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Messages - Tayrin

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106
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 09:22:00 pm »
I agree with your advice, umiman, but it seems that the only metal armor available in the save Trippin provided is the legendary artifact armor itself. So, when the soldiers are instructed to collect armor, they simply don't collect anything.

It's quite frustrating. They're already wearing a few items made of cloth, silk and leather and I can't seem to get them to drop all of these; I wonder if this is preventing the armor from being collected?


107
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 07:22:00 pm »
In my save, I just instructed them to wear it, in the [m]ilitary screen, and they did it. I saw that you've done the same, and I really don't understand why it's not working.

I just tried reloading your save again, and transferring the artifact armor to different stockpiles, telling the soldiers to drop their armor and then collect armor again and drafting more military then instructing them all to fetch chainmail, but still no one collected the artifact armor.

I wish I knew why, but I've no idea. The artifacts I could use were made from a different material though; I'm not sure if that had anything to do with it.

[Edit] Clarification.

[ April 16, 2008: Message edited by: Tayrin ]


108
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 06:30:00 pm »
quote:
Originally posted by Gaulgath:
<STRONG>By Armok! That dwarf must be a complete tank in combat.</STRONG>

To be honest, I think only six of those artifacts are defensive; the other six are all just artifact weapons.

In any case, all twelve of those artifacts are cyan in color.


109
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 05:17:00 pm »
Oops, I'm sorry, umiman! Here, let me clean your monitor.

*cleans monitor*

Given that reaction, then, I probably shouldn't mention what all those artifacts were actually made of...


110
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 05:07:00 pm »
Artifact armor and weapons can be used in Fortress mode:


111
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 04:53:00 pm »
Sorry, I actually forgot to check that. I tried to find out now, but wasn't sure where the armor was, so I told the Grand Treasurer to work to high precision for a while. This would let pressing [Tab] on the stocks screen allow me to [z]oom directly to the armor.

Unfortunately though, I can't work out why no one's picking it up either. I can see a soldier's been set to wear chainmail, so I think that should work, but no one's picking it up.

Soldiers do have a tendency to hold onto legendary artifacts as long as possible once they equip them, so it might be difficult to get them to put it down once it's picked up.

As for pumps, I could try to explain how they work, but first, have you seen this wiki page? It might be easier to see what you can understand from there, and then just let us know here if there's anything that's still unclear.


112
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 04:07:00 pm »
It's looking nice so far, though I don't think I'd be able to give any really detailed insight without first taking more time to get more familiar with the fortress.

Anyway, here are a few things I noticed that may be useful to consider:

    If you happen to get sieged in future, be aware that trolls may destroy any buildings they can reach, such as the ones outside if they are left unprotected.

    Some of the workshops are "cluttered" (CLT) with created items, and this will slow down production at those cluttered workshops, slowing down further as the clutter increases. It won't stop production completely, however, so it's up to you whether you want to increase production speed by creating sufficient stockpiles for all of the clutter to be hauled out of these workshops.

    I think the barracks work just fine if you define them from just one bed, as long as the room you define covers all of the beds that you want to be part of the barracks. The game considers rooms with overlapping floor space to be "shared", and although this doesn't stop the dwarves using them, it will make them view the rooms as less valuable, and therefore less pleasing. I'm not sure whether this rule affects shared barracks, though.

    Dwarves like to organize parties, and parties don't involve doing any work. They can boost happiness and develop social skills though, I think. Dwarves will organize parties in unused rooms defined from certain furniture, such as cages, chains/ropes, wells and statues, as well as dining rooms that serve as meeting halls. I'm not sure exactly what triggers parties, but you can stop them at any time by [f]reeing any unrequired rooms where parties are taking place.

    Although a refuse stockpile outside will get most rotting items out of your fortress, a grave[y]ard stockpile is required for any remains of dwarves or pets that aren't assigned to coffins. I found the refuse stockpiles, but I couldn't seem to find any graveyard stockpiles when I looked, so adding one outside may help to prevent miasma.

    If you get any criminals while you have a Captain of the Guard assigned, said criminals may be given a beating as punishment, and most certainly will be if you don't have enough cages or chains assigned for justice (press [z] and view the Justice screen to see how many "Cages&Chains" you need, at the top right). However, if you don't have a Captain of the Guard assigned, criminals are pretty much safe, until a Hammerer arrives.

    Although traps are often considered overpowered, you may wish to invest in some at your entrance, just in case goblins decide to attack. By "traps", I mean stone-fall traps, weapon traps and cage traps, though you can devise more complicated traps too, if you like. The basic requirement for all traps is mechanisms, but you'll need stones, weapons or cages too, depending on which types of trap you use.

Don't worry, none of these things require urgent attention, but they should be easy enough to deal with anyway. The fortress is looking good, and I like the name, "Manytombs". Hopefully it's not a sign of things to come.

I hope at least some of this may be helpful. Good luck!


113
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 02:37:00 pm »
Looking at the save, it seems your Grand Treasurer has an office, but is still set to work at the lowest precision. If you open the [n]obles screen, highlight the Grand Treasurer and view the ettings, you can choose a higher precision. Basically what this means is that he will gain experience as a Record Keeper, and your stocks screen (viewed by pressing [z]) will display more accurate amounts.

[Edit] Spelling.

[ April 16, 2008: Message edited by: Tayrin ]


114
DF Dwarf Mode Discussion / Re: Stupidest Things That Ever Happened
« on: April 16, 2008, 05:34:00 pm »
This isn't the stupidest thing ever, but it wasn't very clever either.

I once deconstructed a small, harmless, above-ground structure that I no longer needed. Considering how small and harmless it was, I thought there would be no problem in designating it for deconstruction in fairly large chunks. Even if anything did go wrong, the dwarves would only fall down 1 z-level at most.

Unfortunately though, I'd forgotten that the floor beneath the structure was very thin. As the building got deconstructed, I was informed that a detached floor tile from the building had caved in. I wasn't worried until I later saw that it had crashed through every single underground floor of the fortress, all the way down to my lowest basement, and my underground water storage area just happened to be in the way of the crashing tile, in one of the upper floors.

The majority of my stockpiles were in the flooded basements. Needless to say, I didn't have access to them for a long time afterwards. The floors were gradually flooding, one by one, and my dwarves were getting cut off from their food. The fact that a hole had been smashed in the floor of every subterranean z-level meant that just about every floor could potentially end up flooded. Fortunately though, Winter came just in time, and the flow of water that extended up to the surface froze into a column of ice.

The column just happened to pass through one unfortunate dwarf's bedroom, so I had the ice in that bedroom mined away and fixed the hole in the floor, then locked that room before it inevitably filled with water again once the ice melted.

Further repairs were carried out and the basements were eventually unflooded. Extra care has been taken to ensure such accidents never happen again, or at least not when anyone's looking.


115
quote:
Originally posted by Enigma_Nova:
<STRONG>Digging designation cancelled: warm stone located. x54</STRONG>

Fixed.


116
quote:
Originally posted by Lord Dullard:
<STRONG>http://mkv25.net/dfma/movie-355-bodypartexplosion

 :)</STRONG>


I remember watching this! It's awesome. I was actually thinking of using it as inspiration; and was considering dropping the animals from as high up as possible, for maximum carnage.


117
quote:
Originally posted by Rafal99:
<STRONG>I have an idea for you.
It is a big falling down spike of some kind.</STRONG>

Although the huge stone spike crushing them all at once is indeed an appealing idea to imagine, I don't think crushing them would leave any body parts behind. I just don't have the heart to kill them in a way that doesn't leave behind a huge mass of mangled, bloodstained limbs and body parts to remember them by (at least until they rot).


118
quote:
Originally posted by Fossaman:
<STRONG>Will they still be able to pit animals in the future, though?</STRONG>

quote:
Originally posted by Kagus:
<STRONG>If you open the hatch, yeah.  You should be able to hook it up to a lever.</STRONG>

I find I can actually pit animals through closed hatches, or even through bridges, without any problems.

On the subject of disposing of animals, I have 1292 of them in my current fortress. I haven't decided what to do with them yet.


119
DF Dwarf Mode Discussion / Re: Settlement Questions...
« on: April 11, 2008, 04:30:00 pm »
They'll help detect goblin ambushes and even try fighting them off for you.

You can also claim the humans' food and eat it without consequence, but it'll be [f]orbidden when you first arrive.


120
DF Dwarf Mode Discussion / Re: Chasm / Bridge Question
« on: April 06, 2008, 08:10:00 am »
quote:
Originally posted by Maltay:
<STRONG>Ergo, it sits unfinished, all construction Suspeneded while awaiting Architecture.</STRONG>

That definitely sounds like you need to press [q], highlight the bridge and press to unsuspend it, as tp12 mentioned. If you see a red "Construction suspended" when viewing the bridge, that means that your dwarves will make absolutely no attempt to continue constructing the thing until you manually unsuspend it.


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