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Author Topic: [DWARF] - Gameplay Questions  (Read 206714 times)

Meph

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Re: [DWARF] - Gameplay Questions
« Reply #750 on: August 23, 2013, 12:08:21 am »

I think I'll simply delete that "boil egg" reaction. If people really want to do that, they can stockpile feed a kitchen and make simple meals from them.

Currently the game allows no easy for to make foods. Its horrible.
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firefly68

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Re: [DWARF] - Gameplay Questions
« Reply #751 on: August 26, 2013, 08:54:37 am »

I seem to be having an issue with building a rockforge. I have completed research into stoneforging but I'm still being told that I need the breakthrough in science. It isn't forbidden, is reachable and has actually been copied in the architect's study, but I'm still getting the requirement when I try to build it.

Any ideas?
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Meph

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Re: [DWARF] - Gameplay Questions
« Reply #752 on: August 26, 2013, 10:39:34 am »

I had a bug with this in 3f, a type. The rockforge needed the glassforge research discovery. I guess you are on 3f... I fixed it in the current release. If you want to fix it yourself in your running fort, go to dwarffortress/data/save/region x/objects/raw/building_furnace_masterwork.txt and find the rockforge, then look at the BUILD_MATs and either delete the [BUILD_ITEM:1:TOOL:ITEM_TOOL_RESEARCH_GLASSFORGE_DISCOVERY:NONE:NONE] or replace it with [BUILD_ITEM:1:TOOL:ITEM_TOOL_RESEARCH_ROCKFORGE_DISCOVERY:NONE:NONE]
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firefly68

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Re: [DWARF] - Gameplay Questions
« Reply #753 on: August 26, 2013, 11:18:42 am »

Thanks. I'll do without for now and just update my version when this fort runs into an exceptional amount of fun:)
« Last Edit: August 26, 2013, 11:20:38 am by firefly68 »
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jimboo

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Re: [DWARF] - Gameplay Questions
« Reply #754 on: August 29, 2013, 06:11:18 am »

Slag Pit on CLT.  What does this mean?  Nothing shows in the jobs listing.  Several slag pits, this is the only one with this designation.  [Interesting 12-point starburst icon on each side, can't find that in ASCII listings to show]
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Apani

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Re: [DWARF] - Gameplay Questions
« Reply #755 on: August 29, 2013, 06:25:51 am »

I think it means "clutter". Press T and move your cursor on the slag pit. You should see the items that currently occupy it. If a workshops is occupied by too many items, it will get cluttered and make reactions slower.
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jimboo

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Re: [DWARF] - Gameplay Questions
« Reply #756 on: August 29, 2013, 07:07:50 am »

Makes sense, thanks.  676 concrete blocks; I guess it was on Repeat, earlier.
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The_Draf

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Re: [DWARF] - Gameplay Questions
« Reply #757 on: August 29, 2013, 09:25:42 am »

So, I ran into three Soggoths when mining some bloodstone. I read the description and thought that they might multiply a couple of time(figured worst case 4 times). When the last of my 8 militery guys died I had over 100 of these bastards crawling around my fort. I am thinking about reclaim it and with some heavily armed combat specialists. What can I do to kill these things, blunt weapons?

Before I got wiped I finaly got my book production going. God it is not easy fining out how to do things. It is realy hard to find info on the forum via the search function. So far my best source of info was digging through the raws. One thing I got stuck on was producing ink. I suggest moving this reaction to the dyers shop, it doesnt currently have many reactions unlike the craftdwarfs workshop which is drowning in them. It makes sence because to turn dye into ink you needs the dyer profession.
Also I have a couple of question regarding pets.
What animals do you guys use to collect feathers, leather, eggs?
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Varyag

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Re: [DWARF] - Gameplay Questions
« Reply #758 on: August 29, 2013, 11:26:21 am »

So, I ran into three Soggoths when mining some bloodstone. I read the description and thought that they might multiply a couple of time(figured worst case 4 times). When the last of my 8 militery guys died I had over 100 of these bastards crawling around my fort. I am thinking about reclaim it and with some heavily armed combat specialists. What can I do to kill these things, blunt weapons?

It makes sence because to turn dye into ink you needs the dyer profession

I fully support moving inkmaking to dyers shop.

From the patch notes:
Quote
Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.

Sounds like a perfect time to learn the magic system. I suspect hammerdwarves will work too.
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Baffler

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Re: [DWARF] - Gameplay Questions
« Reply #759 on: August 29, 2013, 05:39:18 pm »

Definitely missing something obvious here, but where is peat compacted to make fuel?
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Linkeron

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Re: [DWARF] - Gameplay Questions
« Reply #760 on: August 29, 2013, 05:53:04 pm »

I started a new embark, and decided to try out the quick fort macro that comes with the mod, but some of these layouts it made I have no idea what their function is supposed to be. Some of the designations just look so odd. The bottom most one the oddest of all. There's no room for anything there.
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ElenaRoan

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Re: [DWARF] - Gameplay Questions
« Reply #761 on: August 29, 2013, 09:47:15 pm »

Definitely missing something obvious here, but where is peat compacted to make fuel?

Peat to compact peat is in the screwpress. coke from peat is in the smelter.
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Meph

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Re: [DWARF] - Gameplay Questions
« Reply #762 on: August 29, 2013, 09:56:18 pm »

The bottom usually is the graveyard... but its been ages since I looked at them.

Soggoths you run away from, wall in, lock in, magma, maybe, just maybe dragonfire. Thats it. Otherwise they keep coming. I should probably write a "kill all soggoths" reaction to the temple. Make a huge sacrifice and Armok saves you from them (and the resulting FPS death of thousands of soggoths)

Dyers shop I cant add reactions to, its hardcoded. But I have the greater dyery in the next version, I could add ink to it.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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The_Draf

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Re: [DWARF] - Gameplay Questions
« Reply #763 on: August 30, 2013, 03:12:39 am »

The bottom usually is the graveyard... but its been ages since I looked at them.

Soggoths you run away from, wall in, lock in, magma, maybe, just maybe dragonfire. Thats it. Otherwise they keep coming. I should probably write a "kill all soggoths" reaction to the temple. Make a huge sacrifice and Armok saves you from them (and the resulting FPS death of thousands of soggoths)

Dyers shop I cant add reactions to, its hardcoded. But I have the greater dyery in the next version, I could add ink to it.

Are there any creatures hidden in stone which can destroy furniture? Dooring in the central staircase might be a good idea :)

Also are lashers still OP or have they been nerfed? Which of course leads me to the question of weapons, are any of the new weapons superior to the old ones?
« Last Edit: August 30, 2013, 03:16:56 am by The_Draf »
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firefly68

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Re: [DWARF] - Gameplay Questions
« Reply #764 on: August 30, 2013, 04:48:40 am »

Quote
Are there any creatures hidden in stone which can destroy furniture? Dooring in the central staircase might be a good idea :)

Also are lashers still OP or have they been nerfed? Which of course leads me to the question of weapons, are any of the new weapons superior to the old ones?

I don't know whether they are building destroyers but being able to lock down levels of your fortress is probably a good idea anyway. A door or hatch would allow you to contain other types of enemies that can infiltrate your fortress, such as a necromancer or werewolf; or even a berserk dwarf.

As for weapons, the manual states: "Just use common sense, in most cases the name should give away how useful something is. No Dwarf wants a "rusty iron orc choppa", but a "bloodsteel Dai-Katana" must surely be something of value. If all else fails, ask in the forum. The same counts for armor. A "scratched kettlehelm" will be bad, a "holy Reignplate Armor" or "Demonic Razorplate Armor" will be good."
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