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Topics - rhavviepoodle

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DF Dwarf Mode Discussion / Training pet cave dragons
« on: March 18, 2018, 05:29:37 pm »
One of my dwarves likes cave dragons, and I happen to have one that I caught. I don't recall setting him to be available for adoption, but I made Urist McLikesdragons into an animal trainer and she seems to have adopted the dragon. Pets can't seem to be chained, and I'm having difficulty pasturing him as well. Is my best bet carving out a sealed off room which pets can't leave and designating it as a animal training zone? Or am I destined to have lots of !FUN!?

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DF Adventure Mode Discussion / Merperson adventurer?
« on: March 14, 2018, 01:10:27 pm »
Would this be possible? I figure that first, you embark adjacent to a good-aligned ocean. Make sure you have a tavern which has aquatic access. Create an adventurer who is half decent at performing, swim around until you find a couple merpeople. Impress them with your performance and recruit them to join a performance troupe. Swim back to the dwarven fortress, ask to join on an official basis. I'm not exactly sure, but I'm guessing that if a few second generation merpeople were born, you could then adventure as one.

Also, I kind of want to play as a vampire merperson. You wouldn't drown, right?

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DF Adventure Mode Discussion / Most Stylish Kills
« on: February 18, 2018, 06:37:27 pm »
After seeing what has been the greatest kill of my adventuring career, I thought I would share with you guys. The cinematic kills thread has been dead since 2013, so I figured it would be best to start up a new thread. Feel free to share your own stylish kills here, everyone.

The synopsis is I'm playing as a harpy bard (I modded them to be playable in my game) and I got sick of people complaining about beasts so much, so I decided to go thin them out a bit. Ingtak is no slouch, so she in fact does a fairly decent job of it. The most recent victim was Corud Nihdebisan Besozin, a muscular roc. Surprisingly, Ingtak (despite having just her talons and teeth) managed to frighten the roc into fleeing up into the sky. Great place to run, right?  :)

Spoiler: Hope y'all enjoy! (click to show/hide)

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DF Suggestions / Spring/Summer/Autumn/Winter Work Orders
« on: November 24, 2016, 01:50:28 pm »
Currently we can set work orders to be completed on a seasonal basis, which is very useful for shearing or milking livestock, but it would be nice to be able to set a job to be completed on a daily basis, but only during a specific season. For example, a fort that relies mostly on underground farming might choose to grow dimple cups during autumn and sweet pods during the spring. If a player wanted his or her dwarves to mill dimple cups but not sweet pods, then autumn and winter would presumably be the seasons to do so.

Yes, it is possible to set up draconion give/take relationships with stockpiles but those are fairly klutzy and don't always work (an empty bag needs to be in the exact right stockpile before being claimed for a task, and so on). Another use case might be when the player doesn't mind plant stockpiles being used faster during production seasons but wishes to preserve plants during off-seasons. For example, if a player has a fairly large farm and their autumnal cave wheat harvest is late, they may not be able to grow another batch at all during that season. This means that they could be running a booze deficit and might not want all of their autumn wheat milled into flour (or pig tails turned into cloth and paper).

I have seen a suggestion that certain plants be marked as millable on the kitchen menu (or whatever menu it becomes overhauled in the future), which would potentially address this issue as well. They don't need to be mutually exclusive, though. It could be useful to designate a given plant be used one way in one season and another way in the following season, depending on a fortress's supplies and demands. Sure, it would contribute to the (already daunting) amount of micromanagement involved in automating tasks, but the nice thing about the current job orders and self-sufficient fortresses is that once you've figured it out you really -don't- need to touch it again (except for minor tweaks and troubleshooting). In essence, it's a lot like a puzzle, where you not only have to figure out a functional fortress layout, but functional interactions between the labors involved.

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DF Suggestions / Embarking Dwarves and Their Likes
« on: October 28, 2016, 12:39:43 pm »
So folks, I wanted to pick your brains. I myself am guilty of sometimes choosing a dwarf's profession based on his or her likes, and sometimes I've gone out of my way to make sure one of my embarking dwarves had a specific like to ensure that I can potentially get a specific artifact later down the line. Any of y'all guilty of this as well? Did anything cool come out of it?

The most notable success I managed was starting with a dwarf who had a preference for mauls, who I started as a weaponsmith. The very first strange mood was the smith in question, and I had happened to embark with some platinum ore for this very reason. The end result was naturally a platinum maul, which although it didn't really see much use definitely felt good to have made. Usually, though, shooting for dwarves with exotic weapon preferences (let alone specific exotic weapon prefs) seems like it isn't worth the hassle.

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