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Author Topic: DF2014 Question and Answer Thread  (Read 439988 times)

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #1155 on: January 15, 2015, 12:08:46 pm »

Ballistas. :P
also a deeper pit.
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1156 on: January 15, 2015, 12:38:40 pm »

How much depth do you suggest?
Ballistas always sounds awesome. I've never tried out those, though.
Have you got a way for caravans to get in safely?  They need a 3-tile wide path.
Yes. I dug a curvy 3 tiles path for the caravans. Safety will be ensured just with a Bridgegate, however.

Do you guys know if theres a way to design a constantly fish refiling underground river/sea without pumps, perhaps?
« Last Edit: January 16, 2015, 01:21:45 am by Showbiz »
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1157 on: January 15, 2015, 12:39:37 pm »

-snip-
« Last Edit: January 16, 2015, 01:22:01 am by Showbiz »
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1158 on: January 15, 2015, 12:40:09 pm »

-snip-
« Last Edit: January 16, 2015, 01:22:15 am by Showbiz »
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Magistrum

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Re: DF2014 Question and Answer Thread
« Reply #1159 on: January 15, 2015, 06:08:47 pm »

Triple post!
You can use the edit button. The post will stay there, but you can change it to say triple post (or double or whatever).
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1160 on: January 16, 2015, 01:23:36 am »

Whoops. I accidently quoted instead of pressing the edit button. Sorry!
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #1161 on: January 17, 2015, 10:51:18 am »

Which are the 'Can't walk' squares in magma smelters and forges?
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Magistrum

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Re: DF2014 Question and Answer Thread
« Reply #1162 on: January 17, 2015, 11:10:16 am »

The darker ones when you are placing the workshop, on the magma forge it's the left middle and right middle tiles, and on the smelter it's the middle up one.
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ptb_ptb

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Can werellamas swim the ocean blue?
« Reply #1163 on: January 20, 2015, 09:11:42 am »

I've got a tiny fortress on a small island. A human werellama came to visit. Did he swim across the ocean, or was he already lurking in a lair on the island somewhere?
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #1164 on: January 20, 2015, 09:15:26 am »

Good question.  They could swim as Llamas . . .

  Likely he is on the island, or the game doesn't care how he got there.  You should look into legends and see.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #1165 on: January 20, 2015, 05:57:09 pm »

I'm trading with the first autumn caravan, but it doesn't show the attitude of the merchants (pleased, happy, impatient, etc.)  I don't see anything related in the errorlog.  Has it got anything to do with social skills?  My leader/broker started out with appraiser, negotiator, and judge of intent.
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Neckbeard

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Re: DF2014 Question and Answer Thread
« Reply #1166 on: January 20, 2015, 07:24:25 pm »

Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?

Really?  I was sure that I occasionally got comments in earlier versions of dwarf fortress about having drunk legendary booze lately.

I wont have recently yet because I've been trying to test out the new tree farm mechanics to see what kind of output I could expect from them in the updated version of dwarf fortress.  Basically, my embarks have been science embarks revolving around vaults and dead civilizations rather than an actual fortress.
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #1167 on: January 20, 2015, 07:35:18 pm »

I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.
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Neckbeard

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Re: DF2014 Question and Answer Thread
« Reply #1168 on: January 20, 2015, 10:00:46 pm »

Do weapon traps and spike traps still increase the value of a room?  I built a green glass serrated disk trap in my kings dining room and a green glass spike trap in my kings tomb and I didn't notice any increase in room rank or value.

Edit:

Actually it might, and it might be that the difference just wasn't enough to bump up the rank.  I tested in a different situation and I set up a table in a horrible location, then gave the king his new dining room.  He had a meager dining room, and when I built the weapon trap in it the rank shot up to opulent or something.
« Last Edit: January 20, 2015, 10:07:01 pm by Neckbeard »
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Bumber

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Re: DF2014 Question and Answer Thread
« Reply #1169 on: January 20, 2015, 10:43:56 pm »

I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.
It's a fixed 5 urists of booze per 1 urist of ingredient. Grower/herbalism skill matters, not brewer.
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