Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 40 41 [42] 43 44 ... 422

Author Topic: DF 2012v0.34 question and answer thread  (Read 890908 times)

vorpal+5

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #615 on: March 13, 2012, 06:30:20 am »

will do... so a bug?
Logged

greycat

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #616 on: March 13, 2012, 08:27:42 am »

You can make everyone off-duty soldiers and keep their uniforms on always. They'll effectively be civilians in gear.

Yup.  This is a great thing to do.

They'll train sometimes when they're bored, and won't drop it to do whatever you want them to. If they aren't trained soldiers though, they won't do it much.

They only train if you assign their squad to a barracks.  If you don't assign them to a barracks, they'll just grab their equipment and then wear it while they do their civilian jobs.  There really is no drawback other than the time spent getting equipment and then storing their clothing in their bedroom, if they had to remove any to wear their uniform.

Unfortunately, this doesn't work for miners, woodcutters, or hunters.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Yaotzin

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #617 on: March 13, 2012, 08:55:48 am »

They only train if you assign their squad to a barracks.  If you don't assign them to a barracks, they'll just grab their equipment and then wear it while they do their civilian jobs.  There really is no drawback other than the time spent getting equipment and then storing their clothing in their bedroom, if they had to remove any to wear their uniform.

Unfortunately, this doesn't work for miners, woodcutters, or hunters.
My bad, I don't have much experience with this trick :>

Do uniforms not work at all for miners etc, or does a no-weapon one work?
Logged

MehMuffin

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #618 on: March 13, 2012, 01:57:59 pm »

Is there any way to find out the seed of a world after it has been made using "create a new world"? I messed up my embark to a spot, and I need to find a way to regen the world...
Logged

Nil Eyeglazed

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #619 on: March 13, 2012, 02:51:16 pm »

Can animals detect/prevent/(report?) the dry sucking of your legendary+5 weaponsmith if they're next to the bed?

No.  (Although testing probably needs to be done with pet tigermen.)
Logged
He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

uggi

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #620 on: March 13, 2012, 03:20:10 pm »

Is there any way to find out the seed of a world after it has been made using "create a new world"? I messed up my embark to a spot, and I need to find a way to regen the world...

In fortress mode, hit ESC, choose Export Local Image and see the text files generated in your DF folder. In legends mode just hit p.
Logged

MehMuffin

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #621 on: March 14, 2012, 12:04:39 pm »

Is anyone else having a lot of trouble with the cave-in method of getting past aquifers not working bug?
Logged

Necromunger

  • Bay Watcher
  • Last Survivor of Bodicebent.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #622 on: March 14, 2012, 06:36:52 pm »

Yes the layers i drop in to it are never enough.
Logged
for (Dwarf * newDwarf in dwarfArray){
      [newDwarf cancelJob];
      [newDwarf Drink];
}

DifferentFrogs

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #623 on: March 14, 2012, 07:50:54 pm »

Hi everyone. Complete noob here, starting to build my very first first fortress!

In this fortress, I wish to place stairs. This isn't working. What I have so far:



And the level below looks like this:



Unfortunately, my miner refuses to dig out the rooms on the lower level. Can anyone tell me why? (even video tutorials haven't helped me here!)
Logged

el Indio

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #624 on: March 14, 2012, 07:54:32 pm »

You need to designate either up stairs, or up/down stairs, directly below your down stairs.
Logged

DifferentFrogs

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #625 on: March 14, 2012, 08:07:23 pm »

You need to designate either up stairs, or up/down stairs, directly below your down stairs.

That has worked! Thanks!
Logged

DifferentFrogs

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #626 on: March 14, 2012, 08:19:27 pm »

Alright, another brief question.

I'm using the Phoebus graphics pack, but can't find a legend for what the various symbols mean. Can anyone point me in the right direction? (A forum/wiki search failed to return anything)
Logged

el Indio

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #627 on: March 14, 2012, 08:44:22 pm »

I'm using the Phoebus graphics pack, but can't find a legend for what the various symbols mean. Can anyone point me in the right direction? (A forum/wiki search failed to return anything)

If you press 'k', then move the cursor over the symbol, it will tell you what it is. 

There is also some info here about the symbols for rocks and plants:
http://www.bay12forums.com/smf/index.php?topic=57557.0

If you keep playing the game, you will learn what the symbols and commands are over time.  It took until my 4th fort to work out how to change z-levels, but I now know what all the symbols are, and a lot of the commands.
Logged

DifferentFrogs

  • Escaped Lunatic
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #628 on: March 14, 2012, 09:30:32 pm »

@el Indio:

Thanks very much! I didn't realize the K-command did that; my problems are now solved (for the moment anyway - I'm sure new issues will come up shortly!)
Logged

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #629 on: March 14, 2012, 10:18:18 pm »

Is there anything I can do to stop dorfs from filling up their own coffins with zombie corpses, when Tower is my neighbor?  Hoping something can be done, normal dorf corpses are not making it into the graves.  Will keep the fort, but won't embark until I find a tip.  Thanks, Knutor
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.
Pages: 1 ... 40 41 [42] 43 44 ... 422