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Messages - greenest banana

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DF Dwarf Mode Discussion / Re: Really Friendly Dwarf
« on: February 25, 2008, 07:24:00 pm »
I've noticed that when you start reclaim mode, ALL your dwarves (Or at least, all the dwarves I started with) are related by friendship. This lead to a very troublesome episode where a goblin ambush killed two Marksdwarves. The deaths of these two dwarves sent so many negative thoughts into the other dwarves that they started tantruming, which caused more negative thoughts, which caused a few of them to go insane (Most notably the woodcutter, who decided his friends looked a lot like trees), which caused MORE tantrums, which caused MORE insanity, and yeah, it was a mess.

So the moral is, dwarves having a lot of friends is a pain. Long live the hermits!

The funniest thing about the whole escapade was that a bunch of migrants arrived half way through it, and since they didn't know anyone in the fortress, they were just happy as clams the whole time. Dwarves were smashing bridges, jumping into wells, dying of thirst, and here these migrants were, absolutely ecstatic with their new home. Makes me wonder what the Dwarven mountainhomes are like if this is an improvement.

[ February 25, 2008: Message edited by: greenest banana ]


2
When I abandoned my first fortress, I decided to immediately go back there in adventure mode to have a look around. I found all my dwarves hanging out there, minding their own business. So, being new at the game, I was curious as to whether fluids ran in adventure mode as well as Dwarf mode. I pulled the level next to the fortress's indoor pool and watched the water rush in.

What was odd was, the dwarves, all of whom were hanging out in the statue garden that the pool was in, didn't try to escape from the rising torrent. They just stood there as the water rose around them, and eventually they all drowned.

I'm guessing it's just the AI doesn't care about water in adventure mode or something, but I like to think they were so broken by all their friends being destroyed by fire imps that they welcomed their watery death. It made me a little sad...


3
DF Dwarf Mode Discussion / Re: Oh the Horror!
« on: April 30, 2008, 05:57:00 pm »
If skeletal carp come on land, doesn't that negate the main danger with carp? If they can't drag you into the water, are they as much of a threat?

Of course, I haven't had too much experience with carp. All I've seen is a carp drag a lion into a river, and from all the blood, maybe they are an equal menace on land or sea.


4
DF Dwarf Mode Discussion / Re: Kickass Fort Names
« on: February 27, 2008, 01:51:00 pm »
My first fort ever was called "StandardTomb" by the random generator.

Looking back, I'm thinking it knew something I didn't.


5
DF Dwarf Mode Discussion / Re: Coolest discoveries yet!
« on: March 15, 2008, 06:34:00 pm »
Thieves are opportunistic. I was once ambushed and I ordered all my dwarves inside. There, I raised the drawbridge (As I didn't really have a good military at the time). As soon as I raised the draw bridge, three raccoons made a beeline for my trade depot and stole the gems that my dwarves hadn't bothered to take in over the past 6 months. It was really pretty hilarious how determined they looked as they made their way to the site of the deed.

After that, I decided the main courtyard should also encompass my trade depot.


6
DF Dwarf Mode Discussion / Re: Urist had a little cat
« on: April 10, 2008, 05:07:00 pm »
One of my war dogs had its tail horribly mangled in the first goblin siege of my latest fortress. I wanted to put him out of his misery, but he was someone's pet (I'm not sure how wardogs work in pet assignment, I assume if you assign them to someone they become their pet), so for the last 5-6 years he's been limping around the fortress, falling unconcious every few minutes, then waking up and steadfastly going on his way. Poor beast.

I hope the animal care labor does something soon. Actually, I hope it expands to an entire veterinary field so we can spay and neuter the prolific little guys, too.


7
DF Dwarf Mode Discussion / Re: Levers
« on: March 27, 2008, 05:59:00 pm »
I keep all my levers in the designated meeting area. That way, any lever I designate to be pulled is activated within seconds and I don't need to bother with some igor isolated in a control room. I build any really important levers with brightly colored mechanisms, and the other ones I just remember (Since it's no big deal if I get it wrong anyway, live and learn).

Actually, I find that organizing the levers in chronological order works best for me. I can remember when I build partiular constructions, so I just start building levers at the top of the meeting room and work my way to the left and down over time.


8
DF Gameplay Questions / One bad mother...?
« on: March 15, 2008, 06:20:00 pm »
During a goblin ambush, one of my dwarves who was carrying a baby was struck with an arrow and wounded. Another dwarf dutifully dragged her to a bed so she could rest, but they callously left her baby behind. Naturally, the baby crawled out of the courtyard area and was quickly stolen away by goblin snatchers (I had three come at my base, the other two were trapped in cages and now found THEMSELVES snatched. I love that.)

What's weird is that the mother isn't registering her baby's disappearance at all. She is still resting, so could it just be that she hasn't had time to get the "Locate Child" job and hasn't realized the child is missing? Or do they just not care when a child is snatched or something? She doesn't have any unhappy thoughts related to the child and the child still appears as her relative on her personal info.

I'm just imagining none of the other dwarves have the heart to tell her that her baby is probably on some smelly goblin's breakfast table by now.


9
DF Gameplay Questions / Re: Reserve barrels for brewing?
« on: March 15, 2008, 06:07:00 pm »
quote:
Originally posted by Kaelem Gaen:
<STRONG>You can store plants in bins?  And I thought that "Reserved Barrel" Option in stockpiles allowed you to set barrels to be used with only Workshops (Such as Stills, though maybe also Process Plant (Barrel))</STRONG>

As far as I know, it's impossible to store food in bins. You have to store them in the open air or in barrels.

My understanding is that food stored in barrels lasts longer (And takes up less space). Plants in the open air rot faster and will also lose quality any time a dwarf walks over them. Is that still true?

If that's the case, you'll probably want to have ample walking room in your food stockpiles to keep the food from getting kitten leather shoe prints on it. If you eat it fast enough it shouldn't be a problem anyway, though. I guess it all depends on how scarce wood is around your fort. If you've got plenty of wood it might not be worth having food scattered everywhere just to save a few barrels.


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DF Gameplay Questions / Re: Flies
« on: March 10, 2008, 03:16:00 pm »
I had a ton of flies in my fortress, until I installed some doors. I'm not sure, but I believe doors go a long way towards keeping flies out of your fortress. Not sure about other vermin, though.

Also, make sure you don't have any gaps in your walls. I plugged up a tunnel in my fortress by building walls in it, but flies were still getting into that part of the fortress. It turned out, they were getting in through some kind of vertical diagonal trickery. So make sure you plug any holes thoroughly, across X, Y, and Z axes.


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