Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 510 511 [512] 513 514 ... 1178

Author Topic: The DF2010 Little Questions Thread  (Read 1142021 times)

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7665 on: January 21, 2011, 04:33:45 pm »

Are the ambushers in an ambush trapavoiders? Specifically, those in kobold ambushes?

If so, I may well be porked.
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

ltprifti

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7666 on: January 21, 2011, 04:36:05 pm »

kobolds have trap avoid, so yes, but goblins are not

TSk next to something, lets say meat in a butchers shop mans that it is being used, such as being taken to a stockpile i believe
Logged

cancel.man

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7667 on: January 21, 2011, 04:47:31 pm »

If so, I may well be porked.
If you can't defend yourself against Kobolds, you deserve to be porked. Even untrained draftees with your woodcutting axe should be able to take 'em.
Logged
DF version 0.34.05 Lazy Newb Pack

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7668 on: January 21, 2011, 04:48:26 pm »

Oh bugger. Guess I'd better rope up some war dogs near the entrance, eh? They should make short work of a kobold, at least.

If so, I may well be porked.
If you can't defend yourself against Kobolds, you deserve to be porked. Even untrained draftees with your woodcutting axe should be able to take 'em.

Hey, shush. Military is complicated. I haven't found time to figure it out yet.
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Ibid Straydrink

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7669 on: January 21, 2011, 05:21:08 pm »

Oh bugger. Guess I'd better rope up some war dogs near the entrance, eh? They should make short work of a kobold, at least.

If so, I may well be porked.
If you can't defend yourself against Kobolds, you deserve to be porked. Even untrained draftees with your woodcutting axe should be able to take 'em.

Hey, shush. Military is complicated. I haven't found time to figure it out yet.

Build a barracks and a shooting range that overlap, and designate both of them for training. Exit Dwarf Fortress, go to Dwarf Fortress (folder) -> raw -> creatures_standard, and add the following to dwarves below the line that reads [CANOPENDOORS]:

[SKILL_RATE:AXE:1000:16:16:32]
   [SKILL_RATE:SWORD:1000:16:16:32]
   [SKILL_RATE:DAGGER:1000:16:16:32]
   [SKILL_RATE:MACE:1000:16:16:32]
   [SKILL_RATE:HAMMER:1000:16:16:32]
   [SKILL_RATE:SPEAR:1000:16:16:32]
   [SKILL_RATE:CROSSBOW:1000:16:16:32]
   [SKILL_RATE:SHIELD:1000:16:16:32]
   [SKILL_RATE:ARMOR:1000:16:16:32]
   [SKILL_RATE:SIEGEOPERATE:1000:16:16:32]
   [SKILL_RATE:PIKE:1000:16:16:32]
   [SKILL_RATE:WHIP:1000:16:16:100]
   [SKILL_RATE:BOW:1000:16:16:100]
   [SKILL_RATE:BLOWGUN:1000:16:16:100]
   [SKILL_RATE:THROW:1000:16:16:100]

Now watch in awe, as your military dwarves can skill levels at a reasonable (actually, rather quick) rate, and rejoice!
Logged
“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7670 on: January 21, 2011, 05:38:23 pm »

I'll make sure to do that.

Meanwhile, I've got two elephants. A breedin' pair.

So how long do those elephant calfs take to grow up?

Also, do vermin remains, like...ever turn into ANYTHING? Do they at least rot away?
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Buttery_Mess

  • Bay Watcher
  • 11x11
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7671 on: January 21, 2011, 05:47:08 pm »

It's in the bars/blocks list.
Logged
But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.
Quote from: Toady One
Naturally, we'd like to make life miserable for everybody, randomly, but that'll take some doing.

Antonater

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7672 on: January 21, 2011, 06:08:06 pm »

my dwarves dont throw parties anymore which wouldnt really matter but not a single dwarf in my fortress has decent social skills(and i have over 200 of them). theyre all relatively content and i have the right areas and they used to alot, but not for years now.

1.) Make sure you have a meeting hall designated from a table (typically your grand dining room, whatever). They'll probably throw parties, but that doesn't necessarily mean they'll socialize. Statue gardens are also good party spots. Children like to throw parties so if you have a bunch running around and social places, it'll happen.

2.) Create a Zone that's 3x3 and designated it as a meeting area. The dwarves will pack onto it socializing will ensue.

3.) Idle them. No jobs = more time to socialize.
i have varied between lots of meeting areas and few meetings areas trying to get them to socialize, all the different types and decent sizes. zoning meeting areas dont get parties and ive had up to a hundred idle dwarfves and all they do is stand around, no talking or parties at all.
Logged

masonmason

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7673 on: January 21, 2011, 06:10:32 pm »

I wish I had that problem
Logged

Ibid Straydrink

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7674 on: January 21, 2011, 06:36:19 pm »

I'll make sure to do that.

Meanwhile, I've got two elephants. A breedin' pair.

So how long do those elephant calfs take to grow up?

Also, do vermin remains, like...ever turn into ANYTHING? Do they at least rot away?

If I recall correctly from reading the wiki, elephant calves take a very long time to mature. Something near to a decade. For that reason, it's probably better to butcher them for an unspeakable amount of bones and meat.

Vermin remains won't cause miasma, and though I am not sure, I think that they will rot away.
Logged
“I am the spirit that negates. And rightly so, for all that comes to be. Deserves to perish wretchedly; 'Twere better nothing would begin."

Pukako

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7675 on: January 21, 2011, 06:48:27 pm »

Okay -extreme dwarvish stupidity ahead...

I've got goblins, on the other side of a gorge, and they can't reach me.  However, the little dwarves are scared of them, and maroon themselves outside at times.  I created a squad of marksdwarves, consisting of the one huntsdwarf I have.  So he goes and stands opposite them, but doesn't fire - I check, and he has no weapons.  His hunting bronze crossbow and quiver are stored in the pile, and I can't equip them in the Military screen - I can equip the weapons the goblins have, the ones the fish people in the lower caverns have, or even the admantine longsword on level -50.  But not the crossbow sitting in plain view...

Any ideas?

Also, I'm working on a well, but in the meantime have designated through a water source within the walls.  But no, scores of the little maggots are braving the glares of the goblins and drinking at the opposite end of the #$^ map, braving cougars, monkeys and goodness knows what else.  Short of putting them in a burrow, any suggestions? 
Logged

Because DF players are heavily into pain.

RiderofDark

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7676 on: January 21, 2011, 07:23:03 pm »

From what I've read, Hunters and Marksdwarves aren't compatible. Turn Hunting off and that should work.

For drinking, o-z for Zone orders.
Logged

Antonater

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7677 on: January 21, 2011, 09:05:57 pm »

anyone know what the difference is between a limb being fixed by a cast or a splint?
i assume casts are better because they take so much more stuff but my bone doctor decided he couldnt find the bucket of water id placed next to him so used a splint instead.
Logged

IceMage88

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7678 on: January 21, 2011, 09:23:59 pm »

How do you shut/forbid passage doors? I thought I would be able to do it while looking around, but I can't. Its quite urgent, I need to shut the doors because there is a large pack of wolves outside my fortress closing in on the entrance. I only have one spear, and none of my dwarves have any military training, as this is very early game.
Logged

RiderofDark

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #7679 on: January 21, 2011, 09:56:27 pm »

How do you shut/forbid passage doors? I thought I would be able to do it while looking around, but I can't. Its quite urgent, I need to shut the doors because there is a large pack of wolves outside my fortress closing in on the entrance. I only have one spear, and none of my dwarves have any military training, as this is very early game.
q over the door.

anyone know what the difference is between a limb being fixed by a cast or a splint?
i assume casts are better because they take so much more stuff but my bone doctor decided he couldnt find the bucket of water id placed next to him so used a splint instead.
I've read/heard that cast-making is buggy, but don't know any details myself.
Logged
Pages: 1 ... 510 511 [512] 513 514 ... 1178