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Messages - Elvang

Pages: 1 ... 9 10 [11] 12 13 ... 27
151
I just chained a puppy as close as i dared, then surrounded it with 8 cage traps. IIRC I trapped the gcs the next season.

152
DF Gameplay Questions / Re: Wood Blocks
« on: December 21, 2009, 03:25:39 pm »
Blocks are only good for compactability and construction, I don't think there is anything else they can be used for.

153
DF Gameplay Questions / Re: Windows as Alarms
« on: December 21, 2009, 03:22:47 pm »
I personally haven't gotten around to using windows yet, but for an animal to detect enemies in ambush mode, the two have to touch. If there's a window between them then they can't touch, so I don't think its possible.

154
DF Dwarf Mode Discussion / Re: Small Map Request
« on: December 21, 2009, 02:38:01 am »
All the maps in my sig were genned with orc mod, so you should get the same worlds. Unfortunately all of them only have brooks.

155
Depends on how active you were during that 1 & 1/2 year. You need a certain wealth, among other things to trigger their siege. Most of the time you don't even have to try to get them sieging by the first winter, but its possible to go a few years without triggering them.

156
If the workshop they are sitting in says it is claimed, then your just missing the item they need. Watch the needed items list very carefully for the full list of items, its easy to miss a single item. For secretive moods, when they say Stacked Cloth, it means either plant or silk. If they've already started gathering items you can determine what the first item in the list is, allowing you to see exactly what it is your missing.

157
DF Dwarf Mode Discussion / Re: Ecstatic Spartan Dwarves...
« on: December 21, 2009, 12:22:54 am »
My understanding was that +/-'s to mood last as long as the thought does (a couple seasons IIRC), though that may be outdated. I think that is
Quote from: this
Also, I noticed that there's mechanics in place to prevent any Dwarf from getting too happy: any Dwarf above 100 happiness gets their happiness decreased at season shifts.
Would account for a Dwarf losing more mood each season as they'd be experiencing a larger number of +s, which means the number they lose also increases. Do dwarf's have a default mood value? Never really checked for a just embarked dwarf, if they are even thought free at that point.

EDIT:From the wiki page on thought, though its quite old.
Spoiler: Mechanics (click to show/hide)
All the values are listed as well for thoughts, though they must be outdated as most of the +/-'s are around 10-30 points, considering the heights my dwarves' moods are reaching (None of my dwarves currently in the top 3 for mood have an artifact related thought). Or the mechanics have changed a bit since the page was updated.

158
DF Dwarf Mode Discussion / Re: Ecstatic Spartan Dwarves...
« on: December 20, 2009, 11:24:28 pm »
I wonder how many bytes mood takes up, would be awesome to experience an overflow.
"Urist McEcstatic cancels admire own fine loincloth: Tantrumming"

159
DF Gameplay Questions / Re: Determining Random Seed
« on: December 20, 2009, 09:40:46 pm »
For example, exporting an image from a fort called Chaosgears will generate a file called Chaosgears-param-region2-209-11283.txt. Everything after param is just the folder and game date info. Just stick everything except the df version into your world_gen.txt at the bottom, changing the [TITLE:Region02] line to something recognizable. Then you can select it during custom generation.

160
DF Dwarf Mode Discussion / Ecstatic Spartan Dwarves...
« on: December 20, 2009, 08:46:16 pm »
Was checking why one of my dwarves was still ecstatic after tossing all his masterwork stuff by accident in Dwarf Therapist, when I noticed nearly a 1/4th of my population is over the 1000 mark for mood, 2/3rd above 500, and the rest generally above 200. Bit strange considering that what I built during the first year is all they've had for 12 years now while I dig out where my subterranean magma fort is going.

I can't imagine how high their mood will get once my fort is finished, mist generator filled zoo and all.

161
DF Gameplay Questions / Re: Smoke Question
« on: December 20, 2009, 06:15:25 pm »
My current fort is in a emptied magma pool, so fire snakes galore. I've had them destroy at least 50 wooden food and booze barrels (no explosions yet, year 12), all sorts of wood crafts including a wooden artifact, and unfortunately a wooden cage full of terrifying goblins (fun). IIRC cats can't/won't catch fire snakes and in my experience this is true, have yet to see a single fire snake corpse in my refuse pile.

162
Set the history seed to random, goblin civs will change locations without changing the terrain.

163
Heres a 4x4, minus the underground river.
Found with Orc Mod, genned same features with Orc+Terrifying Goblins. Never got around to digging much, so don't know about iron.
Spoiler: Features (click to show/hide)
Spoiler: Gen (click to show/hide)
Spoiler: Embark (click to show/hide)

164
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: December 19, 2009, 10:37:04 pm »
Most of my dwarves in my latest fort worship this god...
Spoiler (click to show/hide)

165
DF Gameplay Questions / Re: Trading question
« on: December 19, 2009, 08:44:04 pm »
Don't think you can for the first one. The trees will randomly grow back.

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