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Author Topic: The DF2010 Little Questions Thread  (Read 1141475 times)

FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5310 on: November 21, 2010, 12:55:00 am »

I'm having issues with a strange mood.
He wants "Skeletons" "Stacked Cloth" "Glass", in that order.
He's taken bones, but won't take any glass, nor any cloth.  I have all 5 types of cloth, and all 3 types of glass.
I thought they wouldn't take anything unless everything was available?
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Executer

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Re: The DF2010 Little Questions Thread
« Reply #5311 on: November 21, 2010, 12:56:34 am »


For your flooding trap


Quote
I thought they wouldn't take anything unless everything was available?
They're supposed to take things in the order that they list.  They normally take items one at a time, as they become available.
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #5312 on: November 21, 2010, 01:09:36 am »

I'm having issues with a strange mood.
He wants "Skeletons" "Stacked Cloth" "Glass", in that order.
He's taken bones, but won't take any glass, nor any cloth.  I have all 5 types of cloth, and all 3 types of glass.
I'm not very experienced with strange moods but maybe he wants more skeleton? You could also try over-checking what he wants...
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LoveMachine

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Re: The DF2010 Little Questions Thread
« Reply #5313 on: November 21, 2010, 01:23:33 am »

I'm having issues with a strange mood.
He wants "Skeletons" "Stacked Cloth" "Glass", in that order.
He's taken bones, but won't take any glass, nor any cloth.  I have all 5 types of cloth, and all 3 types of glass.

Sounds like they need more bones.
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Zidane

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Re: The DF2010 Little Questions Thread
« Reply #5314 on: November 21, 2010, 01:38:50 am »

I know you need at least 80 dorfs for sieges to come, but if the number of dorfs drop below that level, do sieges still occur?
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Give cats natural metallic armor and throw them in your danger room.  Also allow their mouth and tail to grasp (shield in mouth, weapon in tail xD)  Have a cat based military.  You know, do the same with all tame animals xD send in the cats as shock troops to disrupt the archers

Executer

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Re: The DF2010 Little Questions Thread
« Reply #5315 on: November 21, 2010, 02:01:35 am »

Quote
Sounds like they need more bones.
I hadn't thought of that.
Turns out you were right, but he wanted a LOT of bones; He has taken 26 bones so far.
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Wyvern

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Re: The DF2010 Little Questions Thread
« Reply #5316 on: November 21, 2010, 02:21:58 am »

On the topic of bones...I'm pretty sure I've heard of people extracting usable bones from dead goblins and elves and the like to turn into bolts, but I can't for the life of me figure out how to do it.  I have a stockpile full of dead goblins and dogs and my butchers won't touch them, regardless of whether they're fresh, rotting, or skeletal.  The wiki insists that you can butcher skeletal remains for their bones, but there's no special option for them and the regular "butcher an animal" command only accepts unrotten, edible animals.  Have I been misled, or is there some trick to this?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5317 on: November 21, 2010, 02:59:28 am »

Some people say they turn to useable bone over time, but I've never seen it happen.
But, my fortresses are not very long-lived.
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Weirdsound

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Re: The DF2010 Little Questions Thread
« Reply #5318 on: November 21, 2010, 03:13:19 am »

I have a surplus of silver and I want weapon traps. Am I better off loading them with maces/hammers cause that what silver is best for, or are the dedicated trap components such as serrated disks and menacing spikes better for the job?
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #5319 on: November 21, 2010, 03:34:18 am »

On the topic of bones...I'm pretty sure I've heard of people extracting usable bones from dead goblins and elves and the like to turn into bolts, but I can't for the life of me figure out how to do it.  I have a stockpile full of dead goblins and dogs and my butchers won't touch them, regardless of whether they're fresh, rotting, or skeletal.  The wiki insists that you can butcher skeletal remains for their bones, but there's no special option for them and the regular "butcher an animal" command only accepts unrotten, edible animals.  Have I been misled, or is there some trick to this?
I read that the stockpile should be close to the butchers shop and that the command is butcher a dead animal or something like that. You could try that...
I have a surplus of silver and I want weapon traps. Am I better off loading them with maces/hammers cause that what silver is best for, or are the dedicated trap components such as serrated disks and menacing spikes better for the job?
I have never heard of blunt weapons being used for weapon traps but I haven't been listening that much. I would use sharp weapons instead of blunt but that's just my opinion.
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Biowraith

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Re: The DF2010 Little Questions Thread
« Reply #5320 on: November 21, 2010, 05:07:15 am »

And burrows have never extended to unmined areas when I've used them.
The burrows highlighting won't be *visible* on unmined areas, but the designation will be recorded nonetheless; as soon as you mine out an area that was under the burrows designation, the highlighting will appear for that mined area (thereby allowing you do dig out new areas while under a stay-in-the-burrow alert).

Not sure if that's what you meant or not.
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Biowraith

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Re: The DF2010 Little Questions Thread
« Reply #5321 on: November 21, 2010, 05:11:54 am »

(apologies for double posting)
I have a surplus of silver and I want weapon traps. Am I better off loading them with maces/hammers cause that what silver is best for, or are the dedicated trap components such as serrated disks and menacing spikes better for the job?
I find traps loaded with maces/hammers aren't very good for outright killing the enemy, but they do tend to cause quite a lot of injuries that either result in them fleeing, or leave them as easy pickings for your military.  Since they don't chop bits off or cause outright kills often, they also don't jam often, which is the main advantage over the deadlier traps.
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SalmonGod

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Re: The DF2010 Little Questions Thread
« Reply #5322 on: November 21, 2010, 05:13:35 am »

And burrows have never extended to unmined areas when I've used them.
The burrows highlighting won't be *visible* on unmined areas, but the designation will be recorded nonetheless; as soon as you mine out an area that was under the burrows designation, the highlighting will appear for that mined area (thereby allowing you do dig out new areas while under a stay-in-the-burrow alert).

Not sure if that's what you meant or not.

I've tried this plenty of times.  I'll designate an entire z-level of my fortress as burrow with one square, and if I have my miners dig anything they will dig out one tile and then stop because the rest is beyond the reach of the burrow.  This is why I just block all exits and turn off the alert.  Then they go back to digging normally.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

Biowraith

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Re: The DF2010 Little Questions Thread
« Reply #5323 on: November 21, 2010, 05:18:50 am »

And burrows have never extended to unmined areas when I've used them.
The burrows highlighting won't be *visible* on unmined areas, but the designation will be recorded nonetheless; as soon as you mine out an area that was under the burrows designation, the highlighting will appear for that mined area (thereby allowing you do dig out new areas while under a stay-in-the-burrow alert).

Not sure if that's what you meant or not.

I've tried this plenty of times.  I'll designate an entire z-level of my fortress as burrow with one square, and if I have my miners dig anything they will dig out one tile and then stop because the rest is beyond the reach of the burrow.  This is why I just block all exits and turn off the alert.  Then they go back to digging normally.
Hrm, I do that all the time and it works for me as described.  First thing I do once I finish digging my entrance is designate the entire first layer, then 50+ layers under that, and I never have a problem with alerts preventing mining to those layers after that.

The only possible difference in what I do is I don't create a new alert for the burrow - I keep the civilians in the inactive alert at all times, and just toggle the burrows on and off directly (i.e. [m]ilitary->[a]lerts then navigate to the rightmost column and select the burrow(s) there, without changing actual alert level).   Nevermind, just tried setting an alert for it and my miner still happily mined out the pre-designated burrow area.  Really not sure why we're getting different behaviour.
« Last Edit: November 21, 2010, 05:30:25 am by Biowraith »
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lowlevelowl

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Re: The DF2010 Little Questions Thread
« Reply #5324 on: November 21, 2010, 05:46:23 am »

Hey, just started playing DF. Can anything be done with vermin remains? Wondering if I can get bones/hide/flesh from them.

Also what does it mean when one of your dwarves flashes a red question mark?

Also, I just started to build a 3x3 staircase, and at the second level, the top right two blocks just refuse to be built into up/down staircases. Down staircases will be placed fine, but it just won't let me place any up/down staircases on those tiles.
« Last Edit: November 21, 2010, 05:58:20 am by lowlevelowl »
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