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Messages - cochramd

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1036
DF Suggestions / Petting/Breeding Zoo
« on: October 02, 2015, 02:08:53 pm »
Putting animals into zoos is a great way to give your dwarfs something nice to look at, but animals in cages can't produce eggs, milk, wool or offspring, and let's not even talk about the tame grazers. Perhaps there should be an option on pastures and pits to designate them as zoos where dwarfs can interact with them in a pleasurable way (though obviously the pasture should have more means to provide pleasure than pits, the latter being a look-but-don't-touch designation).

1037
DF Gameplay Questions / Do War Animals Breed?
« on: October 02, 2015, 01:06:53 pm »
I think the title is pretty self explanatory: If an animal is trained as a war animal, will it still breed? Will it breed with other trained animals? Untrained ones? What about claiming nestboxes?

Related question, if I add  the [TRAINABLE] token to a creature after worldgen, will I be able to train them as war animals?

1038
DF Suggestions / Re: Domestication, Mounts, and other Animal Fun
« on: October 02, 2015, 12:07:46 pm »
Carnivores should be perfectly willing to eat *almost* any corpse that's lying around, especially if they're responsible for its current state. When an unfortunate but deserving band of goblins falls into your pit of cave crocodiles, that should save you not only the trouble of the goblins, but also the trouble of feeding your cave crocodiles for a while.

1039
DF Modding / Shearing Yaks and Camels, Milking Every Mammal
« on: October 01, 2015, 08:28:55 pm »
I tried making Yaks shearable by adding the [YARN] tag, but it seems not to have worked. I'd like to go back and do it proper this time, maybe for camels and some other mammals too. What am I doing wrong here? Also, is there anything to making creatures milkable other than inserting a slightly edited version of the following under the Female Caste?

Spoiler (click to show/hide)

1040
DF Suggestions / Re: Domestication, Mounts, and other Animal Fun
« on: October 01, 2015, 02:19:56 pm »
I was thinking feedbags myself, so that the draft animals could work continuously without having to check in at a pile of food every so often, though that wouldn't work for elephants. In an earlier thread I suggested feedstock crops that grew very fast but were only fit for animal consumption....now that I've seen how fast crops can be grown I see that it's redundant. What would be nice is the "Farm-Pasture" suggested in that thread, and being able to see if a female animal is pregnant.

1041
DF Gameplay Questions / Re: Trees Punching Through Floor
« on: September 30, 2015, 05:59:07 pm »
Would an alternate solution be to construct walls under any trees I plan to cut down?

1042
DF Gameplay Questions / Trees Punching Through Floor
« on: September 30, 2015, 01:14:50 pm »
Many fortresses ago, an attempt to completely and utterly destroy a Giant Sponge by dropping a cinnabar boulder on it from 19 stories up ended with the hole being punched through the bottom of the river (don't worry, I still managed to kill that Giant Sponge). Recently, I've noticed that if you fell trees above a level you've mined out, there's a good chance falling logs will break through the floor and fall to lower levels. Does this happen when the level below is all upward staircases, or up/down staircases? I want to grab all the stone, ore and gems that I can from the layers above the first cavern, but I also want to have an underground tree farm and it would be a lengthy process to mine it all out and then build it all back with blocks. 

1043
DF Gameplay Questions / Accelerated Depression?
« on: September 30, 2015, 11:16:57 am »
I've been playing with a race of modded ☼Genetically Engineered Superdwarf☼s with higher attribute ranges; they also increase their attributes and skills 500 and 5 times faster respectively compared to normal dwarfs and suffer decay in neither. However, there seems to be some unanticipated side effects:
A) Immigrants show up not just with higher skills, but with a longer list of skills and enabled labors.
B) Strange Moods occur earlier in the fortress's life and possibly more frequently.
C) Depression-prone dwarves enter the stages of depression (tantrum throwing, depression, stumbling around obliviously) earlier in the fortress's life and possibly progress through them faster.

I figure that A) is just a consequence of modded ☼Genetically Engineered Superdwarf☼s being able to complete all tasks and learn more quickly than usual, while B could be explained by increased item production and mining rates (I don't think the number of dwarves with moodable professions has increased, but if it did that would also contribute). It's C) that boggles me. Does anyone have an explanation?

1044
DF Suggestions / Re: Domestication, Mounts, and other Animal Fun
« on: September 28, 2015, 07:46:57 am »
I'd really like to see the "training levels" have an actual in-game effect, since right now I take pleasure in adding animals to my civilization's list and increasing the training levels just for the sake of it. I have read that this is already in the works, and think it would be great if higher training levels made training that particular species significantly faster. Domesticating an animal on a civilization level would also be handy.

Of the other stuff you mentioned, beasts of burden are of the most interest to me, but I've noticed that most creatures suitable for being a beast of burden are grazers, so a means of feeding grazers without pastures would be necessary first.

1045
DF Suggestions / Re: Tree Farms And/Or Orchards
« on: September 28, 2015, 07:38:09 am »
Being able to designate only non-fruit producing trees would prove quite convenient, though not as much as being able to control where certain tree types grow. It's good to know that is planned for future updates.

1046
DF Gameplay Questions / Re: Quick Quarry Pit: Do Cave-Ins Produce Stone?
« on: September 27, 2015, 08:41:07 am »
Aw, dang, and I'd already gotten the channeling underway. Whelp, time for a new fortress.

1047
DF Gameplay Questions / Quick Quarry Pit: Do Cave-Ins Produce Stone?
« on: September 26, 2015, 02:07:06 pm »
Every time I start a fortress, I do the same thing: once I'm past the soil layers, I strip-mine everything down to the layer directly above the first cavern. My intention is to use this bottom layer for stone and metal industries (as all the stone and ore is conveniently located there) as well as living space for my dwarves. Sadly, every time my fortress manages to ruin itself before I can complete such a pit (the last one literally went up in flames). The primary reason was always that it took so bloody long to excavate that pit even if I always devoted my miner's full attention to it. So that's why I'm asking: does a cave in produce the same stone you would've gotten if you'd strip-mined the area instead? Because if it does, then I'm going to cause the mother of all cave-ins and save myself a great deal of time.

1048
DF Gameplay Questions / Re: Keeping Clay "Clay" and Functional Roofs
« on: September 23, 2015, 04:03:40 pm »
The real question is: will they ever know about the trees I harvest from my 100% underground tree farm if I keep it behind a locked door?

1049
DF Gameplay Questions / Re: Setting Up A Pasture With A Swimming Pool
« on: September 23, 2015, 03:54:10 pm »
Well, about the training aspects anyway...
Crocs, as any trainable non domesticated species, will lose training over time and will have to be retrained, and that means the trainer will have to path to the creature in question, which requires at most 3/7 water (or, I think, a ghost trainer). Having higher water levels at times will block training attempts and you'll probably run a high risk of them reverting to a wild state.
I thought that you needed to leave them alone, even to the point of foregoing train, to incubate their eggs anyways.

1050
DF Suggestions / Re: Farming Pastures
« on: September 23, 2015, 01:29:56 pm »
Well, nevertheless, new crops could be introduced that grow extremely fast but are unfit for dwarven consumption, so they exist solely for livestock to feed on.

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