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Messages - Leonidas

Pages: [1] 2 3 ... 82
1
DF Gameplay Questions / Re: Dump Issues
« on: December 02, 2020, 10:23:23 pm »
Look at your [j]obs list. Stockpiles should generate entries on that list if there are available items that match the stockpile's criteria. Then it's a separate process for the dwarves to decide which jobs to take. So don't look to whether the stockpile is getting filled. Look to whether it's generating jobs.

2
Bronze colossi are nearly impossible to damage with weapons made of anything worse than steel.

But you could always try it.

Ok, I read that as vampire my strength is now double and hammer is made of silver. Silver is much better for hammers than adamantine. I think I can do it.
I'm wondering if the hammer will wear out and break before the colossus does.

3
DF Gameplay Questions / Re: Glitched book on unretire
« on: October 09, 2020, 12:11:12 pm »
There are bugs with items dropped by adventurers into retired fortresses. They don't seem to affect simple items like bars of metal, only complex manufactured items like artifacts, armor, and weapons.

No guarantees with these bugs, but I would try:
1. Double-check to make sure that the book isn't forbidden. With books and other artifacts, it's not obvious when an object is forbidden.
2. Run this script while there aren't any merchants on the map. It scrubs the foreign and trader flags off every item in the fort.
Spoiler (click to show/hide)
3. Put the book onto a pedestal, then destroy the pedestal. If that doesn't work, put it on a pedestal and then remove it from the pedestal.

4
DF Suggestions / Re: What is ye purpose here?
« on: October 03, 2020, 03:17:38 pm »

5
DF Gameplay Questions / Re: Another "well" related question
« on: October 03, 2020, 03:12:38 pm »
I find that it's much easier and safer to dig out a cistern with U/D staircases, then channel out the columns where the wells will go.

And instead of defending the well from the reservoir, try defending the reservoir from the river. Any time you tap into water or magma, put a blocking bridge at the natural source. That way, it's easy to drain all the pipes and reconfigure your system.

6
DF Dwarf Mode Discussion / Re: The Dwarven Darwin Awards
« on: September 30, 2020, 12:15:06 pm »
We present Urist Mcminer, who fell asleep in an Aquifer and failed to wake up and leave when the Pumpdwarf went off on Break.
I've seen that. They can sleep underwater.

7
DF Suggestions / Re: Improve farming
« on: September 27, 2020, 10:23:50 am »
Farming can't be too difficult, or it'll scare off the noobs.

It would be nice, though, if the surface crops were seasonal and the underground crops were not. That little piece of nonsense hurts my brain every time.

8
You can certainly make more piles of salt by deliberately evaporating seawater. In the ancient world, that was a great way to generate income. Early Rome might not have developed so quickly without its nearby salt marshes. And in some parts of the world, they still collect salt that way.

But it's just a contaminant in DF, equivalent to mud, blood, vomit, etc. You can't collect it or use it. If you want to get rid of it, you can build on top of it and then remove the building.

I wonder: Does salt contamination prevent grass, plants, and trees from growing on a tile?

9
DF Suggestions / Re: Kobold garbage collector caravan.
« on: September 24, 2020, 10:50:57 am »
+1

Kobolds as rag-pickers seems like a fun idea. They could pay in information, since kobolds sneaking around everywhere should pick up plenty of rumors. You could learn about criminal conspiracies against your fort, or gain accurate military information on enemy sites.

The kobolds could start as hostile. Then you could leave some garbage outside your fort for them to "steal". Once you've given them enough stuff, then they switch to peace with you and send caravans. If you don't send them enough stuff every year, then they'll revert to hostility and try to sneak in and steal the stuff they feel they deserve.

10
DF Gameplay Questions / Re: Minecart ramp problems
« on: September 20, 2020, 10:13:40 am »
Ramps are hard to learn, but they're very useful once you master them. A functioning ramp needs four tiles:
Spoiler (click to show/hide)

11
DF Suggestions / Re: Runestones - dwarven look on books.
« on: September 19, 2020, 09:20:17 pm »
Don't we already have something close to this with slabs?

12
DF Gameplay Questions / Re: Strand extraction needing rhyolite!?
« on: September 19, 2020, 11:58:57 am »
1. Why did you set the workshop profile to strand extraction only? I would turn that off.
2. Is the workshop linked to any stockpiles? If so, cut those links.
3. Are you using the manager to auto-generate work orders? If so, turn that off.

13
Export legends data. Load the data in Legends Viewer. Go to the Geography tab, and under that there's a Rivers tab with all the names.

Also, if you look at the world map in Legends Viewer, there's an option to load alternate maps. One of those alternate maps shows all the rivers, while another shows rainfall patterns. There may be other alternate maps about water; I haven't studied them all.

14
DF Dwarf Mode Discussion / Re: Unblocking Floodgates?
« on: September 17, 2020, 11:40:58 pm »
The only use I can imagine for floodgates would be if you're building a precise mechanical setup. Floodgates have an activation delay, so they could perfectly synchronize with bridges.

15
DF Dwarf Mode Discussion / Re: Make sleep more efficient?
« on: September 16, 2020, 09:24:50 pm »
You fortress might be too restrictive in who is allowed to do which job. Of your seven starting dwarves, at least two should be miners. All should be architects. You can also make them all masons and mechanics to speed building projects, and then restrict your workshops so that only high-skill dwarves can make the valuable stuff.

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