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Messages - Xorn

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: Flame FB
« on: May 27, 2011, 10:55:22 am »
New from Uristtech:

Self Cooking Plump Helmet Roasts! Just add Forgotten Beast!

I'll buy 15! Mmhmm, the sweet taste of plump helmet roast, with no effort at all!

2
DF Dwarf Mode Discussion / Re: War dog assignment
« on: May 27, 2011, 10:26:52 am »
I often put a few War Dogs in my pasture, they work great for delaying the slaughter of my livestock when gobs attack. Of course they usually end up dead, but that is the life of a War Dog for you.
They also end up spotting ambushes and thieves earlier, and more efficiently, than any dwarf so I like having them out there.

3
DF Dwarf Mode Discussion / Re: Syndromes for SCIENCE!!!
« on: May 27, 2011, 10:19:29 am »
Any footwear your dwarves will happen to be wearing will stop the blood going through and killing them, but they will carry it around the fortress if not properly washed off.
This is why dwarven children die so often when a FB appears and you haven't prepped a cleaning pool, they walk through the blood that the military/civilians bring in and contract whatever the blood does.

As for using FB as a potential weapon against gobs, I have no idea. Assuming you could get the blood to them by spreading it through walking, my guess would be yes, yes it would kill the gobs (assuming they have no footwear on).

4
DF Dwarf Mode Discussion / Re: Graphics pack
« on: May 25, 2011, 11:05:59 am »
Personally I don't use graphics packs anymore, seeing as they can be just as confusing and often have some ASCII in them anyways. However when I did use them, I used Ironhand or Pheobus. The two are rather similar, and show up in many mods.

5
DF Dwarf Mode Discussion / Re: Telling soldiers to RETREAT
« on: May 25, 2011, 10:53:56 am »
The only way I know of is setting up a burrow where you want them to fire from.
I have mine set up in a sort of trap area, where I have to draw bridges set up 20 squares apart. Once the seige/ambush enters the middle, I raise the two bridges and let my marksdwarves fire away. This also ensures that my dwarves can't path to the things they are trying to kill, making sure they refill their bolts and not go charging down crossbow in hand like an absolute lunatic.

6
DF Dwarf Mode Discussion / Re: What have you learned today?
« on: May 25, 2011, 10:44:03 am »
I learned that no matter how good your embark spot is, you always want something more from it.
Hematite for iron? Check
Native Gold? Check
Galena for your Warhammer squad? Check
Volcano only 1z level down? Check
Goblins warring with your civ? Awww... sugar. Gotta look again.

7
DF Dwarf Mode Discussion / Re: Livestock Coice ?
« on: May 25, 2011, 10:40:00 am »
I rarely bring along any poultry, due to my opinion that they are undworfy. Instead I choose the more dworfy donkey, reindeer, sheep and llamas.
Donkeys are great for milking, meat and leather. They also don't need to eat too much. And they are stubborn gits, so they are dworfy in my eyes.
Reindeer are decent in terms of milking and leather, but give great amounts of meat so I slaughter anything that reaches maturity. They also survive the cold, rather dworfy.
Sheep are the do-everything animal. Wool, meat, milk and leather all for the loow cost of grass. They are also more dumb than I care to believe, much like their dwarven masters.
And the wonderful Llama. They also do everything, but at slightly more cost than the Sheep. They also get pissed and spit alot, something I always believed dwarves would do.

Also cats and dogs, if only for the fact that dogs can be trained and cats keep vermin out.
To limit the catsplosion that can happen, get one female and two males. If the female gives birth to a litter with a female in it, slaughter her. Now you have 2 males, and a litter of kittens. Wait until the last female (if more than one female in the litter) matures, then slaughter all but one female. This method should limit the size of your cat army.
Same works for any animal, though I find that I don't get too bad a FPS crash with lots of Llamas everywhere.

8
DF Dwarf Mode Discussion / Re: Weaponising a Noble
« on: May 24, 2011, 11:10:23 am »
Weaponising captured elves would be a little dwarfier, especially if used on other elves.
I would like to know exactly what you are doing though, because I have this image of a block falling down a tower onto a victims head, crushing them, and sending body parts exploding outward.

9
DF Dwarf Mode Discussion / Re: The Million Dollar Dwarf
« on: May 22, 2011, 06:31:08 pm »
Just be careful with the traction bench. Sometimes the docdwarves won't free the patient they have fixed, and he will be left there forever.
To fix it and release the million dwarfbuck dwarf, just deconstruct the bench from underneath him. Worked for my miner dwarf who was stuck there for 3 years. Later died to infection, despite the abundance of soap and water I might add, but at least he was fixed.

10
Althogh the Lazy Newb Pack is great for getting everything you could ever want all nicely wrapped up in a bow, it doesn't teach you very much.
For teaching a person the game of DF I use http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ for several reasons;
1) It gives you the same world he uses to teach with. It helps you learn the basics easier.
2) The game world you are in is on the easier side, less death by the undead thanks to terrifying things.
3) The online guide is very well laid out, and covers just about everything you need to run a basic fort. He doesn't tell you how to make things like danger rooms, but you really don't need it when you start.
4) And because it is what I used to learn DFs confusing ways, and it's easier for me to link a person to it than to teach DF myself.

11
DF Modding / Re: Modding DF with many mods
« on: May 10, 2011, 05:06:41 pm »
I'm not dead, I swear!
The embark points for metal items is fixed.
I am hoping to make the War Altar and the Nature Altar produce the same noxious gas that the Altar does from the Advanced Mod.
Still can't get the crabs to work. The body parts they have are missing from the database, and I have to find where they are from.
I don't know the [SKILL_RATE:] tags for Mining, Engraving and Masonry so the Stone Dwarves are not working the way I want them to.
The game runs slowly on a 5x5 embark though, so I will have to see what I can do about that.
I am doing all of this while flying between airports, so with nothing else to do, things are motoring along.

12
That also depends. If you build a wall (let's say it is 1-Zlvl high) and station them on it, they will be able to shoot as far as they can see normally, -1 square.
However, they won't be able to shoot at things crammed against the wall, since they are unable to peer over the edge of the wall.

Ammo may be an issue, but sometimes they are unable to see far enough/through an obstacle.

13
DF Dwarf Mode Discussion / Re: Squads stuck on Individual Combat Drill
« on: April 26, 2011, 04:31:52 pm »
How long were they in the Individual Training for? Sometimes they just have to finish what they were doing before they will follow orders.

14
DF Dwarf Mode Discussion / Re: Military - should I disable hauling?
« on: April 26, 2011, 03:42:46 pm »
Now to see if my step by step guide will help.

1) Make the squad and mark how many are in it.
2) Go to military scheduale and select edit order. Change the number of members training to one less than are in the squad.
3) Select a place to train. Suitable places are Beds, Armor Stands, Weapon Stands and Cabinets. Make a room and hit (t), or (b), to make it a barracks, first if a bed.
4) Make the squad active.

They should begin to train.

15
DF Dwarf Mode Discussion / Re: good migrants
« on: April 26, 2011, 03:34:30 pm »
Well lucky you. I just keep getting Stone Commoners, who can't do anything other then beekeeping.

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