Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 391 392 [393] 394 395 ... 422

Author Topic: DF 2012v0.34 question and answer thread  (Read 886740 times)

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5880 on: January 18, 2014, 08:31:54 pm »

My guess is that the civilization population cap was reached during worldgen, so the birth rate went way down.

Thanks! That makes sense.

Another question, I just had an immigrant show up with many yellow body parts - limbs/organs/ribs etc, and a blacked-out "throat". No injuries are showing on the thoughts & prefs screen, but Therapist says "Vision Lost". She got about halfway from the map edge to the gate before I noticed, no combat reports, there are snakes etc in the region but were none on the map at the time (and plenty of other immigrants around that would've seen them??). There's no evil rain/towers or anything in the embark, just a nice jungle wilderness.

I noticed a dwarf heading outside with the "recover wounded" task, he took her to a bed and left, where she got up and started to go do a job. I quarantined her to her room and set up a hospital but she's not going there, just hangs around the meeting area if I let her out of her room.

Any ideas? If she's blind, shouldn't the game say so? Is she likely to be contagious, or can I give her back her crossbow and let her out to hunt?

she's an old soldier, a historical figure (instead of randomly generated) come to your fortress. Unfortunately, she didn't escape the fighting unscathed.
She's not contageous and the wounds probably already healed, so there is not much you can do. Blind dwarfs make excellent balista operators.
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.

fortydayweekend

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5881 on: January 18, 2014, 08:38:25 pm »


she's an old soldier, a historical figure (instead of randomly generated) come to your fortress. Unfortunately, she didn't escape the fighting unscathed.
She's not contageous and the wounds probably already healed, so there is not much you can do. Blind dwarfs make excellent balista operators.

Cheers. Balistas huh. I was thinking chief lever-puller :)

Edit: She finally found some ammo and went hunting. No problems there... maybe "vision lost" in Therapist isn't totally accurate?
« Last Edit: January 18, 2014, 08:43:56 pm by fortydayweekend »
Logged
The Sea Lamprey bites the Miner in the lower left back teeth and the severed part sails off in an arc!

Lochar

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5882 on: January 18, 2014, 11:02:06 pm »

Well I have those show up too, wants rings,beds,etc made but everytime they show up I always have it showing 1/1 or 3/3
That's 'number of mandated items left to make / number of items mandated'.

ok I misread that then, that makes more sense to me
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: DF 2012v0.34 question and answer thread
« Reply #5883 on: January 19, 2014, 06:57:27 am »

Will a wall grate have a chance of blocking arrows and bolts fired from unskilled archers and crossbowgoblins much like a fortification would?

Incantatar

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5884 on: January 19, 2014, 09:17:46 am »

When assigning workshops to different dwarves and different purposes, is there a way to still use the manager orders effectively? In my experience the two don't work together.
Logged

Trif

  • Bay Watcher
  • the Not-Quite-So-Great-as-Toady One
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5885 on: January 19, 2014, 09:50:15 am »

Wrong thread, disregard please.
Logged
Quote from: Toady One
I wonder if the game has become odd.

AWellTrainedFerret

  • Bay Watcher
  • An Axe Knight draws near!
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5886 on: January 19, 2014, 11:45:40 am »

Will a wall grate have a chance of blocking arrows and bolts fired from unskilled archers and crossbowgoblins much like a fortification would?

No, there is zero "aim penalty" for firing through grates, so they offer no protection.

When assigning workshops to different dwarves and different purposes, is there a way to still use the manager orders effectively? In my experience the two don't work together.

Sadly, no. You can have a limited control over a single manager-designated order buy [q]uerying all your workshops and setting the minimum skill/max skill to be the same as the dorf that is to fill the order. The manager's order will be randomly tossed around to all workshops that can fill the order, and your chosen dorf will go to each one to finish it. This however means that those workshops are unavailable for any other use.
Logged
The Axe Knight attacks before you are ready!
The Axe Knight chants the spell of SLEEP!
Thou art asleep.
Pepare'th thine anus.
Axe Knight hath no lube.

smjjames

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5887 on: January 19, 2014, 01:01:11 pm »

How close does a dwarf have to be in order to admire an artifact that's in a 'display case' (or rather, in my case, a screw press modified to take artifacts)?

I think it might be standing next to, but I'm thinking of making an artifact hall/vault, but I'm not sure whether I want to put them into a meeting area or put them into a vault instead with the display cases.
« Last Edit: January 19, 2014, 01:14:45 pm by smjjames »
Logged

Urist McOriginalname

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5888 on: January 19, 2014, 06:44:45 pm »

Is there any way i can coat my spears and swords with venoms? Because i have a cave spider venom barrel and im curious to find out new ways to torture gobos.
Logged

fortydayweekend

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5889 on: January 19, 2014, 06:56:42 pm »

I've had hardly any goblin attacks - just a handful of snatchers, no sieges or even ambushes, about 3 years in now with plenty of created wealth.

I backed up and checked out the Legends viewer and it looks like my only nearby goblin civ is being repeatedly pillaged by elves. They can't even muster a defence of their own towns (it's 1000 elves vs. 0 goblins in every battle for the last 5 years).

Does this mean I won't ever get a goblin siege? Do I need to attack the elves instead if I want some combat? (I'm surrounded by thousands of them :D) Also does proximity of civs matter, i.e. if I attack the humans instead will I get less combat because they're further away?
Logged
The Sea Lamprey bites the Miner in the lower left back teeth and the severed part sails off in an arc!

Garath

  • Bay Watcher
  • Helping to deforest the world
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5890 on: January 19, 2014, 07:54:42 pm »

the response may take longer to get to you

Is there any way i can coat my spears and swords with venoms? Because i have a cave spider venom barrel and im curious to find out new ways to torture gobos.

Nope, no reliable way has been found, though some work has been done experimenting with coating weapons in FB extract
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.

smjjames

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5891 on: January 19, 2014, 09:19:16 pm »

How close does a dwarf have to be in order to admire an artifact that's in a 'display case' (or rather, in my case, a screw press modified to take artifacts)?

I think it might be standing next to, but I'm thinking of making an artifact hall/vault, but I'm not sure whether I want to put them into a meeting area or put them into a vault instead with the display cases.

Can anybody answer this question? Or am I correct in that a dwarf has to be next to it to admire it?
Logged

AWellTrainedFerret

  • Bay Watcher
  • An Axe Knight draws near!
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5892 on: January 19, 2014, 10:14:24 pm »

How close does a dwarf have to be in order to admire an artifact that's in a 'display case' (or rather, in my case, a screw press modified to take artifacts)?

I think it might be standing next to, but I'm thinking of making an artifact hall/vault, but I'm not sure whether I want to put them into a meeting area or put them into a vault instead with the display cases.

Can anybody answer this question? Or am I correct in that a dwarf has to be next to it to admire it?

From what I've seen, a dorf has to stand next to (or sometimes on top of....Urist get off the table, I'm trying to eat) an item to admire it.
Logged
The Axe Knight attacks before you are ready!
The Axe Knight chants the spell of SLEEP!
Thou art asleep.
Pepare'th thine anus.
Axe Knight hath no lube.

Lochar

  • Bay Watcher
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5893 on: January 20, 2014, 01:38:17 am »

Is there an easy way to differentiate clothing sizes? I know humans and others use Large, some have small, but I get thrown off by an animal that is also Large or giant and so not sure if the item of clothing is dwarfable?

Lately I just been selling off anything that says small large giant but was wondering if a quick way to know wether my dwarves can use it or not and save me the trouble of crafting stuff if I dont need to. What throws me is the giant cave spider silk line, as I assume it means a cave spider was bigger than usual not the item of clothing, but the size of clothing doesnt really have a good descriptor unless I am reading too much into it.

Logged

Lielac

  • Bay Watcher
  • [ETHIC:PEDANTRY: PERSONAL_MATTER]
    • View Profile
Re: DF 2012v0.34 question and answer thread
« Reply #5894 on: January 20, 2014, 01:44:02 am »

Is there an easy way to differentiate clothing sizes? I know humans and others use Large, some have small, but I get thrown off by an animal that is also Large or giant and so not sure if the item of clothing is dwarfable?

Lately I just been selling off anything that says small large giant but was wondering if a quick way to know wether my dwarves can use it or not and save me the trouble of crafting stuff if I dont need to. What throws me is the giant cave spider silk line, as I assume it means a cave spider was bigger than usual not the item of clothing, but the size of clothing doesnt really have a good descriptor unless I am reading too much into it.

Large = too big; worn and sold by humans in vanilla.
Narrow = too small; worn by goblins (I think) in vanilla.
Small = too small; I think only seen in vanilla if you're a human adventurer who goes scrounging in an abandoned fortress's laundry.
Giant = Preeeeetty sure it's not a clothing size notifier.

Large can also be seen at the beginning of anything made of large rat leather; for that, it's only unwearable if it's "large large rat leather [something]".
Logged


Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.
Pages: 1 ... 391 392 [393] 394 395 ... 422