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Author Topic: The DF2010 Little Questions Thread  (Read 1141458 times)

Double A

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Re: The DF2010 Little Questions Thread
« Reply #5205 on: November 17, 2010, 11:06:13 pm »

If I connect a floor grate to a lever, will it make the floor grate "solid" like a floor and the only way to fix it is to open it up, or will it still function as a grate? Also, do bars let water through when hooked up to a lever (if they can be) or do they function as floors?

Basically, is there any way I can let liquids through a tile, yet it still function as a floor, but when I want to, close off the liquid part so the waterfall at my entrance will become a drowning trap?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5206 on: November 17, 2010, 11:10:02 pm »

Where do flails fall on the scale of "Whips are tiny, super-sonic hammers"?
What do you mean by switch control?
As for equipping them, other than possibly grabbing a weapon/clothing by pulling it from an enemy and bashinf people with it, they will never equip anything. This makes markman much less useful than in fortress mode, because they never get more arrows.

I've heard that retiring in a village will get you new/better armor when you start again, but I don't know if this works with companions.
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madjoe5

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Re: The DF2010 Little Questions Thread
« Reply #5207 on: November 18, 2010, 12:05:53 am »

Whats the difference between Hammers and Maces in DF2010?
What about Axes and Swords?

Also, I've heard that edged weapons are excellent at killing unarmored people, while blunt weapons are preferred against armored ones. Is this correct?

I've been away from DF for a while....

FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5208 on: November 18, 2010, 12:23:34 am »

Maces are twice as big and hit twice as much contact area as war hammers.
Battle axes are larger, have a larger contact area, and generally penetrate deeper than short swords.

Full info here.
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Executer

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Re: The DF2010 Little Questions Thread
« Reply #5209 on: November 18, 2010, 12:35:21 am »

Quote
Also, I've heard that edged weapons are excellent at killing unarmored people, while blunt weapons are preferred against armored ones. Is this correct?
Yes this is correct.  Vs something unarmored, bladed weapons will easily chop off limbs and heads and such.  Vs armored targets, you either need to penetrate the armor, or hit somewhere unprotected to do damage with an edged weapon; whereas blunt weapons still do damage as long as they hit, regardless of where they hit.

Quote
If I connect a floor grate to a lever, will it make the floor grate "solid" like a floor and the only way to fix it is to open it up, or will it still function as a grate? Also, do bars let water through when hooked up to a lever (if they can be) or do they function as floors?

Basically, is there any way I can let liquids through a tile, yet it still function as a floor, but when I want to, close off the liquid part so the waterfall at my entrance will become a drowning trap?
Put a floor hatch or floodgate one level below the grate.  Attach the lever to the hatch/floodgate, flooding will only take slightly longer, and you can still walk over it/have a waterfall when not flooded.
« Last Edit: November 18, 2010, 12:39:18 am by Executer »
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #5210 on: November 18, 2010, 12:36:07 am »

Just keep digging  8)

What, dig up the entire map?

Not sure if it is a spoiler, but unless you've changed any world gen settings, each embark is guaranteed to have a LOT of magma if you dig far enough. A magma sea as it were.

I've found that before (hard to miss on the way to the circus), but I've only seen the magma forge option appear when there is magma available, which leads me to presume that magma is more accessable in this area than most.
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Executer

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Re: The DF2010 Little Questions Thread
« Reply #5211 on: November 18, 2010, 12:40:16 am »

Quote
I've found that before (hard to miss on the way to the circus), but I've only seen the magma forge option appear when there is magma available, which leads me to presume that magma is more accessable in this area than most.
You need to have seen magma to get the option to build magma forges.  There is magma on every map now, just dig deep enough (don't dig TOO deep!)
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #5212 on: November 18, 2010, 04:25:43 am »

Maces are twice as big and hit twice as much contact area as war hammers.
Battle axes are larger, have a larger contact area, and generally penetrate deeper than short swords.

Full info here.
I guess that'd make mace deal more raw damage but with less penetration then war hammer thus is an excellent weapon vs undead but worse vs pretty much anything else. Kinda make sense, mace is usually generalized as a holy weapon
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Burning_Iceman

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Re: The DF2010 Little Questions Thread
« Reply #5213 on: November 18, 2010, 04:38:16 am »

Somewhere below -100, probably between -120 and -160.
I've had the magma sea as close as -58 in an otherwise completely normal embark. That was .12 though I doub't anything's changed about in that regard.
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Flinthart

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Re: The DF2010 Little Questions Thread
« Reply #5214 on: November 18, 2010, 07:26:22 am »

Grrmpf. Okay -- the genius suggestion to stop my damned militia from carrying food has indeed solved the problem of idiot dorfs stuffing leftovers into their footlockers after training (leading to hideous miasmas and piles of rotten foodstuffs that nobody seems to want to clean up.) Points to  you guys.

My next question: how the blazes do I convince newly recruited militiamen to become marksdwarfs?

Let's take Urist Kikrostarros for example. Recruited to the Laborious Lines, he duly collected his armour, his crossbow, his quiver and his ammo. Unlike his fellow Lines, however, Urist didn't like shooting at the target next to the barracks. Mostly he just ignored it.

Eventually he became a 'Recruit', which I took as a good sign. But he still showed no sign of learning to shoot.

At last, my hunter came back in a panic. He'd seen a 'saltwater crocodile' down by the river. I figured this was a good opportunity to put the Laborious Lines into the field and give 'em some experience. Urist was the first one to arrive, armour, crossbow, quiver, bolts and all.

He stood there staring at the crocodile. The crocodile looked back at him. Long moments passed... and then, without warning, Urist leapt into the fray.

There was a blur of hideous activity, and then came the announcement: "Urist Kikrostarros has become a wrestler!"

Just milliseconds later, another announcement followed: "Urist Kikrostarros has been struck down!"

And indeed, only the crocodile lumbered away from that desperate, fearful, (unbelievably stupid) wrestling match. Minutes later, the rest of the Laborious Lines arrived, and in a hail of badly directed crossbow fire, they peppered the landscape with expensive bolts, and finally put enough holes in the crocodile to declare it dead.

Of course, I immediately recruited a replacement for dear, departed Urist. His name is Led Uzolabir, and from the first moment he picked up his shiny new crossbow, he knew he was a Pikedwarf.

Help!
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #5215 on: November 18, 2010, 08:07:09 am »

Did you issue that squad any ammo? (Also, remove the ammo assignment for hunters)
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Loyal

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Re: The DF2010 Little Questions Thread
« Reply #5216 on: November 18, 2010, 11:18:29 am »

a) Would someone care to explain this phenomenon (highlighted in red)?



It came with the human caravan. I can't see anything on the Wiki about it.

b) My hospital zone isn't recognizing all the supplies I stored within it and I have no idea why.



My question is, will my doctors use the supplies for medicine even if there "aren't any" supplies within the Hospital zone?
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absynthe7

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Re: The DF2010 Little Questions Thread
« Reply #5217 on: November 18, 2010, 11:51:57 am »

Also, I've heard that edged weapons are excellent at killing unarmored people, while blunt weapons are preferred against armored ones. Is this correct?

Basically. Steel blades cut through armor very effectively, and adamantine ones cut through anything. Also, spears split the difference, being somewhat effective against most materials without excelling against anything.

More info can be found here: http://www.bay12forums.com/smf/index.php?topic=53571.0
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #5218 on: November 18, 2010, 12:03:42 pm »

a) Would someone care to explain this phenomenon (highlighted in red)?

It's a bug.  Human caravans sometimes bring barrels of mystery 'liquid'.  It's not usable for anything as far as I can tell.

Quote
b) My hospital zone isn't recognizing all the supplies I stored within it and I have no idea why.

Build coffers in your hospital zone.  Hospital supplies have to be stored in coffers in the hospital, not in stockpiles, even if those stockpiles are in your hospital.  Gypsum powder is bugged at the moment and will never be stored in your hospital.
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #5219 on: November 18, 2010, 12:09:15 pm »

You know that little red C that appears on the left side of the screen sometimes for some reason?

Directly across from it on the right side of the screen there's a little number that changes based on what z-level I'm focused on. It's 0 at z-level 143.

Any idea what that means?
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