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Topics - Quintin Stone

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1
DF Adventure Mode Discussion / Replenish marksdwarf companion's bolts
« on: February 17, 2008, 08:10:00 pm »
Is it possible to replenish the bolts carried by a companion marksdwarf?  Right now he's effectively a poor hammerdwarf.

2
DF Adventure Mode Discussion / Merchants
« on: October 31, 2006, 04:47:00 pm »
I've been killed more often in towns thanks to the bizarre and baffling merchant system than anywhere else in the game.  I give up.

3
One thing I've noticed just now: workshops grab the nearest materials, but this is based purely on location.  Pathfinding calculations are not performed, as they would probably be too cost intenstive.  So if the nearest block of stone to your mason's workshop is on the other side of a wall that requires the mason to walk all the way around your fortress to get it, that's what he'll do.

In my case, I noticed that masons were grabbing stones from directly underneath their workshops, from the stockpile 1 level down, rather than from the stockpile a few blocks to their north.

This is not a bug, it's just something to keep in mind when designing.


4
I had to unregister all of my dining tables from being meeting halls.  My dwarves kept throwing parties all the time!  Party after party after party.  Nothing was getting done.  Are they just... too happy?  Parties seem a lot more common now than they used to be.

5
DF Dwarf Mode Discussion / Funniest or weirdest engravings
« on: November 21, 2007, 02:53:00 pm »
What are some of your funniest or weirdest engravings?  I kept getting masterpiece engravings messages, so I decided to check some of them out.  One of them was this:

quote:
Engraved on the floor is a masterfully designed image of a dwarf and a dog by Avuz Taranfath.  The dwarf is making a plaintive gesture.  The dog is laughing.

6
DF Dwarf Mode Discussion / Soldiers hang around their sleeping squad leader
« on: September 30, 2006, 10:43:00 pm »
This probably isn't as noticeable if they're sleeping in their barracks.  I set mine to sleep in their own rooms though.  And it's very creepy to have all the soldiers (awake) crowded around the squad leader as he sleeps.  Not only that, but this means whenever the squad leader is sleeping (or eating or drinking), the squad is not at their patrol.  And then when their squad leader goes back on patrol, the rest of their squad takes their own breaks for sleeping, eating, drinking.  Is there a way to keep squads yet stop this weird (and creepy) behavior?  Is this a bug?  It seems to make large squads a penalty, but if you make a lot of smaller squads you suffer from having to micromanage them all.

[ October 01, 2006: Message edited by: Quintin Stone ]


7
DF Gameplay Questions / Is it possible to aqueduct over the magma?
« on: October 10, 2006, 12:32:00 pm »
Imagine my joy at my steel aqueduct over the magma finally being completed!  Imagine my horror as yet another aqueduct bug means that it instantly fills with lava, killing my metalsmith and ruining all of my hard work.

So, I guess that the problem was that the aqueduct didn't have all of its end pieces safely on dry ground.  Or is it only the center end pieces that are required to be over floor?  I haven't found a single section of magma flow that I can span with a single aqueduct and still have all end pieces over floor.

Has anyone actually been able to cross the magma with a water aqueduct?  What was required for you to do so?


8
DF Gameplay Questions / Making dwarves pick the best equipment?
« on: September 27, 2006, 07:32:00 pm »
I have churned out a lot of steel equipment: plate, axes, greaves, etc.  But my dwarves seem content to pick up the poorer stuff.  Iron, bronze, stuff like that.  Is there a reliable way to make the dwarves deck themselves out in the best stuff I have available?

9
DF Gameplay Questions / No high boots?
« on: February 03, 2008, 07:27:00 pm »
I was sure I was able to make steel high boots in my last fortress.  But in this one, there's no option for high boots in my forge.  Is there some kind of restriction on high boots?  Do they require a particular noble?  Do they require economy (I have it turned off)?


10
DF Gameplay Questions / Finding an interesting starting location
« on: November 04, 2007, 11:18:00 am »
For my first fortress in the new version, I chose a fairly easy starting spot.  Side of a mountain, lots of trees, no dangerous animals.  By my 4th year I had a well-established fortress and channeled all the way across the lowest level available.  The problem is there's almost nothing interesting!  No magma, no demons, no chasm, no adamantine.  Mainly mudstone, diorite, magnetite, and a few other stone types.  The only nifty thing I found was a subterranean lake a few levels up in the side of the mountain, full of snakemen, olms, and frogmen, but they won't even come out of the water.

What do you recommend I look for when selecting a start point from the world screen?


11
DF Gameplay Questions / Any ways to safely destroy masterful engravings?
« on: November 27, 2007, 10:44:00 am »
Silly me, I engraved some bedrooms before I realized I needed to expand them.  Only two spots on the walls to be dug out were masterful engravings and I was easily able to leave them untouched while I did the expansion.

But still, for future reference, has anyone found a way to destroy masterful engravings without your legendary engraver freaking out?


12
DF Gameplay Questions / Screw pumps with no room
« on: January 02, 2008, 11:41:00 pm »
It used to be that if you had a screw pump that pumped water into an area with no place for it to go, the water would still get sucked up and whatever didn't fit into the pumped area would disappear.  Now it looks like this doesn't happen anymore.  If the water in front of the screw pump is 7/7, no water is drawn up.  In which version was this changed?

13
DF Bug Reports / [176.38a] Merchant killed by weapon trap (*updated*)
« on: February 16, 2008, 01:12:00 pm »
The human caravan arrived and the screen centered on them, letting me several wagon and a human on foot.  I went back to my fortress and did a few things.  Then I went to my trade depot and hit 'g' except nothing happened.  Then I noticed it said there were no merchants available for trading.  Indeed, I scoured the map and the caravan has vanished.  No message about wagons bypassing my depot (which they've never done before anyway).  Just gone without warning.

This is a map generated in 0.27.169.33g and just loaded into the newly released version.

[ February 16, 2008: Message edited by: Quintin Stone ]


14
DF Bug Reports / Can't detail constructed walls or floors
« on: November 10, 2007, 12:08:00 pm »
Walls and floors constructed by masons are treated quite differently from natural stone walls and floors.  Not only can anyone deconstruct them, but they also can't be detailed or engraved.

15
DF Bug Reports / Food in kitchen spoils too quickly?
« on: October 31, 2007, 04:43:00 pm »
I'm seeing a lot of miasma around the two kitchens in my second-year fortress.  And the cause will either be a spoiled ingredient or a spoiled prepared meal.  This while I've got plenty of dwarves sitting around idle and empty barrels.

Actually, now that I look, most of the food (meat and fish) in the barrels in my food stockpile seems to be nearly spoiled.  Does the new version do away with food keeping indefinitely if in a food stockpile barrel?

[ October 31, 2007: Message edited by: Quintin Stone ]


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