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Messages - SebasMarolo

Pages: 1 ... 12 13 [14] 15
196
DF Adventure Mode Discussion / Re: What Weapon Do You Usually Use?
« on: July 30, 2016, 12:07:06 pm »
dualwield axe/mace with a spear.

197
DF Adventure Mode Discussion / Re: Lady sent me to war! :D
« on: July 30, 2016, 12:02:05 pm »
So, how are you supposed to go about it? Kill everyone, or just their leader?

198
DF Suggestions / Re: Clothing and armor comfort
« on: July 30, 2016, 11:58:58 am »
Great, in the future nobles will demand for masterwork adamantite socks.


Also, about the thing about leather being more adept to rough use but unconfortable and cloth or silk being more comfortable but not that good against wear... What about using silk/cloth gloves for comfort, and leather mittens over those to withstand the wear and tear?

Otherwise it would be like complaining that a boot is rough because you forgot to wear socks.

199
I usually go for axe-goblin or mace-goblin. Bashing in my noble's face is amusing. Throwing his butchered remains on the magma chute I use to dispose of garbage is even more amusing. Then I just  jump in there and un-retire the fort.

The whole ordeal is pointless because most of the time a new baron or something finds his way on the fort during the two weeks, but meh, that isn't my main fort anyway.

200
DF Suggestions / Re: Priority settings for buildings.
« on: July 29, 2016, 07:26:27 am »
A work around this would be making sure at least one or two dorfs (in case one of them is asleep) have the building labor enabled and nothing else. Gives peasents an use.

But yeah, this would make things easier.

201
DF Suggestions / Re: Separate boxes and bags?
« on: July 28, 2016, 09:55:12 am »
But what about when you're furnishing your dwarves' rooms? I wanna place coffers, not bags!

202
DF Suggestions / Add a (D)etails option when cooking.
« on: July 27, 2016, 04:53:58 pm »
More or less what it says on the title. An option to add details to a cooking job to select ingredients, like in masonry where you can specify the type of stone and image of a statue, or smithing and choosing the size the item is going to have.

I know randomly generated recipes are going to be included some time in the future, but for now I'd like my forts to be known for their dishes of fish, turkey eggs, dwarven wine and quarry bush leaves; not for whatever it is my cook found first and threw together in the oven.

(Also, for some reason google translator [I use it to check for typos because english isn't my first language] kept saying I should write "fart" instead of fort.  :P)
(Is there any use for the "message icon" option? Like, I wanna put a ! because I like MGS, but I don't want people to think this is overly serious. So I went with the lamp because this is an idea, more than anything else.)

203
DF Suggestions / Re: Additional 'natural' stances for animalmen
« on: July 27, 2016, 04:31:40 pm »
I think combat stances and techniques are on the goals list. I don't see why this couldn't be a part of that as well.

204
Also make sure that if you're using custom food stockpiles, you enabled them to use the max ammount of barrels they can hold.

Nothing sucks more than wondering why your dwarves wont haul the booze when the wine cellar still has tons of space left.

205
DF Gameplay Questions / Re: Outpost liaison
« on: July 25, 2016, 05:51:20 am »
A human lawgiver kept following my major/baroness around, trying to have a meeting. He could only catch up with her when she went to her private dinning room to eat. Make sure your major/whatever is not busy.

206
What version is this? Recently I have had issues with dwarves not using pots/barrels unless I also permit them in the furniture menu in the stockpile list.

Does that work? If you enable the stockpile to keep empty barrels/pots/bins besides food, will the empty barrels be filled with food as it is produced? I have a couple of dwarfs carrying metal bars from the smelters all the way at the bottom of my fort to the wood bins nearer to the surface, and then carrying the bar filled bin back down to the bar stockpile.

207
DF Dwarf Mode Discussion / Re: Friendly wererats?
« on: July 23, 2016, 05:30:04 pm »
Now I have something to do with a wererabbit I have locked away.

208
how did you get zombies? evil weather or necro tower? If the later, you could set up a pretty wicked training room for your militia. instead of "live" training, UNliving training!

If you catch a necro, you could have him raise your training dummies for as long as you need.

Also, I read that a dwarf's sanity is greatly affected from fighting the undead, so with careful and well measured training you may get them to have that "doesn't care for anything anymore" thing-y that I've read many many players want their dwarfs to have.



Or you could go for the conventional and chain them to your entrance. Chained things wont attack your dwarfs. If you go for this route, I've read that first you have to build they cage they're in near the chain, to minimize the time the zombie/BC/sea serpent is outside the cage.

209
DF Gameplay Questions / Re: how to deal with different sieges?
« on: July 17, 2016, 11:30:31 am »
@PatrikLundell

Took your advice. I began digging near the base of the Volcano, I'll make 4 tunnels to the outside(one to each direction), and use a central room with staircases that lead into the fort as bait. I'll open the tunnel to which the invaders are most close to, halfway into the tunnel I'll place a shit ton of cage traps, and almost at the end of the tunnels I'll place preasure plates to close the access to the fort, in case something makes it past all the cages. By then I suppose the invading forces will retreat, and all I have to do is close the tunnel which they used to enter and open another one "to let them out".

Technical question. which weight less? Glass or wood? I have plenty of both, but I'd like to know.

Oh, I ran into a "hello, goodbye" undead siege. I saw 3 necros, and they came pretty close to some retreating woodcutters... and then ran the moment they were spotted. Guess their ambusher lvl wasn't pretty good. But that means that if I leave my trap open with nothing that may scare them away, I may catch them all. I may have to look into a way to avoid Werebeast from sneaking in, though.

Just hit the summer of the third year.

210
DF Gameplay Questions / how to deal with different sieges?
« on: July 15, 2016, 08:46:56 pm »
I've been sieged only once before by goblins, and they ran away with the season change before I could finish my traps, so my experience with sieges is pretty low (I do know how to set civilian alerts and stuff to get everyone in), and now I'm building a "fort" in an embark that's within reach of everything, elfs, humans, goblins and a tower.

I want to try and capture everything... because of reasons (Also I cant make a military force to save my fort. Literally). I've read that goblins charge blindly and tend to run away if they're losing, so I see little problems with capturing them. I've also read that the undead tend to just linger around, that humans actually besiege you, camping around and stuff, and I couldn't find much on the war ways of elves, just that they bring pretty sweet rides and that they wear wooden armour.

So... How do you guys catch the undead? or elves or humans? How often does the necromancer him/herself show up and how do you campture him/her? How many cages should I have at the ready for elves? I've read they can bring some large numbers...

I'm not at war with the humans or elves yet, but the threat of a goblin or undead siege worries me and the fort just hit the summer of its second year. Resources avaiable: the embark has a volcano with lots of space to build inside the mountain, so no accidentally breaching the caverns for me (it happened once with a prototype vertical layout fort...), its on a heavely forested biome, so lots of wood, no aquifiers but no rivers as well, so not much to generate vast amounts of power with...

So, I guess that's about it, I wanna capture all what I can, but dunno how.
(out of curiosity, do humans die of thirst/hunger if they're chained somewhere for too long?)

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