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Messages - jcochran

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226
DF Dwarf Mode Discussion / Re: The day when...
« on: October 30, 2013, 09:08:32 am »
The day when magma has the same pressure rules as water will be a horible day for volcano embarks.

The day when magma has the same pressure rules as water will be a wonderful day for volcano embarks.

There. Fixed that for you.

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 30, 2013, 09:01:16 am »
My possessed dwarf has claimed a clothiers shop, and has everything i need (in the correct quantities) according to dfhack, but is still muttering. what gives?

dfhack lies about what the moody dwarf actually has. Your best bet if you're using dfhack is to
1. Use 'showmood' to see what the dwarf wants (don't believe it when it says that the dwarf has it)
2. Use 't' command to examine the workshop that the dwarf has claimed. Take note of any items marked 'TSK' and check them off the list obtained in step 1.
3. Make available any materials not seen in step 2......

228
Only hazard is that your thread is automatically loomed by default, so you gotta stock hospital before setting loom up, or just forbid it at first.

Or use dfhack's workflow command to deal with the weaving and turn off the auto-loom option. Let's you keep a stock of thread as long as you have a reasonable stock of cloth.....

You don't even need dfhack. {o}ptions has a setting for auto-looming of thread. Same place as auto silk harvesting and corpse collection stuff.
Yes you do. I use dfhack to loom thread into cloth so I have a steady supply of cloth. I also turn off autoloom in the standing orders menu in order to prevent all of my thread from being loomed. That way I manage to keep a supply of thread as well as a supply of cloth.

229
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 30, 2013, 08:47:26 am »
Well, the fortification is most likely going to be fully submerged. Should investigate into the wind power of the area.

If you use pressure to snake your water tunnel up/down a Z-level or two, you could place a grate at one of the ramps, abusing the fact that destroyers can't destroy from below.

Assuming the entire thing isn't going to be open to the surface.
Unfortunately, the grate won't work. If a grate is completely submerged, things can still swim through it. Only when there's water one one side and air on the other does a grate prevent things from passing through. It's one of those little things I find annoying. Also pressure is a funny thing in DF. "Natural" pressure seems able to push water up to Z-1 (where Z is the level the water is sourced from) whereas a pump on level Z can push water up to level Z. I noticed this behavior on a series of wells I made for my prison once.

The first well was connected to a source of water via a diagonal pressure reducer. Later, I built more wells nearby during the construction of a prison complex and decided to connect all the wells together via tunnels at their base and have those tunnels connect to the bottom of the first well (let me take advantage of the access stairwell used during the digging of the first well). When I turned on the water again, the first well filled up to the top like it had previously. However, all the other wells filled up to one level below the first well. I've since noticed that Z-1 behavior repeatedly in different situations.

230
Only hazard is that your thread is automatically loomed by default, so you gotta stock hospital before setting loom up, or just forbid it at first.

Or use dfhack's workflow command to deal with the weaving and turn off the auto-loom option. Let's you keep a stock of thread as long as you have a reasonable stock of cloth.....

231
DF Dwarf Mode Discussion / Re: 200 Population cap reached...
« on: October 29, 2013, 12:45:06 pm »
You need to send gifts back to the Mountainhome with the caravan. 10k. Not much.

Only if you want a king. The lesser nobles do not require any offerings to mountainhome. Waiting until you have appropriate accommodations for the king before sending the offerings may be a good idea......
 

232
Easiest and fastest way is to go to a pasture zone and select the cat from the cage to be an occupant.
No need to build the cage.
No need to hook up a lever.
Can be done while the cage is in a stockpile.

Only problem is you can't get a dwarf out of a cage unless you build, link lever, and pull. But for everything else? Just assign the animal to a pasture and you're done.

233
DF Dwarf Mode Discussion / Re: Getting Merchants to use bridges
« on: October 28, 2013, 12:24:40 pm »
Depends upon the invaders. Some swim, some don't. Also depends upon what kind of water. Brooks, for instance, present no problem for anything whereas a river does block off non-swimmers.

234
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 28, 2013, 11:28:25 am »
Recently embarked in region that had as neighbors, dwarves, elves, humans, goblins, a town, and two towers. Got to see my first necromancer siege. Almost 200 undead. Well, the welcome center managed to grind them up easily enough, but it was SLOW (the recovery time for a pressure plate made the customer wait time rather long before the next zombie was properly greeted). As a result of that lesson learned, the welcome center got a brand new floor for the waiting room. A drawbridge. Currently the drawbridge is operated by a dwarf flipping the lever on repeat, but perhaps will have an actual repeater in the future.

235
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2013, 03:13:45 pm »
What's the best use for a trained dragon? :3

Lunch.

Yes, really. Just butcher the poor thing and call it even. I've tamed a few dragons and then spent the effort to war train 'em and they've universally been more trouble than anything else. Breathing fire when you don't want it. Not breathing fire with you do want it. And so forth and so on. For example:

Dragon vs Forgotten beast... draw. Half the time, the dragon won, other half FB won. Every time, dragon comes out severely injured.
Place dragon behind fortification to encourage breath use and protect against melee... Dragon just sits there looking stupid.
Pasture dragon near "welcome center" in order to at least give kobolds a warm welcome.  Managed to toast one kobold. Goblin siege appears. Dragon charges into welcome center, gets slaughtered by goblin squad.
Pasture dragon on single tile surrounded by a channeled vertical sided moat (so silly thing won't go charging and simply use it's breath weapon). This sorta worked. Yes, the dragon breathed fire quite often when enemies were near. Had to replace a few hatch covers in welcome center, then build "shield wall" to protect newly installed hatch covers from dragon fire.

Save yourself grief and frustration. Dragon burgers is the way to go.

236
DF Dwarf Mode Discussion / Re: I want to make Impulse Ramps
« on: October 27, 2013, 12:47:22 pm »
I'm trying to figure out how to make impulse ramps and am failing! I've tried to follow different threads - but I think I learn best from watching youtube tutorials. This is the closest I've come to making any sense the system I'd like to build:

http://www.youtube.com/watch?v=bsHq82wWfZQ

Unfortunately I have no clue how he did it! Are there any resources on youtube for building impulse ramps?
Well, here are some nice simple instructions for you.

1. Dig an E/W tunnel.
2. Now 'Construct' some NE track ramps.  (B C T .. scroll down to pick the ramp).

And presto! You now have some impulse ramps that will accelerate a minecart to the east.

In a nutshell, the easiest way of making an impulse ramp is to construct it. You can instead use a dug ramp and designations, but in doing so, you take 2 Z levels and have to use the rather .. ugly ... designation method. If you construct it instead, it's rather trivial. Basically, you construct a two direction ramp with one of the directions immediately blocked off by a wall (either dug out, or constructed). The direction you didn't block will be the direction the minecart is accelerated.

237
DF Dwarf Mode Discussion / Re: Lever Operators?
« on: October 25, 2013, 02:12:05 pm »
You could also look into using pressure plates, forbidden doors, and pets for critical levers. A cat stuck on a pressure plate in a 1x1 room with a locked door will leave immediately when the door is unlocked thereby turning off the pressure plate. Can't get a much faster response time than that. A rather large PITA for a lot of levers, but for a few critical levers? Just may be the ticket for you.

Cats are too light to activate pressure plates in .34. Dogs may still work, and you can also use the door to grant access of another pressure plate trigger (minecart or water) when opened by the animal. In my experience, this trick works best when you use an unlocked and tightly shut door and set it to "pet-passable" to let the animal out. Locking/unlocking the door tends to produce a slightly longer delay.

Ah, you're right. Looking at adult sizes, cats are at 5000 and dogs at 30000... Since the lightest weight for a pressure plate is 10000, cats are out, dogs are in. Although on a different note, I find that the minimum maximum weight of 60000 to be a bit ... annoying. Wanted to make a room entrance that would permit adult dwarves to go in and out while keeping children out of the room (was a giant cave spider web collecting room, Darn kid would follow her weaver mother into the room and in the process destroy several stacks of uncollected webs. But children are about 30000 and adults at 60000... Did manage to make a working entrance, but it took 2 pressure plates, 1 door, and 1 hatch cover instead of just 1 pressure plate and 1 hatch cover.

238
DF Dwarf Mode Discussion / Re: Lever Operators?
« on: October 25, 2013, 02:03:00 pm »
You could also look into using pressure plates, forbidden doors, and pets for critical levers. A cat stuck on a pressure plate in a 1x1 room with a locked door will leave immediately when the door is unlocked thereby turning off the pressure plate. Can't get a much faster response time than that. A rather large PITA for a lot of levers, but for a few critical levers? Just may be the ticket for you.

Which is why I think that (un)locking doors should be a job just like 'pull lever', and potentially a job any tantrumming dwarf can decide to do on himself. Maybe you should be able to "forbid" a door, which is an immediate overseer action and is obeyed by all sane dwarfs, but not by pets, invaders (+tantrummers and kids?), ie it functions more like a burrow restriction; and "lock" a door, which is an action that dwarfs have to do like pulling a lever, but which will also prevent pets and invaders from using the door.

Sounds like a reasonable suggestion for improvement. How about making the suggestion to Toady?

239
DF Dwarf Mode Discussion / Re: Lever Operators?
« on: October 25, 2013, 09:27:18 am »
You could also look into using pressure plates, forbidden doors, and pets for critical levers. A cat stuck on a pressure plate in a 1x1 room with a locked door will leave immediately when the door is unlocked thereby turning off the pressure plate. Can't get a much faster response time than that. A rather large PITA for a lot of levers, but for a few critical levers? Just may be the ticket for you.

240
DF Gameplay Questions / Re: Lizardwomen "friendly"-How to get in a cage
« on: October 23, 2013, 10:58:32 am »
Another way of caging it is to use a webbed cage. That's almost a guaranteed cage capture of almost anything except those thing that are both immune to traps and webs. But beware, the things that can be captured with such includes your dwarves.

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