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Messages - Pirate Santa

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481
DF Gameplay Questions / Re: Re-attracting migrants after a massacre
« on: December 11, 2014, 08:05:22 pm »
Unless your civ is extinct you can't permanently lose migrants, they will eventually come back as long you avoid further tragedies.
This could take a few years though and there will likely be less than normal.
Making sure the dwarven caravans get away safely will help with attracting migrants, as they are the ones who report your generated wealth.

482
DF Dwarf Mode Discussion / Re: Save Peacefultown From Dehydration!
« on: December 11, 2014, 07:49:58 pm »
Tried a roofed over outside well in 40.16, the water still froze and deconstructed my well

483
First priority is getting everything inside, especially if you're in a !!FUN!! biome.

From here I find it tends to get bit hectic, as I try to get a lot of things done at once:
*Build farms for food and booze
*Dig a cistern and build a well
*Set up basic workshops and start them operating, carpenter for beds(& other furniture), mason for well blocks(& other furniture), mechanic for mechanisms, still for booze, fishery/butcher if you have fishers or hunters
*Use mechanisms to set up a drawbridge so I can seal the fortress in an emergency

Once that's done I try to get someone churning out trade goods ASAP so I can trade for anything we're short on, and start digging proper bedrooms, a dining hall, stockpiles, etc.

With this approach I find I can have the fort sustaining itself by the end of the first year in most cases, in second year I start looking at setting up forges, militia, hospital & other workshops.

484
DF Gameplay Questions / Re: Trading oddity
« on: December 09, 2014, 12:07:27 am »
I had the exact same thing happen to me yesterday. My depot is underground and there are no feather trees on my map.
What's going on here? ???

485
DF Dwarf Mode Discussion / Re: !!Feng Dwarfy!!
« on: December 06, 2014, 09:04:26 pm »
Rampartcastle

Spoiler (click to show/hide)
Slightly modified design.

What tileset is this? I really like the diagonal walls.

486
DF Dwarf Mode Discussion / Re: New Jobs Picking Procedures?
« on: December 06, 2014, 08:47:56 pm »
My preference would be for an improved "default" priority list (Gives higher priority to medical labours for example),
and in addition a customizable priority list for individual dwarfs.
Example: I always have a team of mason engravers who run around building/smoothing/engraving everything. It would be nice to be able to tell some of them to prefer masonry while others prefer engraving without having to be turning labours on and off.

McCautious idea of going as far as construction vs workshop could be very useful to.

This is probably going to end up giving us more things to micromanage but I think that ought to be offset by the fact that we only have to it once per dwarf.
Hopefully.

487
DF Gameplay Questions / Re: The material of a shield
« on: November 25, 2014, 07:17:03 pm »
Bash attacks don't even train sheild skill, so they aren't very impressive.
Shield bashing uses and trains the Misc. Object User skill.

488
DF Dwarf Mode Discussion / Re: Overly stressed dwarves... But why?
« on: November 17, 2014, 01:07:51 am »
Oh boy am I having this problem.

The "Feeling vengeful after joining an existing conflict" thought is going to kill my fort.
The first time one of my dwarfs tantrumed I checked him and he had one satisfied, one blissful, and TEN vengefuls. All of them I'm pretty sure are caused by Keas randomly attacking everybody they can get their wings on.

One dwarf has died of being too depressed to drink, another went berserk and punched a miner and got a pick through the brain for his trouble, my Armok damned Chief Medical Dwarf is the main cause of injuries in the fort because he keeps punching people unconscious. I'm also sick of constantly rebuilding furniture that's been destroyed by tantrums.

We're long overdue to be sieged by goblins, for some reason they haven't shown up, and I'm dreading when they finally do.

This madness has been going on for most of the forts 3 year life, I don't how much more it can take, around 10% of my population seems to be tantruming/depressed/oblivious at any given time.

489
DF Gameplay Questions / Re: Throwing weapons!
« on: November 07, 2014, 01:22:13 am »
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.


Sigging that. Gothening, you've been replaced!
I second that motion.

490
NOTICE TO ALL DWARFS OF SPEARSAVAGES
In regards to the new reactors
I have noticed some rather alarming tomfoolery happening in the vicinity of our new reactors, and I'd like you all to know what is not acceptable in regards to these rather sensitive (and dangerous) machines.
1. DO NOT leave personal belongings in the reactor fuel line. Urist Mcminer I'm looking at you, you're damned lucky that sock didn't clog anything.
2. DO NOT walk through the reactor channels. I restricted the the things for a reason.
3. DO NOT allow pets to wander through the reactor channels. Mosus Usandeler your cat just barely escaped drowning, don't let it happen again.
4. FOR ARMOK'S SAKE DON'T DROP YOUR BABY IN THE REACTOR CHANNELS!!
5. When constructing the reactors DO NOT stand in such a position as to trap yourself INSIDE the reactor necessitating its partial deconstruction. If I weren't worried about interference from your corpses I wouldn't bother rescuing you.

That is all (for now)
Sincerely,
Hand of Armok.

491
DF Dwarf Mode Discussion / Re: Getting some Dragons
« on: October 30, 2014, 09:42:14 pm »
Upon embark my dragons immediately murdered everyone.
Your dwarves were all going to die eventually, consider it a mercy killing.

492
DF Gameplay Questions / Re: How do I find out why death has shown up?
« on: October 26, 2014, 06:39:38 pm »
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.

So sigging that.

493
DF Gameplay Questions / Re: What should I use in my weapon traps?
« on: October 25, 2014, 01:58:34 am »
I *think* discs get multi hit as well...
Yep, they do, 3 hits.

494
DF Gameplay Questions / Re: What should I use in my weapon traps?
« on: October 25, 2014, 01:53:04 am »
Didn't realise spiked balls get multi-hit, I think I'll definitely go with a combination of them and discs.
Thanks for the help guys  :)

495
DF Gameplay Questions / Re: What should I use in my weapon traps?
« on: October 25, 2014, 01:09:44 am »
I'm hearing a pretty strong argument for serrated discs, and I think I'll mix some spiked balls in there.
Would wood be enough for the spiked balls or do I need to go metal?
I'm expecting an elf siege soon.

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