena.  The controls are in a small room to the southwest, far enough away for the lever operator not to become afraid of the combatants.  The levers do the following, ordered from far left to far right:

1 - white - release the war dogs (8 dogs)
2 - black - open/close the door (bridge)
3 - yellow - release top goblin cages (8 goblins, mostly thieves)
4 - yellow - release middle goblin cages (8 goblins, mostly thieves)
5 - yellow - release bottom goblin cages (8 goblins, mostly thieves)
6 - blue - release the Titan
7 - white - release the monkeys (16 adult and baby rhesus macaques)

Honestly, it would be a better fight if captured goblins didn't lose their aggression ai, a fact I'd forgotten when I began construction.  Still, it's amusing to watch the titan drop kick baby monkey heads the length of the arena.  Note that slower computers will likely choke a bit on this fortress, as I like to build BIG and there are nearly 150 dwarves walking around.  Have fun!


11
DF Dwarf Mode Discussion / Re: Brewery Glitch?
« on: January 24, 2008, 10:19:00 pm »
Well, he's not sure it's a bug; it's reasonable to ask here before clogging the bug report forum.

For my part, I don't know what could be causing this behavior.  I'd say it was overzealous item haulers trying to snatch the barrel back to the stockpile, but once brewing has started, I'd assume the barrel would be set to [TSK] mode and inaccessible.


12
DF Dwarf Mode Discussion / Re: The Ignoble Death of Dastot Soshcog
« on: January 24, 2008, 08:56:00 pm »
I despise using outside utilities to "cheat," even as a workaround for a bug.  I guess I'll try the "remove from military" solution, although now that I think about it, my entire military are elite or champions, so that won't work.

I have noticed that wounded dwarves, rather than being taken to a random unused bed, are getting taken to their own room; perhaps that's the bug?  Next time this happens, I'll try deconstructing his bed, or possibly evicting him.  Of course, that's not going to make the wounded dwarf very happy...

Is there a bug in the database for this one yet?  I searched but couldn't find a relevant listing.


13
DF Dwarf Mode Discussion / Re: The Ignoble Death of Dastot Soshcog
« on: January 24, 2008, 05:11:00 am »
I had a wounded elite marksdwarf die of thirst (but it could have just as easily been hunger; he wasn't getting fed quickly enough) in my current 33g fort.  He's sitting there unhappy, dehydrated, and starving, while my doctor - a peasant with ONLY the "health care" task turned on - wanders around with "no job."  I share your frustration: can't believe I lost a military hero to a minor arm wound.

Something is wrong with the health care task.


14
DF Dwarf Mode Discussion / Re: I Conquered the Hammerer
« on: January 25, 2008, 06:33:00 pm »
quote:
Originally posted by Silveron:
<STRONG>By the way.... if you never assign a sheriff... the hammerer is never an issue.</STRONG>

Are you positive on that?  I've always lock him away immediately as a precaution; I was under the impression that if a noble tagged someone for hammering, the hammerer was gonna do it on his own.


15
DF Dwarf Mode Discussion / Re: I Conquered the Hammerer
« on: January 23, 2008, 06:42:00 pm »
Ah, but if you kill the poor bastard, he'll just be replaced (or so I'm told).  I fill his dining room with booze and prepared food, lock the door, and let him live out a long, ecstatic life.

The "doctor" character I set up with only the "health care" task who still let my wounded elite marksdwarf die of thirst, however: he woke up one morning to find a caged hydra in his bedroom and the door locked.  Caged, that is, until a certain lever was pulled...


Pages: [1] 2 3 ... 14