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Messages - Malmensa

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1
Never seen that. My guess is that Urist McBaron has done something stupid and died.

2
DF Suggestions / Better booze names.
« on: September 23, 2019, 12:49:06 am »
What is "Potato wine" Surely, if you use potatoes in a still, the end product is VODKA!

Maybe Bloated Tubers could become "Dwarven Vodka"?

3
Dear Urist McStrangemood.

Great that you are feeling inspired to create something wonderful, but how about you make it something useful? An artifact large rat leather floor grate is pretty, but not much use.

4
DF Dwarf Mode Discussion / Just jump you coward!
« on: August 27, 2019, 12:36:47 am »
I have a fairly young fort, trying to get a sable water source. Around 8 Z levels below my temple, hospital, tavern and other nice places for dwarves to spend time, I have dug a 3 z level trench. Plan is to dig some holes down, fill the trench with water, then construct some nice wells.

Problem I have is that miners are scared of the fall. I figured they would dig the channel down, take a 3 Z level fall, and maybe spend a week in hospital recovering. A 3 Z level fall should produce minor injuries at most. My hospital is ready! The miners however, just stop with a "dangerous terrain" message.

How do I get my minors to dig out that last bit?

5
DF Dwarf Mode Discussion / Re: Trivial findings
« on: August 09, 2019, 03:44:17 am »
I've seen two miles in a row that were asexual (the two mules I've seen at all since I figured out the gaydar) and both were asexual.  Since asexuality is so rare, I have hypothesized that all mules are asexual.  Not that it really matters, since they're all male anyway...

Mules in real life are sterile. They can have sex, but cannot breed. I guess asexual is sorta close. 

6
DF Dwarf Mode Discussion / Re: Trivial findings
« on: August 09, 2019, 03:18:18 am »
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.
How about if you can burn some hemp, and have dorfs inhale that? Or maybe it would only work on humans?

You might end up with dorfs that get happy thoughts looking at random objects, suddenly get hungry, sleep a lot, and develop strange moods.


7
DF Gameplay Questions / Re: Dwarf dehydrated how to hydrate?
« on: July 29, 2019, 11:44:13 pm »
Might have just been a bit busy.

Dorfs usually get a bit thirsty/hungry/tired before drinking/eating/sleeping.

Quite normal to have a few in those states for a while, before they tend to their own needs.

8
DF Gameplay Questions / Re: Noob in need of help "Werechamelon" lol
« on: July 26, 2019, 02:56:21 am »
Werebeasts can also be locked in a small room with a table, and assigned Bookkeeper role. They do not need food or booze, and can somehow manage to keep inventories up to date from within their little cell.

9
DF Gameplay Questions / Re: Named items = artifacts?
« on: July 22, 2019, 08:17:42 pm »
There is a also a cap on the number of artifacts a fart can have. Maybe you are at the cap?

https://dwarffortresswiki.org/index.php/DF2014:Strange_mood

10
DF Gameplay Questions / Dwarves won't pick fruit.
« on: June 28, 2019, 01:13:08 am »
Hi

I have a fortress started up and thriving nicely, a couple of years old now, and 80 odd dwarfs. The area is wooded, with a lot of fruit trees, and a smattering of willow around lakes. Running 0.44.12 

Problem I have had since embark is that my dwarfs just won't pick fruit. I verified that several trees have fruit on them, I have 6 stepladders. When I designate an area as plant gathering, dwarves will collect from shrubs, so I get potatoes, spinach etc, but no fruit. This is not my first fortress, and I have not had this problem until now.

I am about to give up on fruit trees and just chop them all down for beds and charcoal!

Any ideas why this could be happening?

11
DF Gameplay Questions / Farm in a paddock?
« on: May 16, 2019, 10:41:32 pm »

I have a large paddock just outside of my fort entrance, with a few chooks, pigs and water buffalo grazing and hopefully breeding in.  To provide some protection against roving Kobolds or whatever, I have a wall and with a few doors around this paddock.

If I now create farm plots inside the walled paddock, what will happen?
1. Animals will trample or eat anything I try to grow (as per real life)
2. The farm plots and paddock will just co-exist?
3. The farm plot area will be subtracted from the total paddock area, but otherwise all will be OK? 

12
I have found werewolf dorfs to be pretty slow at breaking stone doors. I tend to set up a corridor with 6 or so in it, usually only loose 2 at most. Plenty of time to rebuild.

I once walled in a Weredwarf and had him be my bookkeeper. Seems Dwarfish bookkeepers can somehow count event sock in  a fortress from within an enclosed, dark cell.

13
DF Gameplay Questions / Sporadic ironic Crashing
« on: August 04, 2015, 01:01:50 am »
Every so often, maybe one time in 20, when I start DF, it crashes on the "splash screen", right as the "Quality" is being written in fireworks. I end up with a heap of ***s a dead game and need to kill and restart. My hardware is stable, and I can't discern any sort of pattern. I am running 40.19, unmodded.

Anyone else seen this?

14
DF Gameplay Questions / Re: Siege operators and civilian alerts.
« on: August 03, 2015, 04:08:52 am »
Hmmm, OK.


My fortress has a 25 long x 5 "entry hall" with a trade workshop to one side, and a barracks to the other. The doors "inside" are behind the catapult.  Along the sides and near the exit are a heap of traps. Idea is, when under siege, to have my military, (a squad of 10) assemble near the catapult, and mop up any nasties who avoid the traps and flying rocks.

If I include the catapult in the civilian alert burrow, I guess I will have a shitload of planters, woodcutter, herbalists etc gathering there as well.

15
DF Gameplay Questions / Re: Why do dwarves cry?
« on: August 03, 2015, 01:04:26 am »
Might be totally off on a silly tangent here, but do you have a heap of onions on this fortress?

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