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Messages - sal880612m

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256
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 08, 2014, 01:29:36 am »
After a quick jaunt in both modes I have come to a couple realizations.

1- I feel like I am playing a vastly different game.
2- I really dislike ASCII. Way too cluttered and way too high contrast.

257
Apparently randomly generated metals are now a thing. There is a thread on it elsewhere.

258
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 07, 2014, 09:28:34 pm »
My dwarves, animals, and wildlife are running in terror. The only animals on the screen don't immediately bring this sort of reactions to mind and their descriptions make me think they aren't immediately hostile. River Otters, Longnose Gar, Kiwi Hen, and a Great Horned Owl.

259
DF Dwarf Mode Discussion / Re: First Impressions .40.01
« on: July 07, 2014, 09:15:19 pm »
Started it up and took a look at dwarven thoughts. I feel completely overwhelmed, it was bad enough before and now it's even more overwhelming :D

260
DF Gameplay Questions / Re: Where to post bugs?
« on: July 07, 2014, 08:50:11 pm »

261
I might only be available over the next month or so but if that is okay I would like to join.

Name: Either sal or Rigor Gazcubor
Backstory: Last month I was called into the manager's office and duly informed that the mountain home had reach the largest size it could expand to and would no longer need my services as a miner. Further it seemed that in order to continue employing more skilled miners I was no longer needed for that. After this I became somewhat dismayed and became aimless puttering back and forth between gathering some crops and dabbling in other trades. A friend told me of a new expedition that was being planned and low on prospects here I decided to sign up. To give myself motivation and to prevent second guessing I sold all my world possession and purchased a pick and a bag of my favourite seeds to enjoy on the journey.

Along the journey I would like to come across an escaped/wild blue peahen that I share some seeds with and sort of adopt.

Skills:
Skilled Miner
Competent Engraver
Novice Potter, Novice Glassmaker, or Novice Leatherworker *
Novice Grower
Novice Herbalist

Items
Most expensive pick available on embark
If possible a bag of seeds of the dwarfs seed/plant preference. If no preference or not available plump helmet spawn.
A blue peahen.

*I would like this to be based on materials available on the embark area if possible with Potter being preferred to Glassmaker and Glassmaker being preferred to Leatherworker. If this sort of conditional skill is not okay I would like to be a Novice Leatherworker. If I am a Leather worker I would also like to drop Engraver to Adequate and become a Novice Tanner.

@neblime: Pigs are non-grazers. http://dwarffortresswiki.org/index.php/v0.34:Pig

262
DF General Discussion / Re: Start playing new Version or older one
« on: July 07, 2014, 06:26:19 pm »
I was going to say that I didn't think a square ASCII version would need updating and that there is little to no reason it shouldn't work basically right away on release. I am taking the above as a confirmation of that thought.

263
DF General Discussion / Re: GREET ME
« on: July 07, 2014, 02:09:27 pm »
^ lol.

264
DF General Discussion / Re: This is it, guys
« on: July 07, 2014, 12:03:20 pm »
Didn't that just get increased to 250? I could have sworn someone said it did in the suggestions thread and this:
http://dffd.wimbli.com/index.php

265
"I was chopping off little bits of 'im till he talked, startin' at the toes."
"You probably should have stopped sometime before his eyes."

Can I sig this?
Sure, no problem.  (Sorry I was away from the forum for a bit!)

No worries and thanks.

266
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 07, 2014, 10:02:43 am »
I too prefer to temporarily ramp up and then remove the ramp once I am floored over if I'm not going to be building additional levels. But if I am going to build an additional floor I do as Arx suggested.

@Walrusking: I would suggest either switching to clay/glass, bone or cloth for trade goods, if you don't go prepared food, over wood. Wood has plenty of other uses and has a much lower regrowth rate. Clay and glass are unlimited but do require fuel so that can be an issue. Bone is limited by how many animals you slaughter a year and their yields. Cloth is potentially unlimited but it requires more processing. If you don't mind trading food, prepared meals are basically or will become a game breaking trade good.

267
DF General Discussion / Re: GREET ME
« on: July 07, 2014, 09:50:54 am »
Someone started creating a play along tutorial on the forums. I think they ended up stopping but it does cover some of the very basics. If you are really new and really need basics it might be helpful. Since it isn't a video tutorial how long it takes is really more on how quickly you go through it. Anyway link below if you want to check it out.


http://www.bay12forums.com/smf/index.php?topic=139438.0

ninja'd: I thought he had already seen that.

268
DF General Discussion / Re: A tale of wimpiness.
« on: July 07, 2014, 09:42:40 am »
The minimum wealth for a siege is mod-able but I think by default for goblins it is 10000 Dwarfbucks.

269
DF General Discussion / Re: What Would Urist Do?
« on: July 06, 2014, 10:24:28 pm »
Urist McSoldier cancels attack Forgotten Beast, job item lost or misplaced.
Urist McSoldier goes to get a drink.

WWUD if he saw his friends turn into bloody masses of flesh upon drinking Dwarven Beer from Forgotten Beast.

270
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 06, 2014, 09:46:05 pm »
Grass should grow on clay. I meant more in terms of biome or vegetation that you chose on embark. I think that mountain biomes won't regrow grass or shrubs. I also think that the surrounding vegetation on embark makes a difference in growth rates the higher it is the faster such things will grow/regrow. I am not sure if either of these have any effect on the various trees, shrubs, and grasses found in the caverns.
So breaching the caverns and muddying grounds to create pastures may be viable.
Wiki also mentions you can stop grass from growing by constantly having creatures walk over it which could be a factor.

Also cows and yaks require fairly large pastures. I think cows require about 18x18 per cow and yaks need more,

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