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Messages - ToadChild

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1
That was a fun read - thanks for sharing!

2
DF Dwarf Mode Discussion / Re: Guest Necromancer
« on: March 14, 2020, 04:29:20 pm »
I made mine my baron.

3
DF General Discussion / Re: *We need your help to save the noobs!*
« on: March 11, 2020, 08:01:43 pm »
I'm late to this thread, so I'm going to mention a few things without reading every page to see if they've already been said.

My main suggestion is that there need to be ways to see more high level views of information from within the game, rather than relying on tools such as Dwarf Therapist.  There's good information in the stocks screen the health screen, military squads, etc.  This needs to be extended to cover things like needs and labors.  I should be able to answer questions like "how many potash makers do I have?" or "which dwarf is the most unhappy?" without manually inspecting every dwarf one by one with a notepad and pencil handy.

Choosing an embark can still be frustrating for me, as I'm not good at predicting which metals are going to be present based on the site finder.  I get kind of annoyed when I embark on a site with multiple metal ores, and it turns out to be galena, cassiterite, and bismuthinite (or whatever).  In my most recent fort I'm cursing that I don't even have tetrahedrite - my only hope so far for military-grade metal is to buy out the next dwarven caravan that comes my way.

I don't understand very well how migrant waves are determined and controlled.  Sometimes a fort is getting off to a slow start, but then a migrant wave will more than double my population in a single day.  I have to drop everything else I was working on just to fill out enough bedrooms and make sure that food and booze stocks are sufficient.

4
I don't have a lot of experience with dwarven justice, but perhaps you could make your hammerer part of a squad by themself and assign them the correct hammer through the military interface.

5
DF Dwarf Mode Discussion / Re: Useless seeds taking up bags
« on: February 26, 2020, 04:59:09 pm »
It requires manual intervention, but you can always dump the seeds you don't want to empty the bags if they can't be cooked.

6
DF Dwarf Mode Discussion / Re: So I just got a neromancer migrant.
« on: February 26, 2020, 02:28:19 pm »
There's some additional discussion in another thread: http://www.bay12forums.com/smf/index.php?topic=175651.0 (and possibly elsewhere)

Mine raised some dwarves that died, and they're now zombie haulers that I can't control labors on ("fallen hunters").

7
DF Dwarf Mode Discussion / Re: Migrants in 0.47
« on: February 23, 2020, 10:43:39 pm »
In an exciting twist, however, I now have several "fallen hunter" dwarves that died in the fighting but were brought back.  They seem to operate as normal citizens in most respects, aside from being represented as cyan Ñ characters.

8
DF Dwarf Mode Discussion / Re: Migrants in 0.47
« on: February 23, 2020, 09:36:03 pm »
Hmm, not so sure this is working as people described - I had my necromancer fighting some crundles; he raised one after killing it, but then it promptly resumed fighting him.  Now he's engaged in a melee with both living and dead crundles.

9
DF Dwarf Mode Discussion / Re: Migrants in 0.47
« on: February 18, 2020, 03:10:22 am »
I saw that in another thread as well - I'm excited to embrace the power of life and death.

I don't have the game up now, but I think the necromancer also had some weapon skill, so once I find some metal and get a military started, I'll see about including them in a squad.  I know it's a bug, but I'm honestly kind of excited to have the chance to try out some of this nonsense.

10
DF Dwarf Mode Discussion / Re: Migrants in 0.47
« on: February 18, 2020, 01:35:34 am »
I just got a "Dwarf weaver necromancer" migrant, which sounds like a good recipe for fun.  They have excellent social skills as well, so once I'm big enough, it seems very likely that I'm going to have a necromancer mayor.

11
Thanks for sharing the seed!  I've also sent some dwarves here to explore the volcano.

12
DF Dwarf Mode Discussion / Re: Reclaiming Noneplayer fortresses?
« on: April 04, 2016, 08:56:40 pm »
I think it was new in the 0.40 series.  Whatever the big update was that also had multi-tile trees and NPC conversations (in a time before time, I killed me).

I'm currently reclaiming a world-gen fort that was allegedly destroyed by a hydra, but is currently full to the brim with elf zombies.

13
DF Dwarf Mode Discussion / Re: How can I tell if a site has iron?
« on: January 22, 2016, 01:23:20 am »
When looking for flux and shallow metals I have an annoying knack for finding sites with marble and tetrahedrite.

14
DF Dwarf Mode Discussion / Re: Vampire Mayor vs. Dwarven Justice
« on: January 01, 2016, 06:05:35 am »
I tried the suggested approach first and also had the issue of the dwarf standing on top of the lever to pull it.

I did still end up using a weapon trap linked to a lever. I got the mayor to stand on the trap tile after some serious messing around with burrows assignment. I placed the lever elsewhere, and my entire fort took turns pulling it. So they are all complicit in the execution that took place.

I'm going to let my other vampire out after his sentence is up. This means I'll be allowing him to kill again, and will then see if the hammerer does his job correctly.

Unfortunately in 0.42 having an isolated mayor is bad, since it means you can't receive petitions from visitors. I got really behind on petitions during my mayor's incarceration and had a big backlog once he was released.

15
Interesting note about the corpse report. In one case, another dwarf was the one to make the actual report to the guards that the corpse was found.

I followed a vampire to his snacks/victims, and also saw "no job" listed.

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