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Messages - Lida_Brainbroken

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136
DF Dwarf Mode Discussion / Re: Stockpile Problems
« on: March 12, 2013, 09:19:15 pm »
yes tidy foot, i'm speaking of your wood stockpile(log stockpile?), please tell the details, what you ordered to do, the distance(this matters sometimes) of the workshop, the give\take orders, everything.
After noticing the issues with gathering, I set a wood stockpile next to the wooded area I planned to clear out. It was probably no less than 2 spaces at its closest, and about 50 at its furthest. The dwarfs cut the wood, then the haulers came in and stacked it all in the stockpile. After using some to build some beds, no one ever grabbed any more of the extra wood to put int he stockpile.

I've had the same thing happen with stone as well.

As far as I know, hauling isn't bugged.  Most likely it's something you've done, or need to do.

If you have no idlers, they may all be busy, making it look like nothings being done.  I find making groups of stone haulers with no wood hauling, and vice versa, helps because dwarfs have A.D.D. and will haul a stone, walk all the way to haul a log, then move an item and so on, wasting loads of time just walking around.  Also, I try to assign farmers to stone hauling, and miners/craftsdwarfs to wood.  This way it's less likely they'll get pukey on me.

137
DF Dwarf Mode Discussion / Re: children migrant waves
« on: March 12, 2013, 07:52:03 pm »
I may be evil, but if the child/infant numbers are high, I stop chasing kidnappers.  A sleep in a newly (but temporarily) assigned luxury bedroom, a fine meal in the luxurious dining hall, and Ma 'n' Pa are ecstatic again.

138
DF Adventure Mode Discussion / Re: Super FUN raws modifying?
« on: March 12, 2013, 04:46:05 pm »
So I've been having fun on adventure for the most part but then I thought, why not mess with the raws to give goblins flying or humans amphibious capabilities? so anyone know how to modify raws and if so could you help me out?

The Modding forum is exactly the place you wanna do some reading...and reading....

139
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 12, 2013, 03:31:46 pm »
Are you using the original version of DT (so not the Splinterz or the other branch)? The original version (and potentially some of the branches, I'm not sure on that one) don't recognize some of the skills that aren't really used (such as military tactics). Since these skills only are gained in world gen they don't really show up in-game, but it isn't anything to worry about.

I use a vanilla game, with DFhack and Therapist.  The only modding I did was give my war dogs the ability to learn, so I got concerned this may have derped the game somehow.
So, thanks, I'll enjoy knowing the murderer of my Legendary Marksdwarf will suffer forever in his Blue Hell.

140
DF Dwarf Mode Discussion / Re: Less Pointy Goblin Archers Plan?
« on: March 12, 2013, 03:23:35 pm »
Too involved.
To disarm the goblin archers, while they're caged use the "z" -> "stocks" menu, find the bows, un-forbid them and mark for dumping.  That should work, leaving them armoured so your training session lasts longer.

141
DF Gameplay Questions / Re: 2 items in 1 hand?
« on: March 12, 2013, 03:17:26 pm »
Assign a military unit 20 shields and watch what happens.  Dwarf logic. :P

142
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 12, 2013, 03:15:32 pm »
After entombing a vampire in his 3x3 Microcline box room (enjoy all that pukey blue you loser), I switched to Dwarf Therapist and noticed on the tool tips that he had a skill marked "novice UNKNOWN".  I've seen things similar in adventure mode (Legendary <nothing there>), but never in fortress mode.  Should I eliminate him before this causes problems later, or is it safe to allow him his insanity?

143
My character has "lost the ability to stand" How do I get it back? it's anoying as hell having to crawl everywhere
Find a crutch (plentiful in forts/keeps), equip it, and walk around somewhere safe until the Crutch walking skill improves.

144
Huh. Kinda interesting that stat's dont affect how long you can stay in a drowning state when they affect so much in the game. I wonder if swimming underwater for any decent amount of time will be added at any point. And the amount of time you have under water could be determined by i dunno...Endurance perhaps? Underwater combat sounds interesting.

Anyways thanks for the feedback/info. I didn't know that Tropical zones did that. Kind of thought that it was a general sort of freeze. I should probably read the more world generation'y parts of the wiki again.

I'm not saying stats didn't affect drowning, I'm just saying I've never read anything saying it did/might, while I had recalled reading somewhere about the "ten ticks 'til death".  With five soul stats unimplemented in adventure mode, who knows what future releases will bring, and nobody truly knows what goes on inside the present code.  It's all being discovered using in-game testing.
So, though I'm not sure whether it was swimming speed or the swimming skill it's self (or possibly stats), Lida (master swimmer) did manage to traverse flooded sewers by swimming from floor grate to floor grate while Adventurers with lower swim skill sadly drowned.  It appeared that, while she was still drowning, she wasn't losing movement ticks while underwater in between air pockets.
Presently, I'm fortressing the snot out of a world so I can pull Lida out of retirement and gain her some decent equipment and provide some extended sites to clean up, otherwise I'd play her a bit to count drowning ticks just to verify/confirm things.

145
DF Gameplay Questions / Re: Werebeast Control
« on: March 12, 2013, 12:37:14 am »
A dwarf was ambushed by an active werebeast, bluh bluh bluh
She got attacked, became Were Chameleon

While my own devised containment was being made, she was cared for by her ranger husband
She goes werebeast, they fight to death
He bleeds to death
She is crippled by his bolts, and bleeds to death

My problem right now, is that if this happens again, how to readily contain werebeasts. How do you guys do it?
I know it is like a vampire situation, isolate them, after stationing them as military dwarves, I just don't know the best way
Further more, I need to know what to do with a dead one
Do I bury her, or put her corpse in refuse

Since I know they regenerate every full moon, do I need to atomsmash her corpse? Do I also need to atom smash the twenty freaking teeth her husband kicked out? Do I need to atom smash his corpse?

EDIT: Not her husband, but a good friend of her's

They're not undead, they just regenerate lost body parts and persistent body damage like severed nerves and such.  Provide a coffin and the dwarfs will intern the body.  As long as nobody else was injured by her, things are fine.
Confinement can be as easy as zoning a burrow in an unassigned bedroom, assigning the infected to the burrow, and then sealing the door until it's safe to open again.

146
DF Dwarf Mode Discussion / Re: Eek! Vampire scare!
« on: March 11, 2013, 11:29:14 pm »
Check reports, especially ones involving the mayor, since dorfs can punch each other to death. I once had a dwarf briefly tantrum, kill another dwarf two punches (second one went through the head), then calm down. No one cared.

I had a tantruming Stoneworker take my Weaver's head of with a thrown coffer once.  That was a great spiral!

I find reports seem vanish a little too soon sometimes, like during a long siege.  Is there a way to make them persist longer?

147
Thanks for the answers. I'd like to trade with the humans, so maybe I'll have to kill them.

Killing Human traders can easily result in a human siege and an end to trade.  They're far quicker to anger than Elfs.
Be patient and they'll be sure to leave at the most inconvenient time eventually.

148
I know that Drowning while Swimming increase's your stats quicker but how long does it take until you actually drown (as in You are Dead) normally. And (if possible) is the drowning clock/timer affected by Endurance/Toughness/Swimming etc... It sounds like it makes sense that a person with Superhuman Endurance takes longer to actually drown and die then someone who has Average Endurance but i dont wanna just go and drown my best Adventure run so far who is a titan slaying Legendary Axe/Wrestler man and have to grind for 5-10 hours again.

If you have the time (I don't need an answer RIGHT away) any help/feedback would be helpful.

I'm totally sure, but I believe I read it's ten ticks 'til death.  I've never read anything indicating stats change this number.
I usually train my swimming by making marathon bay/strait crossings (while sneaking) in a tropical zone, as death by drowning is not something I want.  Be sure you don't venture into a temperate zone because there's no warning for freeze-up.  I scout my swim areas by camping on the beach by night and wrestling horseshoe crabs by day.

149
DF Gameplay Questions / Re: Assigned Militia does nothing
« on: March 11, 2013, 08:51:56 pm »
I'm in doubt wether the tendency of people to disbelieve all the advice and the wiki and still try to make the hunter/militia combo work is a good or a bad thing in humanity in general. On one hand, it shows an inquisitive spirit that will not accept dogma and will test old truths to see if it actually is try, sometimes opening new ways forward. On the other hand it is wasting a lot of time and effort going against established wisdom about what works and what doesn't and making the same futile effort again and again and again.

btw, this is not adressed to anyone in person, just a general musing.

And yet you posted it in the topic anyway.  Not everyone consults the Wiki thoroughly as there are Video Tutorials available.  One such that I followed was CaptnDuck's Youtube tutorial.  :/   It at least got me into the right direction of having a fort.

I doubt Garath meant any malice.  We gotta vent a little, sooner of later.  We often see the same mistakes/questions repeated, and sometimes it starts to wear on you.
CaptnDuck posts good tutorials, at least the ones I watched, though I prefer the DFwiki quickstart guide because it plunks you down right in the middle of the greatest DF resource available.

150
I agree with everyone else.  Moods are something you need to learn to handle, just as you need to learn the military.

My choice for a peaceful learning zone would be an island.  A little boring, but no goblins to bother you.

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