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Messages - Chief10

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286
DF Gameplay Questions / Re: Women soldiers
« on: December 18, 2014, 09:49:24 pm »
When my population reaches a certain point - about 60 - I have women do all the work and put all the men in the army. Women are best left working because you don't want them to go into battle with their babies.
From a different thread.

Any one else see a problem with this?  It's not really cool that the women do ALL the work and the men hang around and wrestle with each other. 

Makes perfect sense, not blaming Deboche don't want babies going into battle.

I play this game extensively, and I have never, not once, had a baby killed in combat. I have had plenty of children get killed inside of my fortress by all manner of creatures, but never has a female soldier lost a baby while carrying it. As far as I can tell, if the female soldier gets killed, her baby just crawls away or hangs out until someone else picks it up.



Often times people enjoy using DF to create worlds which make them feel powerful, feel historical nostalgia, or otherwise peak their interest. If people choose to make sexist forts, they probably harbor similar prejudices in real life.

287
DF Dwarf Mode Discussion / Re: How to play old saves on new version?
« on: December 18, 2014, 09:44:15 pm »
Thanks, I appreciate it

288
DF Dwarf Mode Discussion / How to play old saves on new version?
« on: December 18, 2014, 09:26:09 pm »
Toady said the new version is backwards compatible, so how do I download the latest version, whilst ensuring I keep my old saves. Can I also keep the old world?

I'm guessing I just somehow drag and drop the old save files into the newly downloaded folder?

289
DF Dwarf Mode Discussion / Re: Bolt Breakage
« on: December 09, 2014, 02:15:39 am »
I was told it was whether they missed, combined with whether they fell one  z level after missing. But I don't know for sure. I can't seem to make an archery target anyone ever uses. Ever. So I've never been able to test it.

Almost 100% sure your problem is the classic "training bolts" problem. If you assign a squad metal bolts for combat and wooden bolts for training, they will fill up their quiver with the metal bolts while off-duty. Then, when they try to go to archery practice, their quivers only have metal bolts in them (which are forbidden for use in training), so the dwarf is unable to train.

So you basically need to make a separate training squad, which is only assigned wooden bolts, or else assign metal bolts to training (this is what I use copper for).

290
DF Dwarf Mode Discussion / Re: "Bronzepalace", a dwarven hamlet
« on: December 07, 2014, 08:44:31 pm »


Code: [Select]
[POPULATION_CAP:7]
[STRICT_POPULATION_CAP:150]
[BABY_CHILD_CAP:100:1000]


The liaison has already come, so should I get a lot of migrants next year? I can handle a handful, but a dozen may cause problems.

Presumably you'll get the first hardcoded migration wave, and that's it. I don't think you'll get any more because of your pop cap.

291
DF Dwarf Mode Discussion / Re: Goblin Danger Room
« on: December 07, 2014, 08:05:26 pm »
Well, you never know when you will get a goblin shortage...

My thoughts exactly. I don't like to use cage traps at entrances, so I typically get 1-3 goblins per siege

292
DF Dwarf Mode Discussion / Re: Goblin Danger Room
« on: December 07, 2014, 06:35:38 pm »
Right, even just switching their weapons requires them to go to the stockpile to get it. As far as I can tell, it's slightly buggy, because I've done this and then stationed a squad, and had multiple dorfs show up with no weapon at all.

Also, getting attached to weapons just means they get a little happiness boost if they are fighting with their favorite weapon as far as I know, they won't refuse to part with it anymore...

I did not know this however. I thought it was a major blow to happiness if a dwarf lost possession of a favored weapon?

293
DF Dwarf Mode Discussion / Re: Goblin Danger Room
« on: December 07, 2014, 06:16:32 pm »
you would probably be better off giving your dwarves training weapons so their attacks hurt less rather than training the goblins, wooden weapons do have a use besides pissing off elves (though pissing off elves is its own reward)

The reason I don't like doing this is that dwarves can get attached to the wooden weapons. I also find it a pain in the ass to keep rotating dwarves between squads, especially because it takes them forever to go pick up their new weapons (my fort's FPS is meh).

294
DF Dwarf Mode Discussion / Re: Goblin Danger Room
« on: December 07, 2014, 06:10:23 pm »
You can't take away only weapons, it's everything or nothing. Also, since they don't have full suits of armor, they'll be horribly crippled.

Hmm, are you sure? I seem to recall designating a goblin's weapon to be dumped in an older version. Regardless, they would remain fully equipped while in the danger room.

295
DF Dwarf Mode Discussion / Goblin Danger Room
« on: December 07, 2014, 05:58:55 pm »
To begin with, I consider using a danger room for my dorfs to be an exploit. I like to use live combat to train them.

Has anyone ever considered training captured goblins in a danger room? The idea being that they quickly become formidable enemies. I would then strip them of their weapons, but not their armor, and let 3-4 dorfs fight each one. This way the goblins stay alive much longer.
I don't have the time to try it right now, but I was wondering if anyone had experiences with this.

296
DF Dwarf Mode Discussion / Re: Do you have any DF quirks?
« on: November 11, 2014, 06:14:16 am »
Embark:
-I refuse to play an embark without a river and iron, and I like there to be lots of trees.

Fort:
-I generally build into a hillside, but in the new version am building an above ground castle. All outdoor buildings must be made of the same rock, with wooden floors.
-My main gate always has a raising bridge between two 7x7 (5x5 room space) towers, which house barracks on the first floor.
-Dorfs always have tiny rooms with just enough space for a door, bed, chest, cabinet.
-I have somewhat separate "work" vs "living" areas. For example, in my current fortress all workshops and animal pens are roughly dug into a hillside. The rest of the fortress inside in a large, monolithic above-ground complex, and includes bedrooms, hospital, wells, dining halls, final product stockpiles (cooked food, booze, clothing, armor, soap, etc.), and barracks in the towers.
-I never use cage traps IN OR AROUND my fort. I often place them in far-flung corners of the map to capture wildlife.

Dorfs:
-I like to restrict my military to using swords, spears, and crossbows.
-A nickname is bestowed upon any dwarf that achieves legendary in a skill.

297
What tile set are you using?

298
DF Dwarf Mode Discussion / Re: Advice for my food production
« on: November 07, 2014, 07:12:16 pm »
Your farms are HUGE.

For comparison, I feed my 120 dwarves with 5 different 4x4 plots, plus a handful of animals.

299
DF Modding / Can I get more skill points for Adventure Mode?
« on: October 31, 2014, 04:46:23 am »
Can I increase the initial number of skill/attribute points I can give to my adventurer? Can I simply change something in the raws?

300
DF Dwarf Mode Discussion / Re: How do I set a population cap?
« on: October 23, 2014, 03:45:40 pm »
Thank you

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