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Author Topic: The DF2010 Little Questions Thread  (Read 1140988 times)

Flaede

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Re: The DF2010 Little Questions Thread
« Reply #5520 on: December 02, 2010, 02:43:42 am »

Can clowns destroy lowered bridges from below?
No, building destroyers cannot target buildings on a different z-level.

So, you are saying that a ramp with a floor hatch on top of it is impenetrable?

I am fairly sure that this does not hold true for floor hatches. At least not the ones on top of stairs. Maybe ramps are different?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
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mrbaggins

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Re: The DF2010 Little Questions Thread
« Reply #5521 on: December 02, 2010, 06:53:57 am »

How far horizontal or how far vertical do bedrooms need to be away from mining and workshops?

My "Depot access" highlighter highlights some REALLY odd paths as being accessible, but pretty much everything (including all of outside in the grass) is apparently inaccessible. Why would that be?
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geoduck

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Re: The DF2010 Little Questions Thread
« Reply #5522 on: December 02, 2010, 07:07:33 am »

How far horizontal or how far vertical do bedrooms need to be away from mining and workshops?

My "Depot access" highlighter highlights some REALLY odd paths as being accessible, but pretty much everything (including all of outside in the grass) is apparently inaccessible. Why would that be?

Workshops do not currently produce noise. Mining needs to be eight tiles away. The wiki article covers this subject well: http://df.magmawiki.com/index.php/Noise

The depot path needs to be three tiles wide to turn green. Somewhere between the depot and "outside in the grass" you have a chokepoint; look where the green specifically stops. Note that right now with 31.18, none of the merchants use wagons and so it is not vital that you have an officially-accessible depot.
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Ovg

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Re: The DF2010 Little Questions Thread
« Reply #5523 on: December 02, 2010, 10:44:25 am »

Can you somehow choose what materials will a workshop use?
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celem

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Re: The DF2010 Little Questions Thread
« Reply #5524 on: December 02, 2010, 10:58:15 am »

not easily.  dwarves will not restrict themselves to the closest viable material when gathering supplies. so proximity of stockpile alone wont do it.

Covering the workshop and a specialised pile with a burrow and assigning the dwarf to said burrow should work for what you want.  just remember that if theres no beds/food also within the stockpile then the dwarf will eventually starve/dehydrate
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Ovg

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Re: The DF2010 Little Questions Thread
« Reply #5525 on: December 02, 2010, 11:02:10 am »

Thanks.

So it's just as I thought, well, burrow time!
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tsen

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Re: The DF2010 Little Questions Thread
« Reply #5526 on: December 02, 2010, 11:21:00 am »

So, a strangely noble cat (gasp!  I know!) viciously mauled a goblin ambusher and was wounded and not killed in the process. It shows as needing diagnosis, but my medical dwarf isn't doing anything.  Is this normal?

Next, is there any way to force dwarves to obey military orders?  My military keeps blindly charging off into fusilades of goblin bowfire when there are nice walls for them to wait behind.

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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #5527 on: December 02, 2010, 11:59:14 am »

If I remember correctly then animals can't be treated. They heal on their own or not at all.
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jomen

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Re: The DF2010 Little Questions Thread
« Reply #5528 on: December 02, 2010, 01:16:26 pm »

I have a little question ,

during a siege or even an ambush in dwarf mode , is it possible to order your dwarf staying indoors et lock them in your secure fort ?
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Loyal

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Re: The DF2010 Little Questions Thread
« Reply #5529 on: December 02, 2010, 01:17:46 pm »

So, a strangely noble cat (gasp!  I know!) viciously mauled a goblin ambusher and was wounded and not killed in the process. It shows as needing diagnosis, but my medical dwarf isn't doing anything.  Is this normal?

Next, is there any way to force dwarves to obey military orders?  My military keeps blindly charging off into fusilades of goblin bowfire when there are nice walls for them to wait behind.
As far as I know, Dwarven doctors will not do anything for animals. This is what the Animal Caretaker skill is for (turn the labor on for whomever adopted the cat, if any), but I believe it's bugged in this version. Long story short, the cat is hosed. Either arrange for a mercy kill or ignore it.

Will need more details on the military thing. Are they assigned to burrows? Stationed somewhere?
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tsen

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Re: The DF2010 Little Questions Thread
« Reply #5530 on: December 02, 2010, 01:39:29 pm »

I've tried both, but as soon as the goblins get within a certain distance they charge blindly off one at a time and get hosed. Even my best soldiers tend to die, as eventually they knock a goblin out and then stand there stupidly trying to hit it in the head for five minutes getting deflected by the helmet while all of the other goblins gang bang them.
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...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.

Dorfus

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Re: The DF2010 Little Questions Thread
« Reply #5531 on: December 02, 2010, 03:08:18 pm »

What does the C in the top left corner of the screen mean? It may just be mine, or an artifact of my tileset, but it's really bugging me not knowing. Before the obvious response - it's in the game window border, not in the actually game itself. 4 tiles down, top left corner. Any ideas?
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #5532 on: December 02, 2010, 03:23:05 pm »

It means there's an active combat report. Before you ask, the green H that pops up underneath it is a comabt report from a hunter, while the blue S is a sparring report.
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Sir Crashalot

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Re: The DF2010 Little Questions Thread
« Reply #5533 on: December 02, 2010, 03:24:24 pm »

I have a little question ,

during a siege or even an ambush in dwarf mode , is it possible to order your dwarf staying indoors et lock them in your secure fort ?

Press w to go to burrows menu and "a" for new burrow.
Then Go into your fort and press Enter to start defining your burrow.
Move cursor to one far corner of the inside of your fort and press Enter (again) to start the designation then go to the opposite corner and press enter (again again) and you will see that the whole fortress level is flashing blue. Repeat this for each level of your fortress that you wish to restrict your peeps to. Once done, press 'n' and give the burrow a name, eg. "inside" and press escape until you are out of the burrows menu.

When you need to use it, go to the military screen 'm' hit the right arrow key twice so the burrow name (aka "inside") is highlighted and press enter. An "A" will appear next to it and your civilians will stay restricted to the areas you defined until you cancel the alert (by pressening enter on it again and making the A go away).
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Lolzwheejars

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Re: The DF2010 Little Questions Thread
« Reply #5534 on: December 02, 2010, 03:54:30 pm »

not easily.  dwarves will not restrict themselves to the closest viable material when gathering supplies. so proximity of stockpile alone wont do it.

Covering the workshop and a specialised pile with a burrow and assigning the dwarf to said burrow should work for what you want.  just remember that if theres no beds/food also within the stockpile then the dwarf will eventually starve/dehydrate
How do you assign just one(or few/all) dwarf to a burrow? I mean, I know there's and option that says "assign dwarves" or whatever, but do you just have to assign them to it and they'll stay there, or do you have to activate it first? I tried doing that once, but all of them went to it >.<
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