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Messages - Daris

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346
DF Gameplay Questions / Re: Is there something wrong with my trade depot?
« on: November 22, 2015, 02:52:26 pm »
It's possible for a merchant to get spooked, and then proceed calmly the rest of the way to the depot before suddenly deciding to hightail it.  This can occur from hostile or semi-hostile wildlife as well as sapient refuse.  I would double-check what wildlife is on the screen when the wagons are arriving and take care of anything that might upset the merchants.  Their guards will try to protect their delicate constitutions from having to see any scary keas, for instance, but that doesn't work 100% of the time.

347
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 21, 2015, 11:06:20 pm »
My meditations guided me more toward hitching them to a sleigh and going on the world's most creepy Christmas present delivery run.

348
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 21, 2015, 08:18:25 pm »
Some questions can only be answered through mindful meditation.  Has a dog the Buddha nature?  Why does the turtle cover its flesh with bone, when other beings cover their bone with flesh?  What do I do with eight wild GCSs?

349
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 21, 2015, 07:04:57 pm »
Year 62.  Population 203.  Our seventh melee squad is in training, although it is only about half-full.  I've decided that, while having whole marksdwarf squads start simultaneously is best practice, the same does not hold for melee squads.  Thirty-nine of our citizens are children, and eighty-six are active military.

I originally thought that now would be a good time to start prospecting deeper into the earth, but then some things came up and I felt it would be better to have DF run in the background while I work on more important stuff.  So, not very much has happened lately.  I did, however, notice that I haven't seen any new above-ground critters recently, and realized that the goose and gander on my units screen is the same goose and gander that has been there for like 10 years.  They're stuck in a tree, immobile.  I suppose I could chop down the tree or something and make them move, and possibly kill them, but I kind of like not having random animals bothering me.  I've tamed the only useful animals on the map (alligators and rattlesnakes) and also the local stress-inducing trash bird (buzzards) so having no new wildlife to deal with is kind of nice.

The fort is currently in the process of generating a new wardrobe, and I got impatient and didn't want to wait for my GCS to revert to wildness.  So I installed a trained GCS in the silk farm instead, and made the pleasant discovery that it will attack a minotaur bait.  I had such poor luck with tame GCS in the silk farm in the past that I never bothered to test a tame one against a minotaur.  This will simply things somewhat.

351
DF Gameplay Questions / Re: barrel and bins in stockpiles
« on: November 17, 2015, 07:46:35 am »
They put a container there so that there will be one ready when they go to store something in the stockpile.  It's not wasted, and if the stockpile fills up, that container will be filled up, too.

The alternative, which I have seen happen, is for the dwarves to take their items to an empty container in the empty container stockpile, fill it up there, and then bring it to the food/whatever stockpile.  With food, especially, this is worrying, because the food is laying in a non-food stockpile for an indefinite period of time.

I know which option I would prefer to see.

352
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 16, 2015, 07:34:55 pm »
I dunno, four wereelephants sounds like the right kind of problem to have.

353
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2015, 04:44:28 pm »
If you want to raise training levels quickly, don't tame the babies.  Let them grow up wild, then you can train them over and over and over as adults.  You can always breed more later to domesticate.

354
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 15, 2015, 11:03:14 am »
The problem is that butchered bone from a sentient corpse produces an unhappy thought in a dwarf that sees it.  If you have a stockpile full of goblin bones, the bone carver gets an unhappy thought for each stack of bone every time she walks out of sight range and then back into range, which is going to happen frequently.  This also applies to the stack in the workshop whenever she walks away between jobs, which again happens frequently.  I don't even know how you propose to separate "whole skeletons" from "loose bone."

Anyone who does not believe this there is a problem with butchered sentient bone is welcome to test it themselves.  It isn't difficult, and then speculation is not necessary.

355
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 15, 2015, 01:02:50 am »
Year 60.  Population 192.  Our latest citizen is Ral Gladnessrings, the 43rd child of Kol Stasisrope and Stakud Peacetongs.

We've activated our sixth melee squad and our second marksdwarf squad.  A couple more forgotten beasts have visited, bringing the kill list up to 28, and of course the goblins keep insisting on ensuring that my military dwarves don't care about anything anymore.

The fort has 4200 bars of soap.  I hadn't actually intended on cooking up this much soap, but, well, why not?  We still have thousands more logs and not a lot of use for them other than soapmaking.  There are 2000 more units of giant bat tallow on hand, and almost 3000 units of rutherer tallow, plus assorted lumps from lesser animals for a grand total of 8150 tallow.  My only regret: that block bins don't store more bars of soap.  It boggles me that a container labeled a "bin" holds only 10 bars of soap.  In my world, that's a single economy pack, weighing 1 kg total.

I'm considering what I might build out of all this soap.  Whatever it is, it needs to be epic.

356
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 14, 2015, 11:57:20 pm »
You're learning the value of traps, I think.

357
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 14, 2015, 04:27:21 pm »
"Acceptable" is identical to "required" if you have autobutcher on.

358
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 14, 2015, 02:51:17 pm »
Yes, it only accepted bone.

I could tell when stress was induced by when low-Discipline dwarves would stop in horror at what they'd just seen.  A low-Discipline bone carver would carve some elf bone bolts, step away from the workshop, then be recalled to the workshop by the repeat order and then stop in horror at the bone still on the workshop floor.

If you don't believe me or want to test it yourself, feel free.  All you need to do is change [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] and [ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE] in the global raws to ACCEPTABLE on both counts and generate a new world.  Assign an easily-stressed dwarf to bone carving to accelerate the results.  Do let me know how relaxed bone carving becomes for that dwarf.

359
DF Dwarf Mode Discussion / Re: elf/dwarf/human tallow?
« on: November 14, 2015, 12:51:13 pm »
Yes, I'm sure.  I had eat_sentient_other marked as acceptable for two separate forts, and the most stressful job in the settlement belonged to the bone carver.  Random dwarves walking near the bone stockpile would often cancel jobs because: horrified.  I once checked the bone carver's thoughts in DT to see where all her stress was coming from, and she had bad thoughts from death like x125.

Once the bone is crafted into something else, it no longer generates bad thoughts, just as skins stop generating bad thoughts as soon as they are tanned.

360
DF Gameplay Questions / Re: Made it into level 2, now what? :)
« on: November 14, 2015, 08:22:15 am »
I think shield material matters when dwarves use their shields to bash, and it doesn't when they use their shields to block.  Looking at my combat logs has convinced me that bashing happens frequently, so I give my melee dwarves steel shields.

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