Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 267 268 [269] 270 271 ... 422

Author Topic: DF 2012v0.34 question and answer thread  (Read 891272 times)

Sabretache

  • Bay Watcher
  • "Knowledge is power, guard it well."
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4020 on: February 15, 2013, 01:44:23 am »

Thank you for all the ideas regarding Dwarf Management, I will relax about the idlers and probably build a Screw-Pump Gym for my dwarves.
Logged
Things are very seldom what they seem. In my experience, they’re usually a damn sight worse.

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4021 on: February 15, 2013, 08:01:57 am »

As for underground crossbow galleries I tend to make them a bit like modern shooting galleries. I set up something like this:
Target, Wall, Fortification table, Stockpile, Door.

WWWWWWWWWWWWWWWWWWWWW
WT......................................t...FSSSW
WT......................................t...F....SW
WT......................................t...F....SW
WT......................................t...F....SW
WT......................................t...D....SW
WWDWWWWWWWWWWWWWWDWWWW
W....................................................=> to fort.
WWWWWWWWWWWWWWWWWWWWW

I forbid the all the area between the targets up to the tables, so my dwarves end up shooting from behind the tables. The stockpile room generally have a chair and a table in there and sometimes I connect it to my bone bolts production workshop. The stockpiles are set to cheap bone or wooden crossbows and bone bolts. The fortifications latter are replaced by glass panels if possible.

Sometimes I even get fancier and set it up like this:

WWWWWWWWWWWWWWWWWWWWW
WT......................................t...FSSSW
W.......................................W...F....SW
WT......................................t...F....SW
W.......................................W...F....SW
WT......................................t...F....SW
W.......................................W...F....SW
WT......................................t...F....SW
W.......................................W...F....SW
WT......................................t...D....SW
WWDWWWWWWWWWWWWWWDWWWW
W....................................................=> to fort.
WWWWWWWWWWWWWWWWWWWWW

So each table is separated by a "panel", like in shooting gallerias.

For some outside ranges I made them simple, with only targets and a stockpile around for bolts and crossbows. I however always forbid walking in front of the targets, I have this fear that a marksdwarf will lodge a bolt in the head of that cheese maker walking around.
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4022 on: February 15, 2013, 10:32:58 am »

You don't have to worry about friendly fire from crossbows.  That only happens with siege weapons as far as I know.
Logged
Through pain, I find wisdom.

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4023 on: February 15, 2013, 10:55:59 am »

Oh! Thanks! I will still forbid it thought. I kind of like "realistic" forts, if such word applies at all. :D
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4024 on: February 15, 2013, 12:23:38 pm »

and marksdwarfs always stand at the far end of the target range you have set
Logged
Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Socko

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4025 on: February 15, 2013, 06:48:02 pm »

I feel that the answer is yes, but I'd like clarification if possible; does the WorldGen process continue 'as you are playing' your current fort? As in - if I play my fort for 10 years, the world will continue to evolve in the background for that decade?
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4026 on: February 15, 2013, 06:52:17 pm »

Nope.  For now very, very little happens in the world when you play the game.  Only stuff directly affected by you changes.

The upcoming release will be changing this in big ways though.
Logged
Through pain, I find wisdom.

Socko

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4027 on: February 15, 2013, 07:22:51 pm »

Thank you for the prompt reply Telgin.
Logged

Dorftrottel

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4028 on: February 16, 2013, 02:53:02 am »

Hi there,

i've got a question concerning dwarfs coping with death:
At which point is the bad thought "Lost a loved one/friend in a tragedy" generated?
Does it spring a the moment of death  or the moment the corpse is found? Or, if the corpse is never found, can it be generated by the dwarf spotting the coffin or memorial slab of a loved one?

Basically what i'm asking is: Can I avoid tantrum spirals started by a unsatisfiable moody dwarf by installing an atom smasher in each moodable workshop? And do i have to memorialize such dwarves in a secret area, or can i make it accessible to the general public?
Logged

Blue_Dwarf

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4029 on: February 16, 2013, 03:26:01 am »

Unless I'm mistaken, dwarves share a hive awareness of anything that happens, so they all know who is dead as soon as the corpse is found.
Logged
Crafting Statistics 42.06Farming Statistics

Blue Dwarf has been happy lately. He did some !!science!! recently. He admired a fine forum post lately. He was enraged by a forum troll recently. He was upset by the delayed release of the new version of Dwarf Fortress lately. He took joy in planning a noble's death recently.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4030 on: February 16, 2013, 03:46:54 am »

I'm pretty sure as long as nobody sees the body the thought won't be generated.  Atomsmashing and memorializing should prevent the bad though and ghost.
Logged
Through pain, I find wisdom.

Dorftrottel

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4031 on: February 16, 2013, 04:08:49 am »

Thank you! Now i can go build my hygienic suicide booths for unhappy moody dwarves and overly fancy nobles...
Logged

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4032 on: February 16, 2013, 05:16:25 am »

don't forget the children
Logged
Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Scorus

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4033 on: February 19, 2013, 07:38:44 pm »

My cats and kittens are all bleeding to death (not drained). It started after an ugly siege, so I thought they had been wounded by the goblins. But it has continued and is affecting cats that were confirmed as unwounded after the battle. No other animal types seem to be affected.
Logged

LordBaal

  • Bay Watcher
  • System Lord and Hanslanda lees evil twin.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #4034 on: February 19, 2013, 08:34:18 pm »

A syndrome perhaps? Evil rains or fogs?
Logged
I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!
Pages: 1 ... 267 268 [269] 270 271 ... 422