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Messages - Frostea

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16
Masterwork DF / Re: Orichalcum and weapon moods
« on: May 02, 2014, 08:23:01 pm »
Nope, not the preference. Showmood tells that they specifically want orichalcum.

17
Masterwork DF / Orichalcum and weapon moods
« on: May 02, 2014, 02:13:09 pm »
For some reason, all my weaponsmithing moods insist on using orichalcum even though I have bifrost and adamantine available. Inspecting with showmood in dfhack shows this to be the case. I have purposely made all my peasants weaponsmiths to mood some artifact weapons, and all I'm getting are crappy orichalcum weapons when I got candy at the ready.

Any way to fix this?

18
Do you have surface constructions like a archery tower? Tear the whole thing down and rebuild it from soap bars.

Are your peasants churning out artifact weapons from moods? Training then to the minimal of adequate in weaponsmithing will help increase the chance of weapon moods. Mine some candy and turn them into waffles. Most weapon moods go for waffles due to their deliciousness.

Put your entire fortress into the militia and use the scheduling system to rotate training so you'd always have a minimal crew for the essentials, and the rest are training to be awesome companions for your adventurers.

Journey to your fortress to retrieve your artifact candy swords and spears, recruit axe lords for companions, and be ready to conquer the world.

19
DF Dwarf Mode Discussion / Re: quivers..
« on: April 24, 2014, 10:57:06 am »
1) Mod goblins to be butcherable.
2) Craft goblin bone bolts.
3) Riddle goblins with goblin bone bolts. Sweet justice served.

You can get goblin bones without modding, if you chop off their arms and legs while they're still alive.  The arms & legs will decay naturally into piles of goblin bones (generally about 2 bones per limb, I think).  Once you have the bones, you can make bolts out of them.

Serrated disk traps do a reasonably good job of this.  Dropping the goblins down an extremely tall chute to land on a stone floor (with or without raised spikes) is also a common approach, though not one I've used myself.

Dropping goblins 40z is the way to go if you are mod-adverse or don't wanna gen a new world. It splits them nicely. All four limbs and head will neatly fall off.

20
DF Dwarf Mode Discussion / Re: quivers..
« on: April 24, 2014, 04:47:13 am »
1) Mod goblins to be butcherable.
2) Craft goblin bone bolts.
3) Riddle goblins with goblin bone bolts. Sweet justice served.

21
There is a dfhack command to copy stockpiles so you don't need to redo the custom stockpile assignments. I believe the hotkey in the starter pack defaults to alt+[p]. You need to be selecting the stockpile for it to work. There isn't such a command for zones, so tough luck there.

22
DF Gameplay Questions / Re: Best Starting Weapon Skill
« on: April 23, 2014, 10:18:19 am »
After several adventurers that met their end in a variety of ways, I'll say sword as primary weapon and spears for throwing is very effective. Spears tend to be lodged firmly when thrown, and you can then wrestle the weapon off the enemy for extra bleeding. Slice off limbs with your sword and you can deal with multiple enemies by forcing them to bleed out, minimising the attacks spent on each enemy.

23
DF Dwarf Mode Discussion / Re: Can I safely train invading beasts?
« on: April 20, 2014, 09:48:11 pm »
Don't animals in cages still breed? I remember having a fortress where all my dogs were caged but still kept producing puppies - or had they already bred before I caged them?

In those cases, the mother was already pregnant before being caged.

24
DF General Discussion / Re: The Great Dwarven Laws
« on: April 19, 2014, 09:59:27 pm »
The Surgeon's Oath: All doctors are to conform to OSHA safety practices before they are allowed to attend to patients. To prevent work exhaustion, a patient only may be seen after a year's worth of holiday in the dining hall. When working, they must keep themselves hydrated with ale and fed with roasts of the highest quality. If this means that they need to stop the surgery at the expense of the patient's health, they should do so with extreme prejudice.

25
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: April 19, 2014, 09:43:16 pm »
Walked into a tower with some companions, decked out in adamantine gear from my old fort. I expected to bait the undead horde out to kill them one by one, but the moment I stepped into the tower, I was attacked by something like 10 zombies, and subsequently dodged all the attacks. Right into the middle of the tower, surrounded by the necromancer and over 40 zombies.

Well, as a final act of contempt, I bisected the necromancer before going down heroically with my 2 other companions.

26
Masterwork DF / Re: tricks of trade
« on: April 19, 2014, 06:31:29 pm »
While it might be obvious to some, you can buy magmaling from the pet shop (requires a trade license) which can be commanded to spawn magma at the alchemist lab. Pasture them where you want the magma to be, and POOF: Easy magma. Just note that you need to actually find the magma sea or conduct research in magma (liquid spawner) to enable magma workshops.

27
I've been using these raws along with PE's starter pack, and I must say that the speed increase is very significant. I now can play into 10 years+ without getting eaten by the FPS monster. On a side note, is there any way to replace stone that evaporate to the usual stones that don't? I sometimes run into a lot of rubble, to the point that I am digging deeper and wider for construction materials, since I like to build a medium sized surface fort.

28
DF Gameplay Questions / Re: Depot and Military questions
« on: April 16, 2014, 08:26:44 pm »
Yeah, I don't do excessive armor layering.  My standard melee-squad uniform is mail shirt, cloak, helm, hood, gauntlets, mittens, leggings, high boots (if available), shield, and weapon.  I don't do breastplates or greaves, and I don't assign multiple copies of anything.

You should be adding a breastplate simply because it protects better against attacks than a mail shirt. You should also replace leggings with greaves for the same reason.

29
DF Gameplay Questions / Re: Need Advice About Labors
« on: April 10, 2014, 08:00:52 pm »
You can still melt normal ore with Masterwork, it's just less effective. In general I've found you can still play Masterwork as you would play normal DF, though there are a lot of changes to the balance of certain things.
However, it might be a good idea to turn off most of Masterwork's extra features in the beginning, then gradually introduce them as you learn the game.

Well, the new races added by Masterwork can be really dangerous which is why i feel there is a need to use the new features even though you can use the old ones at a reduced rate. I once had a pair of axelords wailing on a frost giant thief with copper gear for months. In the end i was forced to make silver war hammers to crack his skull, which is probably made of iron.

30
Before embarking, check the nearby civilizations by tabbing. A necromancer tower will show up as 'Tower' and that means you are in range.

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