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Messages - eltorre

Pages: 1 [2] 3 4
16
DF Gameplay Questions / Re: Turtle Power
« on: February 07, 2008, 05:55:00 am »
turtles are vermin, not animals, so they spawn and dissapear randomly... and they are in every water patch. all the things that can be fished are vermins, other fish (carps) cant be fished.

if you want shells, just dump the raw turtles (or prepared ones, if you want), and they will rot, so you'll have shells.

but there is no problem whith getting turtles...

if I fish on a pool, I get turtles. If I fish on the river, I get turtles. If I fish on the aquifer, I get turtles. If I fish on the 1x1 ponds I made on the dungeon so criminals can drink, I get turtles.

then this gives more questions... dwarves have turtle eggs in the pockets?


17
DF Gameplay Questions / Re: Bone collecting
« on: February 02, 2008, 05:03:00 am »
i usually make a 2x2 pit, closed with a door so miasma dosnt flow out, and i just order to throw away all the shells, bones, corpses and skulls into the pit (dump zone). then time to time i change the orders, y reclaim everything on the pit, and put a near workshop to work.
just like rock managing, but with bones.

18
DF Gameplay Questions / Re: Why can't I fertilize some of the farm plots?
« on: January 28, 2008, 05:03:00 am »
quote:
Originally posted by Forumsdwarf:
<STRONG>First the fertilizer question: farmers won't fertilize land they can't seed.  Check your seed stock against the number of tiles you're asking your farmers to plant.

Now my question: Is there any way to check the fertility of the soil?  Is there any way to check the fertility by plant species?  (Look it all up in the Wiki isn't my preferred answer, but it'll do I guess.)</STRONG>


you have a "FT: X" marker when you look the plot info (with (Q)). ft stands for fertility, i think.

i will try to explain it better:

in the last version, where mud tracked, i comstructed 4 farm plots in black sand. its ft was 1. plants growed as usual, and i got stacks ranging 1 to 5.
then a little "accident" with a pool and inmigrants made some mud that started to track everywhere (before it was only blood... but it dont got to the farm zone). when i noticed ALL the black sand zone was covered in mud, y saw that the farm plots had a ft of 5, ann there where more 5-plant stacks.
so sand is bad soil for agriculture, but if you make it muddy, its a good soil, like ANY surface (as muddy engraved obsidian).


19
DF Gameplay Questions / Re: Why can't I fertilize some of the farm plots?
« on: January 27, 2008, 04:15:00 pm »
any sand floor is bad for agriculture... you only get 1 fertility in that soil.
but if you make the soil muddy, it will raise the ft, and you can fertilize the soil for more ft...
i dont know if this applyes to the new version, where mud dosnt track... back in older versions, i had the farms plots with 6 or 7 ft just with mud spreading.

20
DF Gameplay Questions / Re: Hammer training
« on: January 23, 2008, 04:31:00 pm »
i got the most severe injuries while spear training... a unskilled dwarf with a silver spear turned red the brain of my legendary hero... and six gray necks to other dwarves... i think the spear got stuck and the speardwarf took joy spinning it...
spears are overpowered. with silver hammers the most severe injury i have seen is a gray hand.

21
DF Gameplay Questions / Re: Dungeon Master arrival conditions ?
« on: January 22, 2008, 06:09:00 pm »
well, i got mine with 50 dwarves, in different forts... usually when the third migration, the dungeon master comes and raises my poblation up to 80.

maybe you have to do some tasks related to the dungeon master... a number of bars melted? (my maps always have lots of magnetite and magma...) armos crafted? metal jobs? kennel jobs?


22
DF Gameplay Questions / Re: Am I nuts, or did that civilian just attack?
« on: January 21, 2008, 04:58:00 am »
look at his skills... maybe he throwed the blowgun.
if the dwarf has thrower skill, he has thrown the blowgun to the enemy and killed it. if the dwarf has blowgunner skill (o wathever skill is related to the blowgun).

well... the "dwarf throws the artifact and kills someone" is better than the "dwarf used a blowgun"!


23
DF Gameplay Questions / Re: Catapult weirdness - default range?
« on: January 23, 2008, 05:15:00 am »
maybe the experience of the siege operator affects the shots... or the quality of the catapult pieces...

I suppose that you arent changing the catapults, so i think is the experience...


24
DF Gameplay Questions / Re: Shields
« on: January 19, 2008, 03:09:00 pm »
i think the block % is material-related, so an iron shield will block less than a steel shield.

25
DF Gameplay Questions / Re: Dye: Thread vs. Cloth
« on: January 18, 2008, 07:04:00 am »
1 thread = 1 cloth = 1 cloth craft
bags, ropes... everything you make with cloth uses only 1 cloth. also with spider silk.

the difference is a little raise in the value (arround 100 for the better dying i have seen).


26
DF Gameplay Questions / Re: Why won't they CLEAN?!?
« on: January 18, 2008, 07:09:00 am »
if you enable dump corpses on options->refuse options, all the corpses will be dumped on the dump zone.
but it destroys the butchery economy (all the corpses all dumped rather than butchered...)

or you can manually tag the corpses to be dumped...


27
DF Gameplay Questions / Re: Deathtrap help.
« on: January 18, 2008, 07:13:00 am »
with masterwork mechanism, the bridge will raise-lower faster (not as fast as a pike trap, but...). if you make the bridges long, you will crush enough enemies so they dont survive...
but put some cage traps just after the bridge, so if 2 or 3 survive, they will get caged.

the bad point is that the crushed enemies disapear. no loots, no bones, no skulls.


28
DF Gameplay Questions / Re: Colossus can be caged, yes?
« on: January 18, 2008, 06:17:00 am »
"enough" cage traps are required to trap the colossus. and "enough" is 1. if the colossus step on a cage trap, is caged, no matter the material or cuality of the cage or the mechanism.

my defense system consists on 2 1 tile passages with 4 weapon traps full of masterwork obsidian swords, and then a 3 tile-wide passage covered with cage traps (arround 30). goblins invaders come, have his limbs removed on the weapon traps, and the survivors are nicely caged.


29
DF Gameplay Questions / Re: Creating the ideal room for my Mayor
« on: January 18, 2008, 07:07:00 am »
a 3x3 masterfully engraved room into magnetite is royal (with arround half master engravings).
if it isnt royal, just a little effort will make it (a exceptional bed, a chest and a cabinet will do). i have all my nobles room, office and dining room in a magnetite patch.

30
DF Gameplay Questions / Re: Watch That First Step!
« on: January 16, 2008, 05:27:00 pm »
i think is related to removing the stairs in the top... but it was when dwarves removed items standing on them.

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