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Topics - Rex Tyrannus

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DF Gameplay Questions / Unable to enable certain labors...why?
« on: July 20, 2011, 09:10:14 pm »
I have some dwarfs who I can't enable certain labors. I have a marksdwarf who can't hunt, another who I can't turn on recover wounded, a mason who can't mine, and a few others. It won't let me in DF preferences for the dwarf and it won't let me in Dwarf Therapist.

What game mechanic am I missing?

2
DF Gameplay Questions / Danger Rooms + Kittens
« on: July 19, 2011, 12:36:19 pm »
This is the first time I've ever created a danger room. I've got a 2x3 room with two tiles of booze and four tiles of upright spears on a lever. Works so well that I'm considering not using it in future. Too broken.

If I do decide to go ahead with it, though, I have a problem. I embarked four years ago with two breeding pairs of cats. I now have fourteen metric tons of kitten wandering around and they keep getting splorched in my danger room. I love a dead kitten as much as the next DF player, but my dwarfs are starting to get bent out of shape over it.

I tried making the door tightly sealed (not pet passable, right?), but they sneak in every time a recruit opens the door. I tried making an airlock with sealed doors on each end, but that just requires a few extra seconds before the inevitable.

My danger room is the bloodiest room in the fort, excepting my execution chamber (which has too much miasma to see the blood). Why are the f--king kittens so determined to get a training spear in their pancreas and is there a way to keep them out?

3
DF Gameplay Questions / How to choose the right Baron
« on: July 17, 2011, 08:50:07 am »
So, in hindsight, a little forethought would have prevented my problem, but I just had the liaison ask me to pick my future Baron. I was in the selection screen and all I had to view were names. I alt+tabbed over to Dwarf Therapist and found my back-up armorsmith. Lazy, not good at anything else; in short, he is perfect unless he has some weird tastes.

But I couldn't view his tastes in that screen (I think). I had to just go on faith and picked the lazy armorer. After doing so, I find out he likes bismuth bronze, amber, opals, and cave fish leather--none of which can I produce in house.

So question 1: Am I going to get constant demands for bismuth bronze doors, cave fish leather underwear, and other crap I can't produce?

Question 2: Is there a mechanic (other than finding out ahead of time) for viewing a dwarf's tastes inside the baron selection screen?

Question 3: What else makes for good safe not annoying nobility?

4
DF Gameplay Questions / No raids, no sieges?
« on: July 12, 2011, 09:38:23 pm »
I have a fort that's about three years old that's never had a goblin raid or a siege. Goblins are in the [c]ivilization screen and I've seen goblin snatchers (about two a year, probably). The embark screen said surroundings were calm, IIRC. But I'm pretty sure I've had calm surroundings in previous forts with a raid or siege every year. I have 84 dwarves and a created wealth of 453k dwarfbucks.

So are the gobbos just lulling me into a false sense of security or can I start disbanding my military? Is there a way to tell the status/strength/distance of the goblin civ?

5
Hi all.

I'm about two weeks new to DF and my fortress (the one I'm determined to let live for a while) just survived its first siege. 48 goblins, 8 trolls, many evil animals. My infantry (and drawbridges) performed admirably so I only lost four soldiers and two civilians caught outside. 27 dead goblins. 8 dead trolls. Win.

But I'm growing exceedingly frustrated with my marksdwarfs; largely spectators. My problem is this: I have fortifications along both sides of the deathtrap 3 x 30 aisle that leads into my fort. Drawbridges on each end and a little nice timing serve to bottle enemies into this area while marksdwarfs are *supposed* to riddle them with holes. But the idiots just SIT THERE WAVING like those french guys in Monty Python's Holy Grail.

They're in the right place (because I set them to defend the burrow). They have ammo (iron bolts for combat, bone for training). They have crossbows, quarrels, and enemies right in front of them. I've messed with burrows and alerts and schedules and status in just about every combination I can think of. The only time I can ever get marksdwarfs to participate in combat is when I give them a direct attack command on a group of enemies and that almost always results in them using their crossbows as bludgeons and running into melee combat--where they die horribly.

Can someone please point me in the right direction for how to get them to fire on enemies from behind fortifications?

Thanks,
-Rex

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