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Messages - sal880612m

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571
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 21, 2014, 06:52:18 pm »
My suggestion was more about the creation of artifacts than the skill boost.

572
They are all too busy explaining to the overseer that they can't plant crops because there are no seeds.

Why does starting a fortress basically entail the spontaneous creation of 7 brand new dwarves?

573
DF Community Games & Stories / Re: The Aboveground Challenge!
« on: May 21, 2014, 06:23:57 pm »
It is stated on the wiki that it is limited by the the lower number between the number of revealed subterranean tiles and the number of items created divided by 100. The wiki further states that using reveal utility will work to remove the subterranean limitation, so it might be an idea to consider doing that.

574
... No prophylactics.

Why do some immigration groups have only two and others have up to and beyond 20.

575
DF Gameplay Questions / Re: Dwarf Won't Get Bones
« on: May 21, 2014, 04:15:57 pm »
I am honestly not sure on that but I would assume it is pathing distance so I don't think it goes through walls.

576
DF Gameplay Questions / Re: Dwarf Won't Get Bones
« on: May 21, 2014, 01:46:00 pm »
Also the butcher can be a touch weird in regards to what they will and won't do. If the remains are vermin or animal person they don't get touched, there also seems to be some sort of issue if your butcher's shop is too far away.

577
DF Gameplay Questions / Re: Dwarf Won't Get Bones
« on: May 21, 2014, 01:41:02 pm »
The game marks a distinction between vermin remains and animal bones. In short you need actual animal bones and this is behaving as it should.

578
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 21, 2014, 11:45:53 am »
I was more under the impression they went by their highest military skill. So if wrestling is currently higher than macedwarf they will be wrestlers until macedwarf is higher.

579
DF Dwarf Mode Discussion / Re: Mind = Blown
« on: May 21, 2014, 09:36:42 am »
If the game ever makes other races playable/controllable in Fortress Mode (Which I believe is planned), then you're no longer playing Dwarves, so how can it be called Dwarf Fortress!?!? :O

As it stands right now it is possible to mod the other races to be playable in fort mode. I don't know how well it works out though.

580
Dwarves do lose their beards in combat though, it's just called dying.

Why do we get constant and unending streams of job cancellations announced but almost no combat annoucements concerning our dwarves. I get tons regarding an enraged sponge half an embark area away.

581
Adventurers and Warrior don't live long enough to become Lords and Kings.

What is the actual average life span of a dwarf? (post your own if this doesn't work)

582
DF General Discussion / Re: What has DF taught you?
« on: May 20, 2014, 11:49:52 pm »
Hard to find the words as not to be a total jerk about it.
More and more it seems like games are basically just wrapping paper around the same game engine. So something along the lines of non-Toady game developers just don't try all that hard anymore.

Noooooo you don't say? I thought that Call Of Duty 19 was a fresh take on the "Get gun fire gun kill mans" formula.

Exactly why I do say. I think that somewhere between the SNES generation and the PS2 generation of consoles console gaming hit it's peak and shortly thereafter console gaming died.

583
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 20, 2014, 10:25:09 pm »
A real predator, that.
Spoiler (click to show/hide)

.... .... .... .... .... I wonder what a mouse would do to it?

584
Borders don't exist in DF so when a monster takes up residence in the world the lord or king is offended that such a monstrosity is camping out in their backyard, even if the creature in question is half a world away.

Why don't borders exist in DF?

585
I have noticed that dwarves will make multiple seed bags when they don't need to but if I have read the wiki correctly in the past there is a finite limit to the number of each type of seed your fort can have before your dwarves will stop gather them or things like brewing will stop producing them, so eventually this should become a non issue. Keyword here being should.

I have had bags and no seed stockpile and the dwarves still used the bags to collect seeds so I really don't think there is a way to stop them short of not having any bags at which point they will do what you want but each seed will need it's own stockpile spot so a quantum stockpile is advisable.

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