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Author Topic: The DF2010 Little Questions Thread  (Read 1140671 times)

Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #5745 on: December 07, 2010, 07:30:20 am »

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
Besides living longer, taking the young means they won't breed until later, which some players prefer.
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #5746 on: December 07, 2010, 08:40:20 am »

Ghosts only come back if they haven't been put in a coffin, right? I don't have to make slabs for each one?
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #5747 on: December 07, 2010, 10:35:52 am »

Another question: what's a good weapon for stunning an opponent without much chance of being lethal? I'm looking to cage me some merchants.
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Loyal

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Re: The DF2010 Little Questions Thread
« Reply #5748 on: December 07, 2010, 10:55:44 am »

Quote
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.
Um. No. You can hit [x] on the build menu to list each slab individually, and each will say something to the effect of "Memorial Slab of Urist McOne," "Memorial Slab of Urist McTwo," etc.
Quote
Ghosts only come back if they haven't been put in a coffin, right? I don't have to make slabs for each one?
Slabs or coffins will prevent ghosts from rising. Either one works equally well (though slabs are handy if you don't have a corpse to entomb), and you certainly don't need to use both.

Quote
Another question: what's a good weapon for stunning an opponent without much chance of being lethal? I'm looking to cage me some merchants.
Dwarves don't really aim to "stun". Your best bet is to engineer a trap (through a retracting bridge, preferably) that will cause the merchants to fall down directly onto the cage traps. One Z-level is sufficient to stun them, I believe, with no injuries.
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SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #5749 on: December 07, 2010, 12:58:26 pm »

Okay, so I got my first war dog, only have the occasional problem of kobolds, I just make a makeshift squad of my legendary miners and they scare it away.
On the wiki it says I can assign war dogs to cages or restraints?
Well you can assign the dog to a cage and it gets inside the cage.. does this mean if an enemy walks by it will start to attack it? Basiacly I want it near my front door so it can rip the theives legs off :D

While chasing a theif i got another interuption message "dropped whatever because of theif" I look and theres a red k, so it died? there was no announcment as to why or how it died? Does this usually happen?
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5750 on: December 07, 2010, 01:06:26 pm »

Screenshots of my predicament, as requested.

F1
Spoiler (click to show/hide)

B1
Spoiler (click to show/hide)

B2
Spoiler (click to show/hide)

The opens space in the center of the reservoir seems to be acting similarly to the surface of a brook. It's as though it doesn't recognize the lower layers (not shown here) as being full, and prevents an excess of 1/7 water from entering the adjacent sections, even when the northern floodgate is closed. It is worth noting that I seem to have made a mistake with the water pump and wheel, in placing the latter close downstream, which causes the pump to work only intermittently due to draining its own power supply. I was afraid of getting mud in their water supply, aesthetically speaking.  :-*  Nonetheless, water is being pumped it should fill. Evaporation shouldn't be a factor- the area is only "warm" and the reservoir has a roof.

On the bright side, I think I may have created an excellent bathhouse design. :)
« Last Edit: December 07, 2010, 01:11:13 pm by Ibid Straydrink »
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5751 on: December 07, 2010, 01:08:51 pm »

Okay, so I got my first war dog, only have the occasional problem of kobolds, I just make a makeshift squad of my legendary miners and they scare it away.
On the wiki it says I can assign war dogs to cages or restraints?
Well you can assign the dog to a cage and it gets inside the cage.. does this mean if an enemy walks by it will start to attack it? Basiacly I want it near my front door so it can rip the theives legs off :D

While chasing a theif i got another interuption message "dropped whatever because of theif" I look and theres a red k, so it died? there was no announcment as to why or how it died? Does this usually happen?

If you want it to attack, you will want to create a restraint. The dog will be able to move to any normal square adjacent to the restraint when you attach him to it. If you simply want a watch dog to check the kobold's stealth, you should cage him. I am not sure whether or not enemies can wound caged pets.
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SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #5752 on: December 07, 2010, 01:44:03 pm »

Okay, so I got my first war dog, only have the occasional problem of kobolds, I just make a makeshift squad of my legendary miners and they scare it away.
On the wiki it says I can assign war dogs to cages or restraints?
Well you can assign the dog to a cage and it gets inside the cage.. does this mean if an enemy walks by it will start to attack it? Basiacly I want it near my front door so it can rip the theives legs off :D

While chasing a theif i got another interuption message "dropped whatever because of theif" I look and theres a red k, so it died? there was no announcment as to why or how it died? Does this usually happen?

Thank you :) it worked :D

If you want it to attack, you will want to create a restraint. The dog will be able to move to any normal square adjacent to the restraint when you attach him to it. If you simply want a watch dog to check the kobold's stealth, you should cage him. I am not sure whether or not enemies can wound caged pets.
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

mrbobbyg

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Re: The DF2010 Little Questions Thread
« Reply #5753 on: December 07, 2010, 01:52:50 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.

1. Apply magma.

2. Leave them alone.  They may kill FBs for you.
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #5754 on: December 07, 2010, 01:55:54 pm »

This is the second time I've recieved the "the fortress recieved no migrants this season," message
i don't care too much, but what gives?
I have 1000+ booze stored, and 300+ plants 50-ish meat... plenty of extra bedrooms explanation? :)
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

mrbobbyg

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Re: The DF2010 Little Questions Thread
« Reply #5755 on: December 07, 2010, 02:01:16 pm »

This is the second time I've recieved the "the fortress recieved no migrants this season," message
i don't care too much, but what gives?
I have 1000+ booze stored, and 300+ plants 50-ish meat... plenty of extra bedrooms explanation? :)

It's all about exported wealth.  If you're not trading, or only selling goblinte then you won't get migrants.
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

Jorshamo

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Re: The DF2010 Little Questions Thread
« Reply #5756 on: December 07, 2010, 02:12:12 pm »

Besides stockpiling food, have you been working significantly in any other industry? Migrants are attracted by fortress wealth, so an active metal industry, for example, is often a migrant magnet.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #5757 on: December 07, 2010, 03:05:51 pm »

Screenshots of my predicament, as requested.
Yep, evaporation.
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #5758 on: December 07, 2010, 03:13:02 pm »

Screenshots of my predicament, as requested.
F1
Spoiler (click to show/hide)
On the bright side, I think I may have created an excellent bathhouse design. :)
Likely evaporation, as rephikul said.
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #5759 on: December 07, 2010, 03:24:34 pm »

But how is the water evaporating only slightly slower than I can pump it into a roofed off reservoir? Is the water wheel's position the problem? Or is the water evaporating out of the part of the river I channeled?
« Last Edit: December 07, 2010, 03:26:35 pm by Ibid Straydrink »
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