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Author Topic: The DF2010 Little Questions Thread  (Read 1140610 times)

Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5730 on: December 06, 2010, 05:26:55 pm »

They're in the standard menu, Alt+s if I remember properly.

thats what i thought but that just shows slabs...no engraved things...how do i figure out which ones are engrave?

ALSO:  what exaclty does that "individualy choice" thing do for weapon for your troops.  how does it work? do they keep switching weapons or do they pick one and stick to it?
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5731 on: December 06, 2010, 05:31:25 pm »

Press
  • when choosing, I think.


They should stick to their originally chosen weapon, at least until a more expensive one comes along.
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Lawton

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Re: The DF2010 Little Questions Thread
« Reply #5732 on: December 06, 2010, 06:16:32 pm »

Is there a way I can destroy the hundreds of extra bolts on my map and differentiate them from the actual bolts?
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Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5733 on: December 06, 2010, 06:25:14 pm »

Is there a way I can destroy the hundreds of extra bolts on my map and differentiate them from the actual bolts?

dwarven atom smasher?
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5734 on: December 06, 2010, 06:27:37 pm »

1.  My dwarves keep canceling releasing things from cages claiming "we need a large cage for this".  Why do they need a big cage in order to take something out of a cage?!

2.  I just found a cave filled with hostile cave men.  My military is garbage.  Any advice on taking them out?  Im worried about their poison.
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Mickey Blue

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Re: The DF2010 Little Questions Thread
« Reply #5735 on: December 06, 2010, 08:16:58 pm »

What is the point of embarking with 'young' animals (kitten, puppy, etc)? They are the same cost as the adult version and will take longer to be effective producers of meat and/or war animals.  So far as I know (and could be wrong) animals do not die of old age (or do they?) so why would anybody take a younger animal on embark?

-MB
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Loyal

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Re: The DF2010 Little Questions Thread
« Reply #5736 on: December 06, 2010, 08:39:42 pm »

Animals do have a MAXAGE bit.

I dunno why you'd bother with most animals, but if I'm bringing a cat on embark I'd rather it be a kitten so that it won't be able to immediately breed if one comes in with the summer migrants.
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Jorshamo

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Re: The DF2010 Little Questions Thread
« Reply #5737 on: December 06, 2010, 09:44:43 pm »

I'm getting two different job cancel spam messages:

1. Urist McMarksdwarfs cancels Pickup Equipment: Equipment mismatch.
2. Urist McPondfiller cancel fill pond: Job item lost or destroyed.

How can I fix these?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5738 on: December 06, 2010, 09:53:09 pm »

I'm getting two different job cancel spam messages:

1. Urist McMarksdwarfs cancels Pickup Equipment: Equipment mismatch.
2. Urist McPondfiller cancel fill pond: Job item lost or destroyed.

How can I fix these?
I'm not completely sure of this, but...

1. It's possible that you have assigned equipment to the dwarf that you do not have. The dwarf searches for their non-existant equipment, and generates a cancel message when nothing suitable is found.
Try changing the dwarf's equipment loadout.

2. I think this happens when the pondfiller loses the bucket. I could be wrong. Try making more buckets.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5739 on: December 06, 2010, 10:16:46 pm »

After being engraved, memorial slabs won't actually be marked any different from regular slabs on the (b)uild menu. You must recall or guess which material slab the engraver used, and then build it. Once built, I am not sure whether or not the memorial slab indicates that it is dedicated to someone. I figured this out only due to the facr the ghost of my perished miner was put to rest as soon as the slab was placed.

I recommend building a small stockpile near the workshop you use to produce memorial slabs, specify it to accept only slabs, and only use that workshop when you produce memorial slabs.

I hope that helps!

EDIT: Holy llama, Ninja'd hard.
« Last Edit: December 06, 2010, 10:18:23 pm by Ibid Straydrink »
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“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5740 on: December 06, 2010, 10:36:54 pm »

1.  My dwarves keep canceling releasing things from cages claiming "we need a large cage for this".  Why do they need a big cage in order to take something out of a cage?!

2.  I just found a cave filled with hostile cave men.  My military is garbage.  Any advice on taking them out?  Im worried about their poison.


2.) Cage traps. Create a narrow hallway lined with enough cage traps for every last one of them, and a lowered bridge to your base at the end. Chances are they will rush for the bridge and get caught in the cages along the way. If somehow they do not, just raise/retract the bridge. If you make the bridge long enough, you could even attempt this safely while they are on it, dropping them into a pit or wherever you please.

Since they probably can't be tamed, the best thing to do with caged sentients is to disarm them and start up a nice little arena, or drop them into magma.
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“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

Ifeno

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Re: The DF2010 Little Questions Thread
« Reply #5741 on: December 06, 2010, 10:47:25 pm »

1.  My dwarves keep canceling releasing things from cages claiming "we need a large cage for this".  Why do they need a big cage in order to take something out of a cage?!

2.  I just found a cave filled with hostile cave men.  My military is garbage.  Any advice on taking them out?  Im worried about their poison.


2.) Cage traps. Create a narrow hallway lined with enough cage traps for every last one of them, and a lowered bridge to your base at the end. Chances are they will rush for the bridge and get caught in the cages along the way. If somehow they do not, just raise/retract the bridge. If you make the bridge long enough, you could even attempt this safely while they are on it, dropping them into a pit or wherever you please.

Since they probably can't be tamed, the best thing to do with caged sentients is to disarm them and start up a nice little arena, or drop them into magma.


awesome thanks for the info!  im a bit concerned about have access to a cavern..its a second base entrance meaning it could potentialy put my guys inthe cross fire or cause a 2 front war which would end badly. 

I do have another question though:  what are friendly animals for?  it seems they cant be released from cages meaning i cant train them or anything like that...what can i do with them and can i make them "mine" somehow?
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5742 on: December 07, 2010, 12:28:08 am »

Ok, how about this one?

I built a three level underground reservoir below my desert fortress, pumped from the nearby river, in an effort to store plenty of water in case of dire circumstances and channel it downwards so that we have a ready supply as we dig deeper. The reservoir is what I can best describe as in the shape of a four-petaled flower, with a hollow but walled of center with four openings in each cardinal direction and connects all three levels. After the first two levels filled up, which was rather quick, I left one of the four flood gates on the top level open, in an effort to irrigate the dry land on the same level. The water, however, was barely trickling onto the sand. So, I closed the floodgate and decided I would wait until the water level was high enough to just clear over it.

But- and here is the problem- it never fills up. After a good ten minutes, the pump-end of the reservoir is at 2/7 - 3/7 in most places, whereas the far end is still only at 1/7. At this point, my best guess at this point is that my design has somehow evaded the game's physics, and created infinite drainage...

Is there anyone who has encountered this problem and knows how to fix it?

Thanks,

Ibid
« Last Edit: December 07, 2010, 12:30:01 am by Ibid Straydrink »
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“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

MagmaMcFry

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Re: The DF2010 Little Questions Thread
« Reply #5743 on: December 07, 2010, 01:24:26 am »

Screenshots? Is your pump working? Is your pump in use? Screenshots? Is there a leak? Are your dwarves drowning in the lower levels? Screenshots?

It's pretty difficult to solve problems that should not exist in your description without having a screenshot.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #5744 on: December 07, 2010, 02:22:54 am »

But- and here is the problem- it never fills up. After a good ten minutes, the pump-end of the reservoir is at 2/7 - 3/7 in most places, whereas the far end is still only at 1/7. At this point, my best guess at this point is that my design has somehow evaded the game's physics, and created infinite drainage...
If your reservoir is too big, water might evaporate faster then getting filled.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.
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