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Messages - snelg

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451
DF Announcements / Re: A Terror to Behold: A Threetoe Story
« on: October 09, 2010, 08:13:30 pm »
Another great read! This one is perhaps my favorite so far.

452
DF Announcements / Re: Dwarf Fortress 0.31.16 Released
« on: October 04, 2010, 08:56:18 am »
Awesome changes to the refuse stockpiles? this is a good day indeed!  :D

453
DF Dwarf Mode Discussion / Re: NO Goblins?
« on: October 01, 2010, 08:03:55 pm »
Generated a world in .12 as suggested and moved it to .14, seems like everything works fine, except that sites are showing up a bit strange on the embark map. I'm currently in the third year and both kobolds and goblins have visited a couple of times.

Thanks

454
DF Dwarf Mode Discussion / Re: NO Goblins?
« on: September 28, 2010, 06:22:45 am »
Been having no goblins (or kobolds) visiting me in any of the four fortresses/worlds I've generated in .14. Last one had a couple of pretty large goblin towers, other ones had at least one as well and they had access to the sites.

By the way, wouldn't it be nice to have an option in worldgen to keep civs alive? One less thing to worry about when generating a new world. . .

455
DF Gameplay Questions / Re: Selling rotten roasts?
« on: September 21, 2010, 12:17:00 pm »
Thanks, guess I haven't traded with them enough in a long time now.  :)

456
DF Gameplay Questions / Re: Help with keeping raccoons out!
« on: September 21, 2010, 12:07:53 pm »
Unless you're sure items went missing in your stockpiles I'd say they were found somewhere else. Like other's already mentioned it's very likely that the stolen items were lying around somewhere outside. It could be anything from invaders to caravans to your own dwarves who dropped them due to one reason or another. The raccoons might've jumped a hauler carrying a sock or whatever. Have you had lot's of ambushes/sieges or other problems outside the fort? Any caravans gone missing?

edit:  Quite likely one of the dwarves who were dealt with by the cyclops left some clothing outside.  :)

457
DF Gameplay Questions / Re: Selling rotten roasts?
« on: September 21, 2010, 09:19:40 am »
I'd try it on the elves.

If they don't like it, just steal all their stuff anyway.
Most likely the elves wouldn't accept it (and get pissed off) because it's made of cow.

If you can get it to the depot however, there's a good chance it will be in the trade menu as well.

Never actually sold any prepared food. Not sure if it works with rotten ones. But like Zaik said, give it a try. And do let us know what happens.  :D

458
DF Gameplay Questions / Re: perma-cluttered Butchery
« on: September 21, 2010, 09:14:02 am »
The garbage dump zone will only be used to Dump items marked for dumping. So unless you mark your things for dumping it won't be used. Is the refuse stockpile full, perhaps? I'm not very familiar with butchering in the newer versions. And which stuff is carried off to the refuse stockpile and which ones aren't. If it's empty you might want to check if it accepts any of the stuff in the butchery.

459
DF Gameplay Questions / Re: Making the perfect blood river...
« on: September 21, 2010, 09:08:30 am »
I think your best bet would be to drop the goblins from far above and into the river.

Another way would be to dam it and only let 3-4/7 water through (using pumps or whatever) so that they would be willing to walk into it (and the many weapons traps you'd build there). This way, most of the stuff will end up in the river, instead of just a hole here and there.

Maybe a one tile corridor on the beach of the river full of traps would get something into the river? but I don't think that would be as effective either.

460
Would like to see more bugfixes and maybe interface improvements.

461
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 01, 2010, 06:29:09 am »
what'd happen if i tried to chain a caged goblin to a post? can i do that or will he just split the second the cage opens?

Best thing is to bring the cage to the chain by making an animal stockpile nearby, sometimes they can drag goblins through the entire fort with no problems - other times they get scared the instant they grab them - and let them escape. Its pretty inconsistent, Goblin thieves seem to escape more, goblins from broken sieges are pretty docile. Just make sure you disarm them first.
I haven't played for a while now, but in my experience thieves always escape unless the distance is REALLY short. Military goblins never did. Unless something happened.

462
Hit tab while selecting your location to embark.  It will cycle between different information screens like elevation and civilizations.  It shows you all of the civilizations that are accessible from your current embark location, useful for making sure you don't embark on an island or something and get completely disconnected from the rest of the world.
Yeah, but no matter where you embark, the parent civilization is able to reach you, right?

463
Made a quick search but didn't find anything, so here goes!

I just had a friend play dwarf fortress for the first time, it went mostly fine except that he never received any immigrants. Quite a letdown when I had to tell him "well, seems like your civilization got wiped out during worldgen, you probably won't get any". I've since generated a new world and made sure there's dwarven civz in that one. But really, wouldn't it be nice if the game could give you a warning on embark? or some kind of sign when selecting civ on embark screen.

Maybe there are better ways to show it?

And also, maybe I've just missed something obvious, so please tell me if there's already an indicator hidden somewhere.   :)

464
DF General Discussion / Re: Architectural Styles
« on: July 01, 2010, 02:38:44 am »
Above ground castles all the way. I wall off a good region tile or so with a channel/wall combo, then once I get my obsidian factory up, I steadily convert my walls into buttressed cliffs of obsidian blocks. Meanwhile, my dwarves generally live in a little hovel I carve into a convenient terrain feature, usually only 2 z-levels high, containing the legendary dining room, 20 bed dormitory (sleeps about 60), office, and then with pretty much everything else underground being food storage.

The plan is to replace the warren with proper housing reminiscent of medieval europe (keep/bailey, manors for the nobles, and progressively worse accomodation for the bourgeoisie and peasants), but I usually get bored, or switch to a new release before that happens. Due to depth I like to set my magma level, I haven't actually gotten past the creation of the 70 z pump stack yet in the new version.  :-[
This was usually how I built my 0.28 forts. Been having a bit of trouble pumping the magma in the newer versions as well. Haven't had a fort running long enough yet to actually have anything interesting built in the new versions. However I think a volcano would help out so you don't have to bother with all the pumping just to get the magma up to ground level. But I'm not sure I like all the cliffs (slopes) they come with.

465
DF Gameplay Questions / Re: Importance of beds
« on: June 30, 2010, 02:29:29 am »
Always end up building rooms for each dwarf. but in the beginning i usually just have a room filled with beds (even more so on above ground fortresses). It's an easy and cheap way to get rid of some bad thoughts, so I don't really see why not.
And even 10-20 beds in a random room is better than having them fall asleep wherever and can avoid unnecessary mauling of dwarfs by wild animals or ambushers.  :D

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