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Messages - snelg

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436
Personally, it depends on how fast useless migrants trickle in. Though the actual amount is probably around 1:3 here as well. but it takes at least a year for most of them to get any equipment whatsoever.

If you don't have any military when the first large wave of migrants (arriving some time after the first caravan left usually) it's probably time to recruit a couple of them. If they're to get any training before the first ambushes start to show up.  :)

437
DF Gameplay Questions / Re: Animal trap question
« on: October 20, 2010, 11:58:19 am »
How do I put it on display?
Build a cage and assign the lizard to it.

438
DF Gameplay Questions / Re: magma sea and lakes
« on: October 20, 2010, 09:34:41 am »
The magma sea is usually about as deep down as you can get. maybe 5-10 levels from the bottom which on some maps can be really deep. You need to go past all three of the caverns  which are continuing off the screen in many cases, so digging in the corners won't (like KrazyDocK already mentioned) necessarily avoid them.

The easiest solution is just to dig, and if you run into one it is partially revealed so you know how it looks. You just have to wall up the entrance and move around it and nothing nasty can get in from there. Sooner or later you'll hit the magma sea, it's even harder to miss than the caverns. :D

439
DF Gameplay Questions / Re: Ultra fast...Everything!
« on: October 20, 2010, 08:48:32 am »
You could always activate [FPS:YES] in the init.txt so you see how fast it is, then do like others suggested and change the [FPS_CAP:] to something to keep the speed down. I'd recommend trying something around 100 and if it's too fast you can always lower it a bit. If you want it faster then you can increase it.  :)

440
DF General Discussion / Re: Of Caverns and Dwarves
« on: October 19, 2010, 09:09:54 am »
I've had very few problems with the first cavern. But definitely have a trap at the entrance and keep someone with a sharp stick around. I usually keep the entrance small enough to wall off quickly somewhere too, just in case.

And while on the topic a little question of my own.
Do FB's appear in the first cavern? I haven't had any there yet but maybe I've just been incredibly lucky.

441
Any dwarves still alive and available? Whatever profession works.

By the way, Alt+PrtScn captures only the currently active window. Should help keep the size of the images and unnecessary background stuff down without having to crop the images.  :)

442
DF Suggestions / Re: Down with ramp channeling
« on: October 17, 2010, 04:05:08 pm »
While I like the old system better, the new one has several uses. I'd like them both to be there. Everyone would have their favorite and the other one for the odd situations where it's more useful/quicker.

443
DF Dwarf Mode Discussion / Re: You are all monsters.
« on: October 17, 2010, 02:39:48 pm »
I had an idea for a mega-construction the other day. I call it the "Harbinger of the Cat-pocalypse" Its a 10 story tall cat statue that, upon pulling a lever, vomits forth enough blood to drown the world. I was thinking of using the blood of immigrants for it.
I had hoped it would vomit cats on unwary guests (which, if tall enough will explode on impact).

444
Well if you really want something good that you should make shure all water is drained trough grates instead of weapon traps. That way all creature will airdrown instead (ok walrusses won't work).
If there's a great drop from sea level and they land on grates, that would take care of air-breathing beasties as well, right? And if it's high enough, there's no need for weapon traps either. Unless there's enough water for them to keep swimming instead of falling... Not sure how that part would work out.

445
DF Gameplay Questions / Re: Anyway to force the caravan to come?
« on: October 17, 2010, 01:54:20 pm »
There is no kick to the ba... beard? like embarking with a civilization that's been dead the last 7000 years (did you really generate a 10k year world  :o) or so, without knowing about it. The fact that civs die off during worldgen sometimes is probably the only feature I really don't like about the game. It would be nice if there was a choice you could make before generating a world which would make sure civs can't lose their last site or something. Even more so for any new players or anyone who doesn't know about it or how to check for it before-hand.

Okay, now for something that might actually be helpful.
What I do is check the world when it finished generating and keep a lookout for human/dwarf/elf/goblin owned sites ("DWARVEN mountain halls" or "ELVEN forest retreat" for instance) while checking if the world looks interesting in general. Might be hard to find them so I usually continue by exporting the text files from that same screen (I think it's 'p' but it's listed at the bottom).
Open the "region4-world_sites_and_pops.txt" (number depends on the world) and make a search for the civs you're interrested in being alive (for instance ', goblins' to see if there are any sites run by the goblins or ', dwarves' for dwarves or ', kobolds' etc).

Humans seem to always get by in the newer versions though, maybe partially since they have a huge load of villages and a civ can only attack max one a year.

I then always select the largest dwarven civ I can find because I'm paranoid and believe the chance is better they're still alive (can you pick ones that aren't if it's not the only choice?).

If someone knows a shorter process (or if there's any problems with mine) I'd like to know. So far no dead races slipped past so it seems to be working fine.  :D

edit: I usually keep the worlds pretty young (round 200-300 years) since I'd like to think chances are better for everyone to stay alive until the game starts that way. . .

edit2: Accidentally clicked quote instead of modify, sorry about that. . .

446
DF Gameplay Questions / Re: Anyway to force the caravan to come?
« on: October 17, 2010, 01:52:41 pm »
edit:no need for two posts with the same content.

447
DF Gameplay Questions / Re: If i kill merchants
« on: October 17, 2010, 09:41:44 am »
Bah, ok i guess i'll have to start a new game with .16 now that Lazy newb pack is out
Invasions should start working again if you get the newer version.

Here's a quote from the .15 release thread:
Yeah, it should re-enable invasions in every save.  You still need to hit the typical triggers, but it doesn't think that goblins are reptile men cowering in unirritated features anymore.

448
DF Gameplay Questions / Re: Dwarf the harpoons!
« on: October 17, 2010, 09:18:17 am »
Been draining unwanted water into the aquifer for as long as I can remember. Never even thought of using it with cage traps. Now it's time to flood the current fort and move to the beach!

449
DF Gameplay Questions / Re: deleting a world
« on: October 16, 2010, 06:57:40 am »
Since it's possible to just move a save folder to another installation (say, on another computer) I'm assuming it's got all the stuff related to the world in it. As far as I know, deleting it will delete that world and if you generate a new one there's no problem if it replaces the old one.

Been deleting saves from time to time since I started playing df, and never had any problems I can remember.  :)

450

Protip: Build the drawbridge before you channel down to that second level, as the builder of the bridge has to be able to reach both sides to complete the bridge.
Are you sure about this, I was pretty certain it was possible to build a bridge with only access to one of the sides. Last time I did was a bridge over a stream with no other way around it. Hence the reason for the bridge in the first place.

As for getting up from a moat. Wouldn't an island in the moat with a drawbridge or two to access either the fortress or outside work pretty well? As long as they can get on the island (stairs/ramps or whatever).

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