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Messages - Tayrin

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256
DF Gameplay Questions / Re: New player questions
« on: December 14, 2007, 02:33:00 pm »
Good work. Actually, that's worked for me sometimes too. I assumed that maybe the items got built faster when I replaced them because the newly-chosen building materials were initially closer to the site, and so were more likely to result in prompt construction, but I'm not really sure.

Good luck in your search for flux materials; I've not had much luck in finding them. If you press "z" and view the Stone menu, you can confirm which types of stone can be used to create pig iron, among other things. You should be on the lookout for limestone, dolomite, chalk, marble and calcite, apparently.

Edit: The coin economy is something that you may be pressured into when your fortress is sufficiently developed, and a certain noble arrives. The "Prices" and "Currency" menus will become available on the status screen (press "z") at this point.

You don't need to worry about it too much until then, unless perhaps you want to mint some gold, silver and copper coins (the economy seems to require equal amounts of each of these three types of coin) in advance, but basically, once the economy starts, your dwarves will be required to begin paying rent on their bedrooms and paying for any belongings they wish to acquire. You will also be able to build shops for your dwarves to use. Your dwarves will be paid wages for any jobs they do around the fortress, and you are expected to get enough coins minted to fuel this economy. Once the economy has started, your Broker will be able to tell you how many coins you should have, so don't worry about having to make estimates for it.

I've heard that some people don't like it when stacks of coins get broken up into small amounts and are left strewn about the fortress, although this hasn't bothered me yet; I believe dwarves will store their coins in any chest/coffer/container they own. In any case, the economy can be disabled if you like, by editing your init.txt file in the data\init folder.

Before the economy starts, the only real use for coins is as another trade good to use in buying things from merchants, although it's usually not necessary for that. Anyway, coins can be pretty heavy; you'd probably do better just to have some experienced craftdwarves making decent trade goods instead.

Oh, and unfortunately, merchants are greedy. They don't like to give change, so I don't think they even bother to carry any with them.

[ December 14, 2007: Message edited by: Tayrin ]


257
DF Gameplay Questions / Re: New player questions
« on: December 14, 2007, 01:27:00 pm »
I remember I experienced some confusion about getting farming up and running when I started. It's easy to miss out a step, and have no idea what's going wrong.

Whenever your farmers finish creating a new farm plot, make sure to press "q", move to the farm plot, and select what you want to be grown in that particular plot. By default, "fallow" will be highlighted in white. This means nothing will be planted. Once you select a crop to be planted (press +- and Enter), the chosen crop will be highlighted in white, instead of "fallow".

In addition to this, you should be aware that crops are planted on a per-season basis. While choosing options for a farm plot, pressing a, b, c or d will display the crop that will be planted on that plot during spring, summer, autumn or winter respectively. I believe that if a crop is displayed in red, it is too late to plant that crop in the current year or season, and you should try again next year.

I don't believe there is currently any way to build more than one construction, such as walls or floors, at once. It would be nice to have this feature in a future version, as setting large structures to be built above ground can take a long time at the moment.

Dwarves will often suspend the construction of walls, floors and so on if they are interrupted by a dangerous creature, or are ordered to head back indoors. A suspended task will stay suspended until you press "q", move to the item in question, then press "s" to unuspend it.

If a construction is taking a long time to complete, it may well be because there's no healthy dwarf with the correct labor enabled who isn't currently busy with something else. You can check if something is being built, by pressing "q" and moving to the object in question. A yellow "construction inactive" means that no dwarf is even thinking about working on it at the moment, usually because any dwarves with the correct labor enabled are currently occupied. However, if there's no "construction inactive" or "construction suspended" displayed, but just a "needs architecture", for example, you can be assured that a dwarf, somewhere, is currently making some attempt to get the thing built.

Be very careful if you allow any dwarves to go near goblin siegers. In particular, watch out for the goblins shown in green, as their ranged attacks are currently pretty much lethal unless your dwarves are insanely resilient and well-protected (training with shields is said to be the best way to block ranged attacks, except fire), or have tricks up their sleeves. Although siegers don't do much more than mill around at the edges of the map in the current version, they will normally eventually go away after enough time has passed, and the "SIEGE" notification at the top of the screen will disappear to indicate this.

As for pig iron, the wiki mentions that it requires one iron bar, one flux material and one fuel.

[ December 14, 2007: Message edited by: Tayrin ]


258
DF Gameplay Questions / Re: New player questions
« on: December 13, 2007, 07:03:00 pm »
Just a few extra bits of information that may be relevant:

1. Do you know if the thirsty dwarves had any injuries? If a dwarf has gotten badly injured (by an enemy, wild animal or angry dwarf, or from falling down a hole, etc.), he or she will be required to rest in bed, often for a long time, in order to recover. A badly injured dwarf will display a rapidly blinking red cross on a white background.

Dwarves resting in bed will be unable to fetch any food or drink for themselves, and other dwarves will need to fetch these things for the injured dwarf. I believe they need the "Health Care" labor enabled to do this. Food is simple enough to fetch, but the drinks must be water, not alcohol, and must be carried in a bucket. A bucket can be made from wood at a Carpenter's Workshop, or forged from metal at a Metalsmith's Forge.

Also, a dwarf who has lost his or her sanity (this can be as a result of being too miserable, or not getting what they want during a so-called "Strange Mood") will no longer make any attempt to eat, drink or sleep, so this is another possibility for them dying of thirst. A dwarf's general status screen (press "v", move to a dwarf, press "g"; or press "u", scroll to a dwarf, press "c" then "g") may inform you that the dwarf is "babbling" or "melancholy", for example, and this is a sign that dwarf is going to die. Even worse, if the dwarf is "berserk", you'd best kill them as soon as possible, before they lash out.

It might help to know what the different colors of flashing, downward-pointing arrows on dwarves mean, if you don't already know. I believe brown means hungry, blue means thirsty, white means drowsy and red means unhappy.

6. I believe building roads leading from your Trade Depot to the edges of your map can be useful in forested areas to stop trees from growing back. This can decrease the chances of trade caravans being blocked by trees from reaching your depot. You can always chop the trees down, but more trees may grow where you don't want them.

I'm not sure how a wagon's route to your fortress is decided, but I try to keep the roads as straight and direct as possible (but always three squares wide) to match them to the most efficient route. I think a dirt road erodes away over time, but other roads will stay in place.


259
DF Bug Reports / Re: Cannot build pump on constructed floor
« on: February 17, 2008, 06:13:00 pm »
quote:
Originally posted by Dame de la Licorne:
<STRONG>Currently you can't build two constructions on one tile, even if one construction is floor.  I imagine that may change at some point in the future, but for now it's a feature, not a bug.</STRONG>

I think screw pumps are a type of building, not a construction. I've been building screw pumps on constructed floors for a long time. I just tested it in 176.38a, and it works there, too.

quote:
Originally posted by Tanelorn:
<STRONG>I can't construct a screwpump on floor that was built (b-C-f) over a channel. It says "building present"(indeed, the floor tile). But without the floor I can't construct either since it's a channel.</STRONG>

Are you sure there's nothing else on the floor tiles, such as a stockpile?


260
DF Bug Reports / Re: trading crash every time
« on: May 18, 2008, 03:12:00 pm »
This isn't in Adventurer mode, is it?

261
DF Bug Reports / Re: Floor construction and removal problems.
« on: May 16, 2008, 08:14:00 pm »
I believe that's the way it's supposed to work. You can't have a constructed floor and any type of upward stairway in the same tile.

I think constructing an upward stairway in the tile instead of a floor would solve the problem.


262
Yes, every dwarf baby seems to have this trait. I think every single dwarf is alcohol-dependent from birth.

263
DF Bug Reports / Re: Dogs Won't Breed
« on: May 03, 2008, 08:40:00 pm »
If you're patient enough, you could still gradually increase the population of dogs by buying as many as you can from traders, assuming they'll bring you some.

264
DF Bug Reports / Re: 33c - All dwarves immobile ("No Job") in new f
« on: November 27, 2007, 11:25:00 am »
That's odd; I thought that if a meeting area was designated indoors, the dwarves would meet there when the order to stay indoors was given.

Well, in any case, it may be worth mentioning that only six of the dwarves were outdoors when I gave the order; one dwarf was actually indoors (if the basement of a game-generated fortress is actually considered "indoors"), but was still unable to move.

Actually, I just checked, and the basement of the game-generated fortress is considered "inside", but not "subterranean"; and I seem to recall that the order to stay indoors requires a meeting area in a subterranean area--not just an "inside" area--to be effective in the new releases. Maybe that's why the order didn't work even though I designated a meeting area in the basement.


265
DF Bug Reports / Re: 33c - All dwarves immobile ("No Job") in new f
« on: November 27, 2007, 06:36:00 am »
Yes, I did order them all inside at one point. I cancelled the order when it didn't seem to be working. Oops, I take it I triggered a bug that I had overlooked. I would ask if you know whether there's anything I can do to resolve the problem at this point, but I hadn't been playing for long, so I should probably just start over.

Thanks for your help. I was now able to find a listed bug that this encompasses, although it doesn't quite mention everything that happened (that the dwarves refused to do any jobs at all). I guess this is what I triggered:

 

quote:
000343 □ [dwarf mode][jobs][cooking and food]    dwarves refuse to eat if everything is brought inside quickly and they are ordered to stay inside

Edit: Oh, I was mistaken. I actually didn't cancel the standing order to stay indoors. The "order" I was thinking of was when I recruited the dwarves as soliders and tried stationing them all indoors, since the standing order wasn't working, but turned them all back to workers when this wasn't helping either. Now I cancelled the standing order, and the war dogs and dwarves are now all moving again. Awesome. Thanks!

[ November 27, 2007: Message edited by: Tayrin ]


266
DF Bug Reports / 33c - All dwarves immobile ("No Job") in new f
« on: November 26, 2007, 05:44:00 pm »
Apologies if this has been reported before; I was unable to find it in the reported bugs list or the forum.

Using version 33c, I created a new world, then started a new fortress in close proximity to a goblin fortress. I had my dwarves haul their supplies into the basement of a nearby empty fortress, while one dwarf got into a wrestling match with a goblin child, and won.

Soon after, all seven of my dwarves just stopped doing anything. I can issue jobs, check the dwarves' lists of assigned professions and even tell the woodcutter to cut down a tree a few steps away from her, but no dwarf seems to be able to walk or switch out of "No Job" state.

I brought numerous war dogs along, and have barely begun playing this fortress. No dwarf has slept yet.

Edit: All of the dwarves are now thirsty, but are remaining stationary and idle despite having barrels of alcohol nearby.

Edit: They all died of thirst. None of them appeared to try to eat, drink or sleep. All of their war dogs also weren't moving at all. I'm not sure whether the local creatures were still moving.

[ November 26, 2007: Message edited by: Tayrin ]

[ November 26, 2007: Message edited by: Tayrin ]


267
DF Bug Reports / Re: [38a] slow civilization screen
« on: February 11, 2008, 10:14:00 pm »
quote:
Originally posted by Hypcso:
<STRONG>It's because nothing is actually happening while you're looking at the screen. There are no frames because the text doesn't change.</STRONG>

Although what you say is logical, in this case, I'm not convinced that it's true. I find that when I view other screens in DF where nothing is changing, the FPS will quickly shoot up to whatever it's capped at.

However, the [c]ivilizations screen, for me, does indeed cause the FPS to plummet, and is laggy and unresponsive, unlike other screens. I can only guess that some heavy calculations are being performed, for some reason, as I notice that DF's CPU usage will increase dramatically in the Civilizations screen compared to in other menus.


268
DF Bug Reports / Re: Inconsistent "can't place here" coloring
« on: April 26, 2008, 04:30:00 pm »
I'm guessing light purple means you're trying to build something that'd be walkable, and dark purple means it wouldn't be walkable, much like the light and dark green squares you get when building a workshop.

269
DF Bug Reports / Re: [38C] Game slows permanently to a crawl
« on: April 26, 2008, 04:40:00 pm »
quote:
Originally posted by Joror:
<STRONG>- Puncturing the lake wall (slowmotion flooding..)</STRONG>

Am I understanding correctly that you released the water to try to speed the game up? Large amounts of moving fluid are a very big cause of slowdown.


270
DF Bug Reports / Re: Units won't use Artifact Bow (38c)
« on: April 25, 2008, 07:57:00 pm »
It's no problem, I'd already wrote a script to make forbidding items much easier anyway.

I'm also grateful for the knowledge that came from this little investigation, as I'd been wondering for a while what conditions are needed for a soldier to use an artifact weapon. Now I know!


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