Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 133 134 [135] 136 137 ... 422

Author Topic: DF 2012v0.34 question and answer thread  (Read 881462 times)

Xen0n

  • Bay Watcher
  • Took joy in ‼SCIENCE‼ lately.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2010 on: June 02, 2012, 10:49:10 am »

~~
I really have no clue, but I'd consider them to do the worst possible combination of things.
~~

Hahaha, yes, that has become my default assumption of dorfs unless proven otherwise :P

My main concern though is just what happens when there are more identical orders for a squad than there are members, if it causes glitches / unhappy thoughts.
Logged

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2011 on: June 02, 2012, 11:19:51 am »

Can I mine the gold form my "native gold cavern floor" by using the c(h)annel command?
« Last Edit: June 02, 2012, 11:55:51 am by Yovatsap »
Logged

greycat

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2012 on: June 02, 2012, 12:19:49 pm »

Can I mine the gold form my "native gold cavern floor" by using the c(h)annel command?

No.  You've already mined the gold that was in that spot, and the floor's not enough to produce a boulder.  Channeling will (possibly) give you a boulder from the level under that.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

DTF

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2013 on: June 02, 2012, 12:27:05 pm »

Can I mine the gold form my "native gold cavern floor" by using the c(h)annel command?

Yes, the floor is basically the tile below. Any mining action (up/down stairs, ramps, channels) that gives you access to this tile provides the stone/ore that is there.
Logged
(a>b) ? false : true

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2014 on: June 02, 2012, 01:56:53 pm »

No.  You've already mined the gold that was in that spot, and the floor's not enough to produce a boulder.  Channeling will (possibly) give you a boulder from the level under that.
Yes, the floor is basically the tile below. Any mining action (up/down stairs, ramps, channels) that gives you access to this tile provides the stone/ore that is there.
I'll just try it out and let you guys know.

DTF

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2015 on: June 02, 2012, 02:26:40 pm »

Wait... im talking BS arent I?
Of course you cant get it, its the floor of the tile you've already mined.
My bad for getting your hopes up.
Logged
(a>b) ? false : true

Xen0n

  • Bay Watcher
  • Took joy in ‼SCIENCE‼ lately.
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2016 on: June 02, 2012, 06:18:24 pm »

With regards to my previous question:

Spoiler (click to show/hide)

I can report that at least few months in using schedules of 5x Train (2 minimum) with squads of 2 or 3 dwarves doesn't appear to have any adverse effects, that I've noticed.

Moving on to more fun military things, I'm assuming that my squads deciding to go to "No job" and civilian mode whenever I shift them directly from one alert schedule to another is just some of the existing bugs. 

Spoiler (click to show/hide)

I assume using Active Commands with the (s)quad menu is still the only effective way to get the military to do things?  Too bad it doesn't let you defend burrows or patrol routes from that menu...

Anyway my real question is about the longstanding bug that war-trained animals act like civilians with respect to civilian alert burrows.  This is silly because any time I set my military out to kill stuff, I want to keep my civilians inside (but still send all the war-dogs out with the soldiers).  I was wondering if in the months that I've been away any good workarounds have been thought up for this?  I just got Zombie + Human sieges overlapping now and it's hard enough to fight only using (m)ove commands; it'd be nice if the war Giant Leopard I trained up could actually help out instead of stay inside.
Logged

Blurk

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2017 on: June 03, 2012, 06:41:05 am »

Is it possible to change the age children change into mature dwarves?
Logged

ResMar

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2018 on: June 03, 2012, 07:28:07 am »

Yes, look at the tags in their raws.
Logged
ヽ(´ー`)┌[>゜))))彡]   Dwarf Therapist User Guide

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2019 on: June 03, 2012, 09:46:28 am »

Do rotting corpses generate miasma only once? The outcome of the last ambush was in my favor but there wasn't enough time to clean them up so I just locked the room down and my dwarves are locked inside until I open that door. Miasma generated in the room, then it went back to normal but the pieces are still "Kutsmob Uraruksos's rotten corpse" and stuff. Is it safe to open the door now?

Edit: Disregard the question. The answer was yes.
« Last Edit: June 03, 2012, 11:25:23 am by Yovatsap »
Logged

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2020 on: June 03, 2012, 11:25:53 am »

On another note, how do I tame the giant eagle that luckily flew into my cage trap?

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: DF 2012v0.34 question and answer thread
« Reply #2021 on: June 03, 2012, 12:25:39 pm »

On another note, how do I tame the giant eagle that luckily flew into my cage trap?
Create a training zone, and assign a trainer to the eagle from the Animals screen (off the Z status screen).
Logged

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2022 on: June 03, 2012, 12:28:11 pm »

Create a training zone, and assign a trainer to the eagle from the Animals screen (off the Z status screen).
Do I move it to the training zone or something? If so, how do I do that? Move the cage?

ab9rf

  • Bay Watcher
    • View Profile
    • ab9rf@github
Re: DF 2012v0.34 question and answer thread
« Reply #2023 on: June 03, 2012, 12:30:18 pm »

Create a training zone, and assign a trainer to the eagle from the Animals screen (off the Z status screen).
Do I move it to the training zone or something? If so, how do I do that? Move the cage?
Not required.  You have to have a training zone, but you don't need to move the critter there.  You can train critters in cages just fine, I do this all the time.
Logged

Yovatsap

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #2024 on: June 03, 2012, 12:32:43 pm »

Oh, it just got to semi-wild! :D Thanks a lot for that ^^ How would a giant eagle do in the army by the way?
And I can't see an entry for giant eagles in the Overall Training tab, not even general familiarity. Is that a problem?
Pages: 1 ... 133 134 [135] 136 137 ... 422