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Messages - OmahaMH

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16
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2018, 11:27:25 pm »
1: And you call yourself a dwarfmaster?
2: Most of them would probably be animals anyway. At least I think. The leopard populations in elven and goblin settlements in my world might be a bug.
3: Raid, rather than raze.

1.  No, I don't.  I'm still pretty bad at this:(
2.  Funny you mention that because on my most recent mission one of my guys got murdered by an elephant and we brought a bunch of monkeys home with us.
3.  I've been pillaging

17
DF Dwarf Mode Discussion / Re: copper for weapons?
« on: November 30, 2018, 11:24:43 pm »
Copper is legit.

I have three squads decked out in copper armor and they started with copper weapons.  A few years, three sieges, three missions, two forgotten beasts and two semimegabeasts later, only two have died in combat, and 1 was during his rookie days.  They've upgraded to iron weapons but their armor remains copper for now by necessity.

Mind you, this is not fighting the legions of the damned, but it shows survivability.

18
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2018, 01:13:18 pm »
Make sure you have the "Steal Livestock" option enabled on the details of the mission. Sometimes they did had animals, but your dwarves never even tried to steal them

I did!  Don't worry, I know that it's all the luck of the draw.  I just thought it was funny that my squads came back bragging of victory, and their loot bags were full of tchotkes.  (I would expect nothing less from an Elven settlement, but it was still a definite Dwarf Fortress Comedy moment.)

19
DF Dwarf Mode Discussion / Re: Ethical vs. Practical
« on: November 30, 2018, 12:12:32 pm »
Yeah, well, they'll still find something to bitch about. Like being away from their imaginary friends. Or not having a surplus amount of giant blind flying platypus' minced balls in the kitchen.

He is depressed after not being able to create anything for a long time.

(under breath) Well you just created a legendary mess by knocking over all of the statues during a tantrum, so you've got that going for you, Urist...


20
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 30, 2018, 09:39:21 am »
As far as I know you can't sell animals at the caravan yet. Something about dwarves letting said animals out of their cage when told to haul it to the depot. Being big does help in battle so I guess guard duty is the better option if you aren't short on meat/bones.

I think you can still sell tame creatures, but untame creatures (which includes untamable creatures like goblins) will slip out.

Source:  I haven't tested this at all.

21
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 30, 2018, 09:35:10 am »
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death.  I built a cage, designated it a jail, for use for justice, great. 

Now, a bunch of dwarves are hanging around it.  I checked to see if it was possibly set as a Meeting Hall, but no, it was not.  Do dwarves just like to gather near jails?

22
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2018, 09:05:50 am »
That my friend.Is exactly why Toady added the raids system. Go raid an elven settlement! I managed to get my hands on no less than 15 Grizzly bears with only 3 raids.

I raided the elves last night!  We successfully stole... a bunch of wooden shoes!  Open the stills, boys, we're cloggin' tonight!

Oddly, we were already at war with them.  Their caravan had recently left, so I don't know what happened between then and now to make them hate us.  I didn't offer them anything wooden.  Oh well, their loss.  (Literally, their loss, mostly of life but also goods.)

23
DF Gameplay Questions / Re: How do I put plumhelmet spawn into a seed bag?
« on: November 30, 2018, 09:01:14 am »
I was going to post the same thing.  If you have free bags, the dwarves will put the seeds into the bag when they store one.  If you have a free barrel, they will then put the bag in the barrel.  That is the most optimal way to store seeds.  However, as GPeter said, the game currently "locks" containers or items when dwarves are acting on them, so even if the dwarf at the other end of the fortress decides that it is HIS job to store a recently dropped seed in the seed bag, your farmer standing right next to it will not be able to access the bag to pull a seed out to plant it.

The suggested fix is a good one--disable seed storage on the stockpile that holds your eatin' food (Q for buildings, S for settings on the stockpile, down arrow to Food, right arrow over to the second column, down arrow to Seeds, F for forbid seeds) and create a second "Food" stockpile next to your farm that has all food categories EXCEPT Seeds disabled.

I usually do just that, to great effect, but I also enable Bars->Potash on the seed stockpile so that the farmers can commingle seeds and fertilizer when I decide to use it.  In real life that would never fly, but in Dwarf Fortress, food safety and OSHA be damned!

24
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2018, 04:23:44 pm »
That my friend.Is exactly why Toady added the raids system. Go raid an elven settlement! I managed to get my hands on no less than 15 Grizzly bears with only 3 raids.

I can't endorse genocide.  Based on my conquest of the goblins, I can only imagine the body count if I attacked the elves.

25
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2018, 03:03:54 pm »
I built this time onna 2x2 plot. First prder of business was to build a defensive wall overhanging a ditch around the fort and a drawbridge. That went smooth enough, and with a defensible position i ordered the dwarves to dig deeper down and out. We got plentt of migrants, and by the end of the first year/our 18th month had 47 dwarves. Had some warbeasts too, a critter i was testing for use in the future, and these turned out important.

I've been having fun on 3x3 embark sites for my last two fortresses.  Small enough to keep track of and make you think vertically, but large enough to allow larger structures.  I'll try 2x2 next time, I think.

Also, I always take two dogs with me now, and the puppies all enter the war corps.  They're like free cannon fodder.  (Less the emotional cost to Urist Irwin having seen Rintintin torn to shreds by a zombie.)  I hope to catch a breeding pair of grizzly bears someday.

26
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2018, 09:07:12 am »
Sent my dwarves on their first mission last night.  20 dwarves and 40 war dogs set off to pillage a nearby goblin settlement.  Victorious, we lost only half a dozen dogs and there were no major injuries to the dwarves, among them several legendary warriors, including a spearmaster who is unfortunately attached to his original copper spear while everyone else has been upgraded to iron.  These soldiers were itching for more combat after felling the forgotten beast that had killed my three legendary miners.  :(

Truly, it was worth the strategic risk of sending most of my military into battle in order to steal several cabinets and some troll pants.

27
DF Gameplay Questions / Re: Trained Animals
« on: November 29, 2018, 08:53:54 am »
Once I hit a total of 10 assigned, it will not allow me to assign any more dogs to any more dwarves, even though I have a large number of available animals and one and a half squads' worth of dwarves looking for wingmen.

Nevermind, I was able to assign all the animals to dwarves after trying again.  It was odd that it wasn't letting me do it, but I eventually got it to work.

28
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 28, 2018, 11:29:53 am »
Excavated an expansive dining hall ~20x20 tiles, two barracks at 10x10, a 10x10 hospital, and a separate 20x20 area to move future workshops to a more organized place.  Spent months constructing rock blocks of a certain type so that I could have nice floors and walls that all matched.  Spent tons of construction time...  only to realize I had forgotten about smoothing, which could be done for free, immediately after excavation because the entire layer is one type of rock anyway.

29
DF Dwarf Mode Discussion / Re: copper for weapons?
« on: November 28, 2018, 11:25:42 am »
Named wooden shields will also catch fire and burn eternally. Watch your dragons!

Uh, I fail to see the problem because now I have a FIRE SHIELD.

30
DF Gameplay Questions / Re: Change profession?
« on: November 28, 2018, 09:47:16 am »
Is there any way, modded or not, to force the profession change? It's purely for the aesthetics, to have all the "Furnace Operators" to actually look like Furnace Operators and not Fisherdwarves using a furnace. And also to have them listed together on the units list.

Are you asking if it is possible to force the game to color your dwarf accordingly, vice waiting for the skill you want to grow to exceed the skills they already have?  (just curious if I am understanding your question.)

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