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Messages - Eater of Vermin

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316
DF Dwarf Mode Discussion / Re: Help with a mandate...?
« on: August 22, 2008, 05:42:36 am »
I do.

I've a question though: Do nobles generate genuinely impossible mandates?

Yes.  I've had 'em ask for glass items on a map with no sand.  Adamantine items on a map with no HFS (and later with no nobles!  ;D)


317
DF Dwarf Mode Discussion / Re: Help with a mandate...?
« on: August 22, 2008, 05:40:58 am »
Reasonable requests are met.  Harder mandates get it up the dwarfdate.

Talking of which, recently my talented weaponsmith/armourer and dabblng blacksmith had a fey mood.  "Woohoo!" I thought to myself, doing a happy dance.  Some five minutes later, I start wondering why I haven't been notified that he'd taken over a forge so I go looking...  only to find him locked in chains for failing to make Bismuth items.   >:(

The chains were deconstructed and the Count has been sent to floss the teeth of the local Hydra from the inside.




318
DF Dwarf Mode Discussion / Re: Help with a mandate...?
« on: August 21, 2008, 04:42:03 am »
 ;D

That's more than a possibility. 

Although, instead of a magical drawbridge mine's hooked up to the Tower of Ascension.  That way I get to recycle any fancy clothing. 

319
DF Dwarf Mode Discussion / Help with a mandate...?
« on: August 21, 2008, 04:38:05 am »
OK, so my Count wants me to produce 2 Bismuth Items.

However, as far as I can tell, almost no items can be made from Bismuth!   Do you think simply smelting a Bismuth Bronze bar would do the trick?   (Except I don't have any Bismuthinite...   >:()


320
DF General Discussion / Re: New Core items! -> Poem Gen
« on: August 20, 2008, 11:43:06 am »
This one is soooo my fortress!   ;D

Quote
LORD, DEATH!
VOLCANOS ENDURE!
WHY DOES THE NOBLE DIE?
ADVENTURE, ADVENTURE, AND DESOLATION.
ADVENTURE, FAITH, AND FAITH.

321
DF Dwarf Mode Discussion / Re: Songs that sum up dwarf fortress for you
« on: August 19, 2008, 07:30:12 am »
"Down Among The dead Men"   (The English air from the 1700s or so, not that 'orrible thing by Flash In The Pan.   ::) )


Here's a health to the Queen and a lasting peace,
To faction an end, to wealth increase;
Come, let us drink it while we have breath,
For there's no drinking after death,
And he that will this health deny,


322
DF Dwarf Mode Discussion / Re: Farm Plot Question
« on: August 19, 2008, 07:21:45 am »
I'd just assign those two squares as a seed stockpile to save a bit of haulage.  [shrug]




323
DF Dwarf Mode Discussion / Re: Mmmm...Dead people
« on: August 19, 2008, 07:17:42 am »
I alternate coffins and statues around my Trade Depot and along the main entry hall.  These are for the common dwarves and their pets...  and also lets any visitors to the fortress know that this is a working fortress and there's no easy living here. 

I also have a small 3x3 graveyard stockpile assigned outside, to help with quick cleanups after heavy fighting.  As often as not any dwarf corpses rest there for a while before they're brought into the fortress for final internment.

When my dwarves either earn a name or reach "legendary" status they earn personal tombs near the back of my living areas.  Truly heroic dwarves (heroic in that they impressed me) earn tombs in the living areas sited so that everyone going to the dining hall/zoo/well pass by and can remember.  Unless they didn't survive their heroic deed, in which case they get a room dressed out as a tomb but without it actually being "assigned" to them 'cos I can't.   ::)

Nobles get tombs in a room off their bedroom.  When the coffin is filled I de/reconstruct the tomb, throwing the bones in a common coffin in the hall and re-assign it to the replacement noble, along with the bedroom, office and dining room.   ;D  I don't really care if it gives their grieving lovers bad thoughts as they're almost invariably other nobles and I'll quite happily fill their coffins too!

324
DF Gameplay Questions / Re: Gothic hunter (sleeping on a coffin)
« on: August 19, 2008, 06:57:03 am »
I like to place rows of coffins down each side of my main entry hall for the "common dwarf" (and their pets) to be buried in.  (It also says very clearly to any visitors, that "yes, this is a real dwarf fortress.  No easy living here...   ;D)

As tp12 said, if I have a heroic dwarf I'll give them a tomb.  Unfortunately most of the time I don't know that they are heroes until they're dead and you can't assign tombs to corpses or body parts, damn it.  But I'll still put a nice coffin in a seperate room and pretend it's an official tomb anyway.

325
DF Gameplay Questions / Re: Gothic hunter (sleeping on a coffin)
« on: August 19, 2008, 04:06:02 am »
Not quite.

A tomb is based on a coffin that is reserved for one particular person.  No-one else can be buried in it unless you "unassign" the tomb.


326
DF Bug Reports / Re: 40a display update issues
« on: August 19, 2008, 03:17:03 am »
The second I've noticed is in mining designations in new areas.  The yellow "X" won't clear off the unmined areas while moving it around.

I'm also copping this, but only when placing the "X" with the mouse. 

If I position it with the keyboard, or place it nearby with the mouse then move it one square to where I want it with the keyboard, then it works fine.

So I suspect it's not a display problem...

327
DF Gameplay Questions / Can creatures in built cages become pets?
« on: August 18, 2008, 04:58:14 am »
As the title says...  I've made a zoo containing several built cages and I'm wondering whether the animals in there can be adopted or only when they're free roaming or in cages on the animal stockpile.

Similarly, do dwarves need to be next to a tamed animal to adopt it?  The reason I ask is 'cos I've had dwarves several z-levels down adopt animals that are on the surface and outside the fortress walls.  I'm wondering whether this is another case of "z-levels don't count" when determining distance?


328
DF Dwarf Mode Discussion / Re: tricksy elves and their silly traditons
« on: August 16, 2008, 11:04:26 am »
Don't bother trying to pull in migrants or traders.  They'll come soon enough anyway. 

So long as you've already established a constant food and liquor supply and given the dwarves a nice dining hall to consume them in, things'll be fine.  Smoothing and engraving will bump the fort value and help to attract new immigrants, but the best place to do this work is in the dining hall.  Your dwarves will forgive almost everything; sleeping on the floor, abundant vermin or miasma, even the slaughter of their spouses and children, if only their dining hall is high enough quality!   ::)

You're in the second year?  Gobbos'll soon start to turn up.  I reckon it's pointless to draft any of your starting seven into the military, instead keep 'em all working at getting the fort started.  In the early stages, the best defense  (although the least fun) is to simply have only one entrance into your fort and lock the front door when the gobbos show up.  They'll soon get bored and go away in search of someone else to play with. 

As ya already know, concentrating on wood crafts wasn't a good idea.  Wood is really better used elsewhere, such as in making beds, barrels or charcoal.  Instead, set up one of your seven to make rock crafts.  Rock is abundant, after all, and no traders turn their noses up at it.

As a rule of thumb you'll get one caravan per season, except for winter.  This varies, of course.  You'll also get a liaison with each nearby civ, when that civ's caravan finally shows up.  You'll be able to arrange for the next caravan from that civ to include an anvil, if that civ has any available.

Once ordered, you'll have a year to set up your smelters, forges, etc and stock up a good supply of charcoal and ore, so that when the caravan finally shows up you'll have everything on hand to kick your metal industry into high gear straight away.  Well...  as high a gear as dabblers can get it, anyway.   ;D  (The first one or two dwarf/human caravans usually have one in stock anyway, BTW.)

In short: make sure you have food, booze and some way to lock out any hostiles.  So long as your dwarves have the basics, everything else will come along with time.   [fingers Xed]




 

329
DF Dwarf Mode Discussion / Re: The worst artifact ever
« on: August 10, 2008, 03:59:07 am »
Today's effort, from a new fortress started under 39f:

Quote
Enenduz, "IllnessSmeared." a Schist scepter.     $2400

This is a schist scepter.  All craftdwarfship is of the highest quality.  It menaces with spikes of schist.

Only two letters away from being a really shit scepter.   Even the name is almost there... ::)


330
"I'm a Champion!  You can't tell me what to do!  And I don't need any stupid war-dogs anyway!"


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