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Messages - mwoody450

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166
DF Gameplay Questions / Re: Irrigation post-farm-creation
« on: November 08, 2007, 08:50:00 am »
Well, I can't say for sure they can have fertility problems.  But some crops (and in some cases, all crops for a certain season) are going red and becoming unselectable, so I assumed it was a problem with the soil.  I mean, if you can fertilize a field, it stands to reason choosing to NOT fertilize it would have some effect, right?

167
DF Gameplay Questions / Irrigation post-farm-creation
« on: November 08, 2007, 01:52:00 am »
I have some farms in sand on the first level of my fortress which have been doing pretty well.  However, they're starting to have fertility problems, since I don't have a decent supply of potash (all furnaces are pumping out charcoal right now).  My question, then: will flooding these with some shallow water improve them at all, or is that only useful for a one-time muddying of bare rock to make a farm possible?

168
DF Gameplay Questions / "Craftsdwarfship..."
« on: November 07, 2007, 10:52:00 pm »
So in among the import/export negotiations with the dwarven caravan, he always seems to decide at some point just to say "craftsdwarfship..." with no explanation.  It's always said exactly that for each of my fortress I've tried so far - does it ever change?  What does it signify?

169
DF Gameplay Questions / Re: Dining room vs meeting hall
« on: November 07, 2007, 06:30:00 pm »
Alright, thanks guys.  I guess I was just thrown off by how similar the processes are for declaring a meeting hall and dining hall; it led me to believe a meeting hall was some strange subset of a dining hall.

It's still strange to me how all my cows flock to a meeting hall, though.  Forced to guess, I'd say the code for collecting in a meeting hall applies to animals as well, and since they never have a job they spend all their time there.  I built a cage next to my butcher and shoved 'em all in there to... wait.


170
DF Gameplay Questions / Dining room vs meeting hall
« on: November 07, 2007, 04:39:00 am »
Does anyone know the functional difference between a dining room and a meeting hall?  Is a meeting hall just a central dining area?  The only difference I can tell is that when I set the meeting hall bit on, all my mules and cows fill the room for some bizarre reason.

171
DF Gameplay Questions / What counts as sand?
« on: November 06, 2007, 06:24:00 pm »
I was unhappy to discover that my fortress, built purposefully on a loamy sand area, had no source of sand for glass production (particularly since, the liason having gone mad and died despite my representative having "no job" for his entire visit, I have no anvil).  So that I don't do this again, what technically qualifies as sand in game?  Is it only "sand" and "*color* sand?"

According to Wikipedia, loamy sand is pretty darn close to sand, too...


172
DF Gameplay Questions / Re: Making berserks
« on: December 15, 2007, 11:24:00 am »
In my experience, berserk dwarves can rarely be counted on for an amusing show.  Much more fun is to station a champion there, build cages filled with captured foes, and release them all via lever.

173
DF Gameplay Questions / Re: Can dwarves die of old age?
« on: December 14, 2007, 07:58:00 am »
quote:
Originally posted by Lightning4:
<STRONG>Best thing I can think of to possibly accomplish this for the sake of making a dwarf die of old age is to turn off moods, invaders, temperature, and weather, and set popcap to 7, then just set a farm plot to constantly produce and let them drink from the river. Then leave the computer alone for about four days. Assuming they get past the rotting clothes phase they should survive just fine.</STRONG>

Problem is, though, that farms reset each in-game year.


174
DF Gameplay Questions / Re: Deconstructing Furniture
« on: December 13, 2007, 07:16:00 am »
As far as I know, only metal items can be (m)elted back to their component parts.

175
To confirm what I was told elsewhere: setting weapon #'s to 2 disables the shield, right?

176
DF Gameplay Questions / Re: Chance for reversal?
« on: December 13, 2007, 07:19:00 am »
quote:
Originally posted by Javis:
<STRONG>If you ignore mandates, people get punished by the hammerer, and you're likely to lose a lot of skilled dwarves that way.</STRONG>

Lock him in a room with statues, a bed, and lots of food and water.  He'll live out the rest of his natural life ecstatic and harmless.

Combine that with never building a jail or assigning any fortress guards or a sheriff, and the only concern with ignoring mandates is slightly unhappy nobles - rarely an issue.


177
DF Gameplay Questions / Re: pathing?
« on: December 12, 2007, 05:12:00 pm »
Well, are we sure there's a drawback to this behavior?  Do they slow down if they all take the same path?

178
DF Gameplay Questions / Re: Hurry up & pull that damned lever!!!
« on: February 09, 2008, 07:05:00 pm »
quote:
Originally posted by Earthquake Damage:
<STRONG>Suicidally lazy dwarves are not, to my knowledge, an intended feature of DF version 1.0.  If you have a lever that's meant to be pulled in an emergency situation, your dwarves should rush to pull the damned thing.  That they freely ignore the command in favor of food and drink is, while not a bug, a serious AI flaw.  Using a third party tool to work around problems like this is perfectly acceptable and really shouldn't warrant complaint (even in a SG setting IMO).</STRONG>

I don't know, it's always sounded like a design decision to me.  The nearest dwarf to the lever with no task enabled immediately runs to the lever and pulls it; that's as much haste as any task in DF warrants.  Outside of something like fear, hunger, thirst, or a baby absentmindedly hurled down a well, dwarves tend to be extremely single-minded creatures, and won't cancel what they're doing just because a nearby task has popped up.  After all, how are the dwarves to know when a lever must be pulled immediately?

I guess it just bothers me because it's so simple to fix by other means; it's not using a cheat to work around a bug, it's using a cheat to cover up bad fortress design.  Need a lever pulled now?  Grab the nearest dwarf, cancel his jobs, and tell him to pull it.  Done.  Have mission-critical levers that you want pulled immediately?  Put them in or next to a meeting area, statue garden, or zoo, and the children or nobles lounging about with no jobs will immediately yank it the second it is so ordered.


179
DF Gameplay Questions / Re: Hurry up & pull that damned lever!!!
« on: February 08, 2008, 06:05:00 pm »
This might be a bit offtopic, but I have to ask: if you're going to play with stuff like teleport.exe whenever dealing with a difficult situation, why play?  I mean, I understand in the very rare cases where it's an ouright bug - like heal.exe since they don't bring wounded dwarves water or food any more (though I won't even use that) - but I just don't understand how the game can remain fun when you cheat outright.

Rereading that, it sounds argumentative, but I don't mean it to be; I'm really asking out of curiosity.  I know from experience in other games that once I allow myself to modify things to my advantage, I lose all interest in playing forever, and I'm just curious how other peoples' mindset differs.


180
DF Gameplay Questions / Re: Dwarves even more unstable than before?
« on: February 08, 2008, 06:08:00 pm »
As I understand it, the unhappy thought for being drafted depends on their skillset.  A farmer with very high planting skills but zero military ability will be much angrier when told to suit up than, say, a crappy novice cheese maker who already has some wrestling experience.

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