Is it just me, or do kittens make the finest bolts? I hate practicing with forged bolts ... so, 65 kittens in the butcher shop and my fort is stocked for life!
[ March 26, 2008: Message edited by: valcon ]
Kitten leather mittens, on the other hand, are rumored to be staggeringly soft, fluffy and comfortable...
Ideal for long tradecaravans! Buy now and get a schistidol for free!
...I should play less
quote:
Originally posted by grelphy:
<STRONG>Bone bolts kind of suck, actually. (There's a reason dwarves only use them and wood for practice.)Kitten leather mittens, on the other hand, are rumored to be staggeringly soft, fluffy and comfortable...</STRONG>
Actually masterwork bone bolts (easy to get a legendary bonecarver) do just as much damage as regular iron bolts (what the goblins use and everyone complains about that) AND they have a better chance to hit thanks to being masterwork (I think). They can also come in bigger stacks, metal is limited to 25 but bone comes in stacks of 5 times the bones used, so you can get some really huge stacks from say elephants dragons or demons.
quote:
Originally posted by AlienChickenPie:
<STRONG>Has anyone tried subsisting entirely on cat products? No agriculture, hunting or plant gathering, just cats. That could be a nice challenge, especially if you don't cage them.</STRONG>
They early game would be hell and you would need a NASA supercomputer, but yeah, that sounds like a good challenge.
quote:Ergo if any migrant likes cats, they have a little visit to that room with the leaky ceiling :p
Originally posted by Hypcso:
<STRONG>Good luck with that, once you get a dwarf that likes cats he/she will be adopted by every cat in the fortress, and then you can't butcher them.</STRONG>
quote:
Originally posted by atomicoctobot:
<STRONG>See this hat, 'twas my cat,
My evening wear - vampire bat,
These white slippers are albino
African endangered rhino.</STRONG>
In reply to atomicoctobot:
See my loafers,
Former gophers,
It was that or skin my chauffeurs.
In reply to the rest of the thread:
This game really does encourage sadistic play, doesn't it?
I think problems would arise once the population gets to about...50 Dwarves. You'd need like...200 dogs to keep the meat rolling in.
Their population seems to naturally stabilize after a few years (somewhere in the 50-100 range I think), they make vermin a non-issue, and they generally stay out of the way (with the exception that the one cat-lover they all adopt gets swarmed -- but you can give that bastard a cozy desk job so he stays out of everyone's way). They occasionally block doors with dead vermin or upset their owners on death, but aside from that they're rarely a nuisance IMO.
I'm not really sure what makes them so obnoxious in so many forts.
quote:You missed a bit :D
Originally posted by Garnan:
<STRONG>In reply to atomicoctobot:
See my loafers,
Former gophers,
It was that or skin my chauffeurs.</STRONG>
quote:Several reasons. The adoption is the main thing for me. If you're playing a long-term game and the game begins to lag a few years in, one way to quickly relieve some of the strain is to kill or imprison stray pets...but you can't do either of these with pets, and so it can be a real nuisance watching 100 cats/kittens running around your fortress, knowing that they're killing the speed of your game and short of killing their owner (who is probably a legendary worker and not someone you'd particularly want to sacrifice), there's bugger all you can do about the damn things.
Q: Why does everyone hate cats?
quote:
Originally posted by Earthquake Damage:
<STRONG>Q: Why does everyone hate cats?Their population seems to naturally stabilize after a few years (somewhere in the 50-100 range I think)</STRONG>
There's your answer.
Awesome.
quote:
Originally posted by ZedEh:
<STRONG>"Nine-headed hydra interrupts eat miner -- zerged by kittens."</STRONG>
Kekeke :3
"By 2:25 your first kitten will have spawned and your second litterbox should be about halfway completed ..."
I hate cats *because* they kill vermin.
they kill vermin and then they don't eat them.
So all of my dwarves, busy as they are, have to stop what they're doing to drag dead rats outside so they don't turn into miasma.
Of course, because my dwarves are so busy, they never actually get to taking the dead thing out until it's started rotting.
So I've got the double whammy of having to take the bloody thing out of the fort which is yet another hauling job, and my dwarves get disgusted by miasma anyway.
My preference is everybody works, everybody hauls, with two time-sensitive exceptions:
Farmers get food hauling only. Crops have to be brought in before they wilt.
Butcher / Fish Cleaner / Tanners get animal hauling only. Animals must be slaughtered, cleaned, and tanned before they rot. I combine these 3 tasks so I only need 1-2 workers -- you'll never employ a fish cleaner or tanner full-time, and butchering jobs are directly managed by the player.
With universal hauling you can balance your intermediate product inventories by shutting down hauling temporarily on tasks that are falling behind. Conversely workers in tasks that are "caught up" will do more hauling. (Dyers, plant processors, and millers work fast, and there are seasonal variations in workload.)
Basically, having hauling on means that dwarves spend a lot of time walking back and forth and very little producing anything useful. This is fine for peasants who can't produce anything useful anyway, but it seriously slows down your productivity for your specialists.
quote:
Originally posted by atomicoctobot:
<STRONG>See this hat, 'twas my cat,
My evening wear - vampire bat,
These white slippers are albino
African endangered rhino.</STRONG>
simpsons hell yesh =P
No hauling for miners, woodcutters, farmers, and animal processors. Did I miss anyone?