Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Thisfox

Pages: 1 ... 92 93 [94] 95 96 ... 108
1396
I have a Champion (someone finally lost their foot, so a crutch was presented, and they were labelled champion. They lost it to a unicorn) who has demanded an iron cabinet in his room. No worries, melted down at least 20 iron anvils from the caravan by now, so I just made an iron cabinet and put it in his room. The demand remained up there though, so I absentmindedly made a second one, and put it in his bedroom too, then realised what I'd done. I'm so happy it's a demand I can fill...

My two dukes, their two consorts, and my two duchesses, and their two consorts, are harder to fulfill though. They love everything from figurines to quivers, and the fortress now has more than forty quivers in bins in the leatherworking area, due to the fact that they get demanded, then no one is allowed to sell the damn things, then they get demanded again. I've made a half dozen sets of leather armour, when the two branches of the military are all decked out in bronze and iron, so that's for no reason as well. I've got a lot -A LOT- of earrings, as no one will let me sell the goddamn things, but they keep mandating things like bracelets, so I have to keep making trade goods for the bracelets, and thus end up with bins and bins of things I'm not allowed to sell. I'm seriously considering building my first ever atom smasher. I've never ever made one, and had intended never to start, but the sheer number of useless trinkets I have been making. It would have been different if I had been allowed to choose one of these nobles myself, but they all were chosen by the game.

And don't even get me started on Mayor-of-Traction Benches. I now have four traction benches in the mayors tomb, as the hospitals are full. I am tempted to find a way for the mayor to USE said traction benches. Possibly permanently.

The worst noble, though, wasn't even one of these. It was a bloke who wanted me to make anvils. On a map with no iron. It was so damn frustrating... I wanted an anvil, and the metals, as much as he did, but we were on a gold rich, iron poor location. Bastard should have been enjoying being King Midas, but no. Eventually he was locked (first with a gold door, then a gold built wall) into his office, which was filled with gold statues, gold tables, and gold chairs (not to mention gold containers) and that was how I discovered he was a vampire, as he lived in there, safe and isolated, for years. The fort eventually died of water pressure issues, when I was learning how not to make a well. Yay.

1397
That would make the bag situation worse, not better. I think they do get scavengers, if they're stored incorrectly and with no cats. But the bags don't appear to be turn-off-able.

1398
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 19, 2014, 02:15:03 am »
I got a pair of artifact gauntlets, though they were not really a pair (made by different dorfs).
Do they always make gloves in pair, or am I just lucky?

In one of my forts, I got two left boot artifacts, one of leather, the other metal.

...I have since always thought that that that was a fort where no one could dance....

1399

Dear rest of the hauler corps,

Stop gathering all those plum and cherry pits and apple seeds. They cannot be planted anyway; they are just a waste of bags. The titan silk farm is not for making infinite bags.

Yours, the overseer of Sprycanyon.

I'm at the point where I'm selling my bags of pits and treeseeds to the merchants, and buying empty bags in their place. It's very annoying. I wonder if I can forbid the pits and move the bags? Would that work? {wanders off to find out}

1400
DF Dwarf Mode Discussion / Re: preventing cave adaptation
« on: November 18, 2014, 02:43:46 pm »
You could embrace cave adaptation and abandon the surface. Really easy to do in evil surroundings, who would want to be outside in that weather?
Easy in evil weather, less easy when you rely on caravans for weapon grade metal...

Four "caravan entry chute"s, one for each compass point, guarded by chained dogs and military in  training, all leading to a central trader depot? Not that I've done that. Tempted to try it now though.

1401
DF Dwarf Mode Discussion / Re: Armour
« on: November 18, 2014, 02:41:06 pm »
I used to have an artifact shield (made by a child, no less!) which did some serious damage to the enemy.

My military commander one-hit a forgotten beast recently. With his fist. It was a crab, and he hit it in the head, before the other members of his squad could even arrive, and called it a day.... I'm hoping we'll at least get some crab-flavoured forgotten beast roasts out of it. I have no idea why the excellent fighter didn't bring his solid silver mace, but I see now that he doesn't need it.

1402
DF Dwarf Mode Discussion / Re: preventing cave adaptation
« on: November 18, 2014, 03:01:15 am »
so I think I'll just make the soldiers train outside...

Yeah, I've had my military training outside since cave adaptation last was a "thing", so it's no change for me. A bit of a nuisance when the Forgotten Beast arrives in the caverns instead of upstairs, but otherwise all good.

1403
DF Dwarf Mode Discussion / Re: Armour
« on: November 18, 2014, 02:58:05 am »
At least he didn't stub his toe or tear a fingernail... That could hurt.  ;)

1404
DF Dwarf Mode Discussion / Re: preventing cave adaptation
« on: November 17, 2014, 11:25:37 pm »
It's a problem for a fort under 9 levels of aquifer. I can't just dig that channel down to my (under the aquifer) dining hall, fighting nine levels of water-bearing rock and mud... and that's only the topmost of three dining areas. The marble dining area is definitely a lot deeper than that... I'm trying to make a set of dwarfs who are "daylight friendly" (the two squads of military are included in that, and the animal caretakers) and just putting up with the rest not being daylight friendly. But on their off time, all dwarfs randomly travel up to the sun occasionally... just not often enough. The top ten levels of my fort are green.

There also is some puking going on downstairs from the middle dining hall, but I think that's due to cave crocodile attack. The Forgotten Beast down there got one-hit by a militia captain, so it can't be that.

I'm fascinated by the "to prevent falling damage" thing. I've never had a dwarf fall down a staircase. Ever. Is it a common thing to happen with everyone else? I've had a dwarf fall out of a tree, but he had legitimate reasons for doing that, and for that matter someone had stolen his stepladder, so he was limited in his options to get out of the tree.
Is falling down staircases the result of fighting on the staircases? It seems such a unique problem...

1405
DF Dwarf Mode Discussion / Re: Armour
« on: November 17, 2014, 07:07:44 pm »
I eventually found it by hitting i on every window I could find on the dwarf. {v} did nothing, but when I went through the {u}rist window (the window full of dwarves names), hit {z} then {i}, I found it.

Observation: He needs new clothing (no surprise there, I'm still trying to end that clothworkers strike) and also... his socks and shoes are odd. But his gloves aren't. How interesting.

1406
DF Dwarf Mode Discussion / Re: Armour
« on: November 17, 2014, 02:44:30 pm »
I find it's best to have all the armour and weapons they will want in a (binless) pile somewhere sealable, activate the military into the room ("{s}quad {a} {m}ove ... here...." is how I remember that sequence of buttons) and then lock the door when they're all inside. Then I activate and deactivate them a couple times, giving them time to get dressed, sometimes telling them to take their clothes off at the same time.... Eventually armour disappears, presumably onto the dwarfs, and I deactivate them again, this time unlocking the door. It was recommended to me by someone on the forum, and it definitely appears to work.

I've never understood how to actually see if the dwarf is wearing a specific item of armour, though. I can't even see if they're wearing the clothing I made, all I get is a whole heap of ruined clothing to sell at the trade depot, which I assume means that someone took it off and put on new clothing.

1407
It's called piercing. They enjoy piercings. Elves and piercings go together somehow...

To answer the question, an elf would never do such a thing to a poor defenceless giant seed. No wait, it's a rock? Are you sure? So you're just going to damage that seed just because it's pretending to be a rock? How dare you!

I just watched a dwarf administer a patient a drink of water out of a bucket from the well. He's thrown the empty bucket on the ground, and there's no spilt water. I'm not sure how this is possible, could that patient have drunk a whole bucketful of water? How big are buckets?

1408
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 16, 2014, 04:45:06 pm »
....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.

1409
DF Dwarf Mode Discussion / Re: We Three Barons
« on: November 16, 2014, 04:42:29 pm »
I see them as a challenge, but also as something worthwhile to do. There was someone on this forum a while back who stated that playing this game was "boring"... Honestly, I don't see why they'd think that, but aquifers definitely are a factor in why the game isn't boring! Even though I'm boring right through them... heheh.
This aquifer wasn't that bad, as I had some very good dwarfs working on the problem. I've had a lazy set of carpenters once, and that sucked.

1410
DF Gameplay Questions / Re: what are those teal X's?
« on: November 16, 2014, 04:41:23 am »
I recommend butchering and eating the cats. Not only do I love my ☼cat leather armour☼, but they are remarkably agile beasts, and could probably dodge most atom smashers if given any warning at all... Besides, having one or two of them keeps the vermin down.

Pages: 1 ... 92 93 [94] 95 96 ... 108