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Topics - THLawrence

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1
I'm playing the martial arts mod and the Dark Outcast just arrived to sell me stuff. Over the past several years I have only been buying cages and animals off them so they would bring me even more strange animals. They bring me all sorts of weird creatures. I've got wolverines, bears, mammoths, golems and even more. Just now when I bought their animals I seem to of purchased a named Stray Gremlin Hunter (Tame). I didn't even notice it until I was transferring animals and saw that I could shove something named into the cage.

I'm going to release him and see what happens.

Edit:
She has been released and doesn't seem to be doing anything. I can't assign her any task. It just says "This animal can't work." and gives me the option of slaughtering poor Fiweno Fedmorsels however she is trained as an ambusher. I'm a little worried about leaving her to wander around the fort though since Gremlins can pull levers and I have a lot of levers that control my vast plumbing network. If these levers are pulled by the wrong hands they could flood half the fort.

Any suggestions from the forum?

2
I got this message just a minute ago. Always nice to see a new message.

3
DF Dwarf Mode Discussion / Cursed Death Trap
« on: September 19, 2008, 04:31:00 pm »

My fort has had 3 deaths, tax collector, baron, baroness consort. (Guess Why)
These are the only 3 deaths and they have been replaced. I currently have 118 dwarves and 2.2 mil in created wealth.
Not that I want any more dwarves. I had my pop cap set to 75 but more kids keep on coming.

How ever I love that message.
Quote
No one has even considered making the journey to such a cursed death-trap this season

And here I thought Toady had only added the "your fortress has attracted no migrants this season" message.

4
DF Dwarf Mode Discussion / Small Caravans
« on: August 13, 2008, 09:43:01 pm »
I have had a fort running and it is a few years old. However one oddity is that the caravans never go above size 2. The dwarves, humans and Kentauri each have 2 wagons and 2 pack animals while the Dark Outcasts and Elves each come with 2 pack animals.

Everytime the caravans come I trade and give them a nice profit. Sometimes giving them massive gifts so they are even happier. But the following year they come back with the same number of wagons/animals. My fort is several years old and is doing great but the caravans aren't becoming any larger. This past time I gave up and edited the size of the wagons so they could carry 3 times as many goods.

Has anyone else noticed caravans not growing at all?

5
My dwarves seem to only put one prepared meal in each barrel. This is sort of eliminating the bonus of making prepared meals since they now take more space then the separate parts.

Has anyone else noticed this? I didn't see it in the bug page.

6
DF Dwarf Mode Discussion / Got Him!
« on: June 30, 2008, 07:07:48 pm »

How do you like that you bastard. This monster toke out 6 of my dwarves. Including my Mayor(Trader of the starting 7), Axedwarf/Near legendary Woodcutter(Another of the 7), Artifact legendary gem cutter and 3 other dwarves that had tried to kill him or were just near the river.
This bastard had ripped one of the dwarfs heads off.

You aren't so tough now.

His name means I think Flagspiral the Lancer of Heroes.
Well he isn't getting anymore heroes I can tell you that.

7
DF Community Games & Stories / Steelbow, a Communty Fort
« on: March 17, 2008, 02:52:00 pm »
I've decided to start up a new community fortress. Yes I know there are already a  lot of them already but community forts don't require any coordination between players so they really are lots of fun for many player to enjoy. Also this one is going to be to a very nice location. Calm, flux, sedimentary, magma, trees. And I'm using a mish mash of mods including Teldin Mod, Botany Mod, Sean's Mod's and a few modifications of my own.

Anyways here is where we are heading to:
                   

We need 6 dwarves and since this is such a nice place I will be looking for suggestions as to what to name the fort, the team and the fort's design.

Each dwarf gets 10 skills points to spread around and 190 points to buy goods.
Back stories and histories appreciated. I'll make one for my dwarf in a little while.

Current Roster:
Kira - Miner
Kjartan - Farmer/Brewer
Istrian - Broker/Manager/Treasurer - Now Insane
Omath - Mason/Bone Carver
Loddum - Carpenter
Rostov - Military
Riana - Carpenter
Parrot - Training for Military - Severely Injured

Currently Available:
Lots, just post your request.
Interesting Dwarves include: 1 miner/appraiser, 3 weaponsmiths, 1 legendary metalcrafter, 2 training for military, 1 stonecrafter/appraiser.

[ April 09, 2008: Message edited by: THLawrence ]

[ April 14, 2008: Message edited by: THLawrence ]


8
DF Adventure Mode Discussion / Free Experience
« on: October 31, 2007, 02:31:00 pm »
If you get a decent swimmer and go out swimming you can swim for quite a while. You can also sleep and with a good swimmer you won't drown. It can get you around 3500 exp. Each time you take a nap. Although you do get thirsty and hungry.

Anyone else found any free experience bugs? Other then the sneaking one or the throwing one. Are those still in?


9
DF Dwarf Mode Discussion / Great Locations
« on: November 28, 2007, 04:18:00 pm »
I found this little spot and I thought people might like to see it.
Title: Random
[SEED:2406085072]
   

The location contains:
A long chasm
Magma
Pits
Cave River
Limestone towards the south
Sand towards the south. Not very much but enough to make glass.
Cliffs
There are some trees but not a lot. Thats where the cave river come in.
Assorted minerals that you don't care about. The region to the south-west and to the east would also make great locations. However the ares to the south and south-east do not contain any magma. Post your own grand locations for forts.

[ November 28, 2007: Message edited by: THLawrence ]


10
DF Dwarf Mode Discussion / Pottery
« on: November 07, 2007, 08:51:00 pm »
Post here your suggestions about pottery.
I'm getting closer. Points to remember:

1.)Current clay cannot be used yet. For pottery you use potter's clay. Potter's clay will currently appear is large clumps in sedimentary. Much like magnetite.

2.)To be able to use the clay you have to take it to a workshop that can make useful stuff like bins and buckets.Choices:
    -Carpenters
         Produce clay logs that can be made into anything from the carpenters workshop, including beds.
    -Masons
         Produce clay. Shouldn't be here. Can't do much
    -Metalsmiths Forge
         Produce clay bars. Requires fuel.

These are the only four choices because I can't mod buildings. Otherwise it would be added to the kiln.

3.)I am planning on adding other materials that were used to make ceramics.

4.)Currently the only way to turn ordinary potter's clay into clay bars, clay logs or clay is to produce it at the smelter. However this reaction does not require fuel.

5.)The value modifier for ceramic materials is currently 1.

Any suggestions would be useful.


11
DF Dwarf Mode Discussion / Steelbow, a Communty Fort
« on: March 17, 2008, 02:52:00 pm »
I've decided to start up a new community fortress. Yes I know there are already a  lot of them already but community forts don't require any coordination between players so they really are lots of fun for many player to enjoy. Also this one is going to be to a very nice location. Calm, flux, sedimentary, magma, trees. And I'm using a mish mash of mods including Teldin Mod, Botany Mod, Sean's Mod's and a few modifications of my own.

Anyways here is where we are heading to:
           

We need 6 dwarves and since this is such a nice place I will be looking for suggestions as to what to name the fort, the team and the fort's design.

Each dwarf gets 10 skills points to spread around and 190 points to buy goods.
Back stories and histories appreciated. I'll make one for my dwarf in a little while.

Current Roster:
Kira
Kjartan
Istrian
Omath
Loddum
Rostov


Currently Available:
Miner/Mason

[ March 18, 2008: Message edited by: THLawrence ]

[ March 18, 2008: Message edited by: THLawrence ]


12
DF Dwarf Mode Discussion / Catacomb Help
« on: December 18, 2007, 03:13:00 pm »
I was designing my catacombs and am trying to figure out what to put in some of the left over space.

Each of those 4x4 spaces needs something. As well the areas to the right and left of the central hub needs something. The location to the right and left of the central hub should be something to show off and not any more tombs. Nobles tombs and tombs for soldiers are on other levels.

Any thoughts. My primary concern is what to put in those 4x4 sections. They can be reshaped to encompass more space as well. Just so long as they don't open any tombs.


13
DF Dwarf Mode Discussion / Mountain Features
« on: November 14, 2007, 02:04:00 pm »
Okay I have searched through 10 maps, each one consisting of the largest area and have found no magma vents. I wanted to build a fort in this region because of the abundance of flux and sedimentary stones but cannot find any magma vents. However I have been able to compose a list of all the features that are in every map I have checked. Everyone of these is on a mountain tile.

1 long chasm ending in tendrils
1 circular chasm
1 cave river
1 cave pond*
1 demon pits

No magma besides the 1-10 squares in the demon pits. If anyone else would like to contribute their findings feel free.
*I didn't know there could be cave ponds until I found it in the third map, I found it in every map afterwards because I started searching for it as well.


14
DF Dwarf Mode Discussion / Weeping, tortured and cringing engravings
« on: November 11, 2007, 07:54:00 pm »
I have engravings "in" my current fort of humans weeping, of humans being tortured, of elves weeping and of something I can't remember cringing. I think it was humans. I don't remember getting these being in the previous version. Did someone else get them in the previous version or are these new additions?

15
DF Dwarf Mode Discussion / Goblin Forts
« on: October 23, 2007, 11:22:00 am »
Do nearby goblin forts increase the number of sieges that I can expect?

I recently started a new fort. The location seemed good, connection with all races, heavily forested, tropical for the mass slaughter of elephants and calm so no real dangers should be expected from the mountain or wildlife.
However I noticed that there were a large number of goblin fortresses nearby when starting. 7 goblin forts. I then began to wonder how many are just outside of my sight? Looked at the world map. There are 20 goblin fortresses near me. 10 pink and 10 grey.
Should I be expecting a virtually constant siege after I get the mayor?


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