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Messages - Yourself86

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61
DF Dwarf Mode Discussion / Re: Missing Hammerer
« on: June 12, 2008, 12:39:00 pm »
quote:
Originally posted by martinuzz:
<STRONG>
When attacked, a caravan will try to leave the map. With it's ecort.</STRONG>

Is this somehow related to the proximity of the trade depot? I had caravans attacked by goblins from time to time but they never fled off the map, they always headed to the trade depot with the guards facing the threat.


62
DF Dwarf Mode Discussion / Re: How do you tame Megabeasts?
« on: June 11, 2008, 11:02:00 pm »
Reveal.exe doesn't hinder the Dungeon Master from visiting your fortress. I used it on my current fortress because it's more of a big construction site than a real fort.

I though i heard something about a problem with named megabeasts. If they killed on of your dwarves before getting caught they seem stay aggressive after being tamed, but are then immune to your traps and can walk through your doors.


63
You no take candle!

64
DF Dwarf Mode Discussion / Re: Take a tour, make your own interstate!
« on: June 11, 2008, 02:45:00 am »
It definetly sounds interesting. Maybe you can post some 3D Shots of your interstate leading through mountains and over canyons.

65
DF Dwarf Mode Discussion / Re: Infanticide
« on: June 11, 2008, 09:30:00 am »
In one of my earlier fortresses a mother was killed by goblins but the babys she was carrying survived miracoulously. It crawled all the way back to the fort and its rooms and stayed there until it grew to childhood.

66
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: June 10, 2008, 11:38:00 am »
In the beginning it's usually just Plump Helmets, but as soon as my crafters get enough experience to create nice crafts my dwarves get everything they want from the caravans. In my current fortress i maximize my wishes for fish, meat and booze with the liaisons. Usually it takes no more than 3-4 bins full of crafts to buy out the entire caravans supply of food.

67
DF Dwarf Mode Discussion / Re: Mandates
« on: June 08, 2008, 04:28:00 pm »
quote:
Originally posted by MaxVance:
<STRONG>Friends, this is the sign of a new DF player.
</STRONG>

Tru dat.

At the beginning i was reluctant to kill my nobles as well but after a while you get more and more annoyed of them and sooner or later you devise some way to dispose of them.


68
DF Dwarf Mode Discussion / Re: Text colours when trading?
« on: June 08, 2008, 01:18:00 pm »
Hauling to the trade depot is not job related afaik so the only way to get only your noble to haul it to the trade depot would be to draft everyone else into the military.

69
DF Dwarf Mode Discussion / Re: Text colours when trading?
« on: June 08, 2008, 07:42:00 am »
Pink or purple means that one of your nobles has forbidden export of these kind of goods. If you trade those items away the dwarf who delivered it to the trade depot will be punished for breaking the law.

70
DF Dwarf Mode Discussion / Re: My current project
« on: June 12, 2008, 12:56:00 am »
Well, it's been some time and my city develops just nice.

   

Two new rowes of houses with the consistent city wall doesn't seem like much but i can assure you it's a lot of work, especially since the ways are getting longer and longer. I also trained a dozen new miners/masons in the meantime.
   

I also had to dam up the brook because it was interfering with my expanding city.
   

And last but not least a quick peek of my cathedrals interior.

The more i build the more i get the impression that the map won't have enough space to put all of my/your ideas into effect...

[ June 12, 2008: Message edited by: Yourself86 ]


71
DF Dwarf Mode Discussion / Re: My current project
« on: June 07, 2008, 12:01:00 pm »
quote:
Originally posted by Elitay:
<STRONG>It needs a death trap.</STRONG>

quote:
Originally posted by The Chemist:
<STRONG>Everything needs a deathtrap.</STRONG>

Sooner or late i may even include a deathtrap. For the time being i disabled invasions though.


72
DF Dwarf Mode Discussion / Re: My current project
« on: June 07, 2008, 11:55:00 am »
Glad you guys like it so far  :)

quote:
Originally posted by Samyotix:
<STRONG>Looks fantastic!   :)

Hmm, how about ...
wind-powered mill, or water-driven mill
market hall (shops)
cafe (bakery with dining room)
restaurant (kitchen, dining room)
pub (brewer, meeting hall)
... :-)</STRONG>


A mill sounds interesting though i haven't experimented much with these things. Also i'm not sure if it would show up on the 3d map.
Cafe, bakery, restaurant... definetly interesting ideas. I will give it a thought.

quote:
Originally posted by Fedor:
<STRONG>Looks really neat!    :D

Here's what comes to my mind for add-ons:

* mosaics of multicolored stone
* gem windows in the cathedral to simulate stained glass
* gardens, with the trees and plants protected from trampling by designating their grids as restricted traffic zones (use the mouse for this) and perhaps also with walkways and benches.
* a fountain or other liquid thingamajig</STRONG>


I don't think that a mosaic would show up but maybe i'll make an excercise square in front of my keep which i can decorate then. Will gem windows show up? I was not sure so i didn't make any windows so far. If they show up, well, sounds like some new scaffolding-jobs for my dwarves. Oh, and i will give that fountain idea a thought.

I already got some gardens, mainly the space around the cathedral and the parcels for the nobles, but i'm planning for a bigger community garden. I even made some ponds for the nobles houses i already finished.

quote:
Originally posted by Aqizzar:
<STRONG>Holy cow.  What do your fingers feel like?

I'm not sure if that is a prefect example of why the construction interface should be overhauled, or a perfect example of why it's just fine.


In addition to lots of windows, build some Elizibethan manors in those empty plots.  Maybe some outlying farm houses.  Oh, and a fortified gatehouse.

Man that's awesome.  My suburb is so inadequate.

Say, can you upload it to the map viewer?
</STRONG>


It's quite arduous from time to time, especially when designating rows of thirty or more walls/floors. It would be nice if you could designate them like say a bridge so you don't have to place every single one.

The plots are already reserved for more houses for my nobles but i turned on the city wall for the time being to get a feeling for how it will look like. All the nobles houses will have a unique look so it will take some time to finish them.

I haven't looked into the map viewer yet but i will give it a try, though this will not happen before monday.


73
DF Dwarf Mode Discussion / My current project
« on: June 07, 2008, 05:55:00 am »
Just wanted to give you a little sneek peek at my current project. It's a medieval-style town and already pretty big though i'm planning on twice the current size, maybe even more.

All of it is purely decorative at the moment, because i have acommodated my dwarfs underground (the entrance is below the cathedral) and they will most likely stay there. Even so i plan the city as if i was going to have my dwarves settle in one day. There's no water in the moat at this point and i will most likely only flood it once i'm finished with everything. Oh, and i only used marble for everything.

I'd like to hear your suggestions, i know you guys can be pretty creative. Any ideas for additional buildings? I plan on more houses (of course), a nice keep with the barracks, seperated from the city in one way or another (maybe with another entrance to my underground fort) and some work quarters with storages and workshops. Maybe even some farms outside of the city gates.


74
DF Gameplay Questions / Re: More Questions.
« on: June 13, 2008, 07:21:00 am »
quote:
Originally posted by Loctavus:
<STRONG>1) If I embark onto a human town or something, can I catch me a zoo of humans with cage traps?
</STRONG>

Unless you modded the game, no. Humans are considered friendly and therefore cannot be caught by cage traps.

 

quote:
Originally posted by Loctavus:
<STRONG>2) What does 'take out of storage' actually do on the k menu in stockpiles? Will they dump it? Or try to put it in another stockpile that's accepting it?
</STRONG>

You can designate a stockpile from where you would like to have items transferred to another. i.e. you can make a big stone stockpile somewhere and a small right beside your masons workshop. Now everytime you mason takes a stone from his stockpile another will be brought up from the bigger one, to fill the now free space in the small one.

 

quote:
Originally posted by Loctavus:
<STRONG>
3) Is there some way to stop trained animals from following their trainer around, besides attaching them to a fixed spot, like a cage or a chain.
</STRONG>

Not really. You can add them to other dwarves but after that you can't reasign them so putting them in cages is the best way to stop them from running around your fortress.

 

quote:
Originally posted by Loctavus:
<STRONG>4) Any way to remove staircases and ramps? Not constructed ones, but dug ones. I ended up paving over some natural ramps to stop my dwarves using them.
</STRONG>

In the designation menu you can find the option "Remove Ramps/Up Stairs" (default: "z").

[ June 13, 2008: Message edited by: Yourself86 ]


75
quote:
Originally posted by ShadowDragon8685:
<STRONG>Damn. It's no good to me if it depletes, or gets low. I need a STRONG infinate water source!   :(</STRONG>

Well, brooks ARE infite water sources, they just don't seem to deliver as much water as a river or even a major river.


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