Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PintOfBass

Pages: [1] 2
1
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 28, 2015, 12:19:59 pm »
What is bismuth like as an armour material? Or what do its stats suggest, as I can't understand them.

Bismuth alone can't make armor or weapons, it can be used to make a type of bronze.  Bismuth bronze has much more value then normal bronze but as I recall it has the same combat effectiveness as regular bronze.  Its better then copper by a good amount but not as good as iron.  Its not as good as silver for warhammers but a good deal better when making edged weapons then silver.

2
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 28, 2015, 12:08:29 pm »
Is selecting mineral occurrence to 'everywhere' in world gen still causing various bugs?   

3
DF Gameplay Questions / Re: Animals+Dwarfs=Pets...?
« on: June 17, 2015, 07:08:42 am »
Have you set them as adoptable on the animals screen? I believe a dwarf must also have a preference for an animal to adopt it (or it at least helps.)

Yes I have that toggled on.  As to the second point, is it 0% with out preference and some chance with?  Does the game check for adoption multiple times for each dwarf or am I wasting my time keeping the animals for the purpose of being pets if they have been exposed to each dwarf a couple times with out affect.  I think this is likely since I have had forts with lots of available pets and still no adoption with 5+ years.

4
DF Gameplay Questions / Animals+Dwarfs=Pets...?
« on: June 17, 2015, 12:55:33 am »
I have been playing for years and one thing has always given me trouble.  I can't remember once that I had a dwarf adopt a pet that was not a cat/dog.  I have purchased pets from the Elves, trained many different species but no one has adopted anything.  I have tried just leaving the animals unpinned, pinning them in meeting areas both to no affect.  If you have done this successfully, or do so consistently I would like to know how you go about it.   

5
If you have temperature and weather disabled will that keep water from melting during the warmer season when embarking in a place with cold winters?  It seems to me that this is true, but my data sample is three embarks.  If this is true, and it seems to me that it is, having it defaulted to yes to weather and temperature might be less problematic to new players who might not realize that their river should be free flowing for part of the year.

Thanks for your work in putting the pack together in the first.

PoB

6
DF Dwarf Mode Discussion / Re: Why you no pick up ammo ?
« on: April 30, 2014, 03:42:43 pm »
Are your ammo stockpiles using bins? There's a bug where dwarves won't take ammo out of bins.

This is likely it.  I am so used to not using bins in ammo stockpiles that I forget there is a reason.

7
DF Dwarf Mode Discussion / Re: Why you no pick up ammo ?
« on: April 30, 2014, 11:55:41 am »
My ace in the hole for any situation where military is not picking up gear is to delete their uniform, remake it, reassign it.  Also if you are making iron bolts then have the ammunition be iron bolts instead of bolts in general.  This seems to fix it sometimes as well.

8
Make small mini games for your self.  Mine has been trying to keep the booze spread even among the types I can make.  My current fort has 800 drinks in stock currently with not more then 110 of any kind.  I do it by setting up my brewing area with specific linked stockpiles to different breweries.  I have a few things I do every fort now, like making waterfalls in my main dining hall.  Once you understand the game it gets to a point where you need to give your self objectives and goals from embark, not when you have a hole and a drawbridge.

One that took me a couple tries was have a stable fort, but be able to face the first siege on the field with out depending on cage traps.  I don't do this every time since having that focus changes the play style considerably.

9
I stopped playing for a year or so and just recently picked it up again but I recall I had a strategy for this.  I think what I was doing was having the seed stockpiles linked to a feeder pile, much like what you do with gems for a jewelers shop so he isn't interrupted.  So something like this, stockpile A takes from anywhere, stockpile B only takes from A.  Do not use barrels, but rather ensure you have plenty of bags.  Also using smaller more specific stockpiles instead of a large general one helps as well.  To clarify AFAIR the seeds in each bag will be like with like, but bags in a barrel will be mixed, a situation that will produce most of this.

10
DF Dwarf Mode Discussion / Re: Engraving Screenshots
« on: April 26, 2014, 10:07:20 pm »
The fort where this happened came to an end this morning.  I decided to face an invasion on the field and my two squads, one ranged, one melee, got a kill for every death.  Valiant effort for being half equipped and barely trained.  I am not making this part up, the only survivor on the field WAS THAT DOG.  The fort did not spiral from this, I was just unhappy with how I laid it out and was going to start over anyway.  Pity that dog was indeed legendary.

11
I always do 3x3 rooms for my commoner dwarfs.  Its not the most space efficient but helps in generating happy thoughts for the dwarfs as a rooms worth includes the floor and walls along with furniture.  Later on smoothing and engraving the rooms further increases the strength of the happy thoughts.  I also tend to use the planning mod DFhack plugin to auto place the materowork/exceptional beds in the rooms and use the lower quality beds for my hospital and dormitory, selling the excess so they don't take up space in stockpiles.  As for furniture a bed of course and a coffer and later a cabinet as well.

Cons: 

I'm making 3 beds for every one I end up using.
The small increase in tile size per room adds up, making the living areas less space efficient which in turn adds some travel time for dwarfs getting back to work from a nap.

Pro's:

Higher value rooms counter act happiness loss, the more of a buffer you have the more stable your fort will be.
I think it looks better on my screen then cramming dwarfs into as small of rooms as is possible.
When I give that 11 skill presser a room fit for a noble even though hes not worth the booze he drinks I feel like a much nicer person then I am in real life.

https://www.youtube.com/watch?v=TN5Xpeq_LN4 Move to the 35 minute mark for a visual on how I stack them to mitigate some of the cons I mentioned.
         

12
Not all grass is created equal.  Sometimes I can have 4 Alpacas or 3 Llamas sharing an 11x11 pasture and never see a patch of bare ground and other times its dicey having only 2 per 11x11.  What does seem to be true is the grass quality is fairly consistent across a biome.  So my advice would be to have a set test that you conduct each map with the grazer of your choice.  Mine is what I mentioned above, if that seems to be ok then I keep it as is, if not then I take all the pastures out and increase the tile count per animal. 

13
DF Dwarf Mode Discussion / Engraving Screenshots
« on: April 25, 2014, 04:38:47 pm »
New fort, had a thief try to sneak past my dogs very early on.  Combat log showed a normal dog one shoting the thief.

Then I saw this epicness.

http://imgur.com/xdBkbTk

14
@Morcaster

Thank you for the reply.  I ended up doing pretty much what you suggested.  The fresh install works like before, am using the PeridexisErrant version of lazy newb pack for clarity.  Still odd that a program that works for a week should just up and break with out any changes to anything on the system.  If it happens again I think I will try and get a screen capture of the text box that pops up for a second when the program tries to launch, perhaps that might be useful for the devs.

15
Dwarves claim bedrooms automatically, you dont have to asdign them to dwarves.

Never liked them choosing for them selves.  Most the time I don't make one large bedroom area, but rather 20 room pods on differing levels.  Then assign the rooms to the dwarfs who work closest to that area.  So as an example the dwarfs who work closest to the surface or on the surface (farmers, wood cutters, milkers/shears etc) aren't walking 30 levels down to the "main" fort, and the dwarfs who work near the magma furnaces aren't walking 30 floors up to take a nap.

But hey if your a hero of the people then just let them go willy nilly.

Pages: [1] 2