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Author Topic: The DF2010 Little Questions Thread  (Read 1115859 times)

Dutchling

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Re: The DF2010 Little Questions Thread
« Reply #9495 on: March 07, 2011, 10:08:29 am »

1, 2, and 3/7 are safe, 4/7 are above are not.

AFAIK 1-4 is safe, 5-7 is dangerous but 4-7 count as water deep enough to train swimming.
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myrkul

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Re: The DF2010 Little Questions Thread
« Reply #9496 on: March 07, 2011, 10:26:15 am »

1, 2, and 3/7 are safe, 4/7 are above are not.

AFAIK 1-4 is safe, 5-7 is dangerous but 4-7 count as water deep enough to train swimming.

Dwarves don't path through water that's 4/7 or more. they won't drown in it, they just wont go into it. (or out, as some people have discovered)
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proxn_punkd

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Re: The DF2010 Little Questions Thread
« Reply #9497 on: March 07, 2011, 05:04:23 pm »

My kingdom for a simple, concise explanation of marksdorfs, sufficient that I can get a squad of them onto my Cave One skywalk to kill a Forgotten Beast three or four levels down. The FB is made of vomit, so it shouldn't take much.
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Buttery_Mess

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Re: The DF2010 Little Questions Thread
« Reply #9498 on: March 07, 2011, 05:51:06 pm »

My kingdom for a simple, concise explanation of marksdorfs, sufficient that I can get a squad of them onto my Cave One skywalk to kill a Forgotten Beast three or four levels down. The FB is made of vomit, so it shouldn't take much.

What do you want to know?

A Marksdwarf needs to be equipped with a crossbow, quiver, and bolts.

You can use the default archer uniform when you create a squad if you want to keep it simple, or you can create your own uniform. When you create a squad, hit f on the military screen to assign the squads bolts.

Hit s to bring up the squad screen, select a squad with a, b, c or whatever, hit k to select something to kill. On the kill screen, hit l to get a list, and find your enemy there.

They should grab equipment before they go off to kill, but if not, you may have to assign them to a sheduled alert; I suppose active/train will do the trick. They will grab their equipment and then you can send them off to kill.


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Flare

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Re: The DF2010 Little Questions Thread
« Reply #9499 on: March 07, 2011, 05:51:48 pm »

My kingdom for a simple, concise explanation of marksdorfs, sufficient that I can get a squad of them onto my Cave One skywalk to kill a Forgotten Beast three or four levels down. The FB is made of vomit, so it shouldn't take much.

Give them crossbows and quivers, and then assign them some ammunition. After that, move them individually onto the the skywalk and they'll start plinking at the FB even if their dabbling.


How does one de-designate a section of a burrow that they've designated?
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Diverso

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Re: The DF2010 Little Questions Thread
« Reply #9500 on: March 07, 2011, 05:58:07 pm »

Did the raws change in .21? Can i use old raws from .20, i just gone through all out modding and noticed new version, can i just copy old raws folder to new version?
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Bouchart

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Re: The DF2010 Little Questions Thread
« Reply #9501 on: March 07, 2011, 07:26:52 pm »

From what I've read the raws are unchanged from .20 to .21.
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greycat

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Re: The DF2010 Little Questions Thread
« Reply #9502 on: March 07, 2011, 09:25:27 pm »

1) Is there a way to ask the game where all of my garbage zones are?  Just in case I forgot to remove the previous one....

2) What's up with clay?  It's soil, but... you can't farm on it?  And grass doesn't grow back on it?  Or am I just doing something wrong?
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #9503 on: March 08, 2011, 01:10:07 am »

How does one de-designate a section of a burrow that they've designated?
you need to go to the "remove designation"/"remove burrow" part of the burrow (but not "delete burrow in the main burrow menu!)
1) Is there a way to ask the game where all of my garbage zones are?  Just in case I forgot to remove the previous one....
Nope.
Quote
2) What's up with clay?  It's soil, but... you can't farm on it?  And grass doesn't grow back on it?  Or am I just doing something wrong?
It's kinda buggy. Need someone to confirm this though.
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Knarfle

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Re: The DF2010 Little Questions Thread
« Reply #9504 on: March 08, 2011, 02:24:41 am »

Having some trouble trading caged dangerous animals and glazing stuff. Any tips appreciated.

If I try to sell the animal it's removed from it's cage and interrupts, and if I try to sell the cage the dorf dumps the animal first. Can I not trade caged animals? I love the idea of selling goblins into slavery.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #9505 on: March 08, 2011, 02:36:08 am »

Having some trouble trading caged dangerous animals and glazing stuff. Any tips appreciated.

If I try to sell the animal it's removed from it's cage and interrupts, and if I try to sell the cage the dorf dumps the animal first. Can I not trade caged animals? I love the idea of selling goblins into slavery.
nope, it's a bug.
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Chattox

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Re: The DF2010 Little Questions Thread
« Reply #9506 on: March 08, 2011, 03:42:46 am »

Having some trouble trading caged dangerous animals and glazing stuff. Any tips appreciated.

If I try to sell the animal it's removed from it's cage and interrupts, and if I try to sell the cage the dorf dumps the animal first. Can I not trade caged animals? I love the idea of selling goblins into slavery.

If you can tame the animal you should be ok.

My question, does the furnace operating skill have any effect on the quality of the bars produced? Can I just assign all of my peasants to do it or should I stick with an elite few?
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Knarfle

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Re: The DF2010 Little Questions Thread
« Reply #9507 on: March 08, 2011, 03:50:09 am »

Alright, I have another question. In my animal stockpile I have a caged plump helmet spawn.


...what? Well, how do I release it? Yes, I checked, it is contained within a cage and not just sitting on top of it.
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What do you get when a Rhesus monkey steps on a weapons trap loaded with maximum adamantine blades?

Rhesus Pieces!

TolyK

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Re: The DF2010 Little Questions Thread
« Reply #9508 on: March 08, 2011, 03:53:58 am »

My question, does the furnace operating skill have any effect on the quality of the bars produced? Can I just assign all of my peasants to do it or should I stick with an elite few?
Furnace skill affects only speed IIRC.
Unless you have many (preferably magma) smelters though, I would stick with some good ones to churn out fuel/ore (fuel unless you have magma)

Alright, I have another question. In my animal stockpile I have a caged plump helmet spawn.


...what? Well, how do I release it? Yes, I checked, it is contained within a cage and not just sitting on top of it.
It could be a plump helmet man - check for that.
If you don't care about the cage though...
[ b ] build the cage, link a lever to it, pull the lever. should work.
« Last Edit: March 08, 2011, 03:58:56 am by TolyK »
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Jelle

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Re: The DF2010 Little Questions Thread
« Reply #9509 on: March 08, 2011, 04:21:43 am »

Hey I have another question about dwarven bahavior towards water.
I decided to give my bath design another go. This time I made sure there were some dwarves in it before I pumped it with water. I made sure every single tile is now filled to 3/7 wich is indeed safe. It works like a charm, all dwarves inside were completely cleaned up and a large amount of filth and blood was left in the pool, ready to be mass cleaned.
However I'm still having trouble with getting the dwarves in the pool. I defined a burrow inside and sure enough the dwarves who were inside to begin with stayed inside, but all other dwarves would group up at the edge of the pool refusing to go in. I thought burrows would work in this case, but the dwarves simply refuse.
Any tips on how to make this work. It's definatly safe for them to go in.
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