Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hyndis

Pages: 1 ... 314 315 [316] 317 318 ... 328
4726
I've modded my game to allow prospecting metal from random stone. It takes a lot of stones to produce 1 bar of metal, and its vastly less efficient than actually having that particular ore to process, but it both helps keep a constant metal industry going as well as cleaning up all the stone. It also makes sense, in that in most stone you will find trace amounts of all sorts of metals. If you're really desperate you could get gold out of just ordinary ground soil, but its far more efficient to find rich veins of gold ore or quartz.

Alternate uses of stone would be making crafts, training up siege engineers, or building absurdly elaborate surface constructions.

4727
DF Dwarf Mode Discussion / Re: I need to kill a possessed dorf
« on: August 12, 2008, 08:53:18 pm »
No, it said he was working furiously, but there were no items in the workshop. Also, the option to remove the workshop isn't available when its been claimed by a dorf during a strange mood.

4728
DF Dwarf Mode Discussion / I need to kill a possessed dorf
« on: August 12, 2008, 08:16:42 pm »
I have an immigrant metalcrafter that has claimed my only forge and anvil. I have a lot of other metal workers who need to get making stuff, but I accidentially forbid the steel bar he was working on while attempting to forbid copper so he'd make a valuable artifact, now he's working away at the workshop without any materials, and he's been at it for well over a season now. He also doesn't appear to be getting hungry or thirsty.

Any way to interrupt him? Dismantle the workshop or outright kill him. I don't care if he dies, I just want him to stop hogging my anvil.



Edit: Nevermind, right after I pushed the submit post button he went insane and my axedorfs redecorated the obsidian metalworking area with a soothing red color.

4729
DF Gameplay Questions / Re: shops - useful or not
« on: August 12, 2008, 07:09:14 pm »
There's a clothing store, general goods store, crafts store, and exotic clothing store. The exotic clothing store sells items that your dorfs cannot wear, but if for some reason they have a fetish for elf or goblin underwear...  :o

You also don't need to make any coins. The economy functions on credit just fine. 4 shops should be plenty. Occasionally dorfs will haul items to these shops, then when another dorf wants something on sale, he'll head over the shop for a short while to pick up the item. Make sure to give each dorf a chest and a cabinet to store all of his stuff.

4730
DF Gameplay Questions / Re: Cave spider silk factory
« on: August 12, 2008, 07:06:57 pm »
The best way to farm silk from regular spiders is to dig out a decent area around any chasms or underground rivers/lakes, so that the spiders will go onto the rock and then spin their webs. Just build a bunch of looms and your weavers will automatically harvest the webs and make cloth. Its an absurdly easy way to get massive amounts of silk cloth and highly skilled weavers, which you can then turn into socks to take care of all of those dorfs with sock fetishes, or make silk crafts for export. It helps to clear out any hostile critters in the area first. First send in your military to sanitize the place, then mine out a good area for the spiders and set up the looms, then profit.

For chasms you can also build these web platforms on every level with some stairs for your weavers to access all of that silk.

Often times I need 4 looms running continually just to keep pace.

4731
DF Gameplay Questions / Re: Forbidden Bolts
« on: August 12, 2008, 07:02:49 pm »
will dwarves melt forbidden items?

No, forbidden items are completely ignored and cannot even be moved to build something in that tile.

4732
DF Modding / Re: Hammocks
« on: August 11, 2008, 06:10:50 pm »
Toady has indicated that he wants to move more stuff into the raws to allow for more modding possibilities, but thats a long term thing.

4733
I've had this happen even back in 38c, but its so rare I have no idea how to reproduce the bug, and I didn't think to get a save when it happened back then.

I've had it happen in almost every version since then, but again, its an extremely rare (though sometimes aggravating) bug. I'll try to remember to get a save of it if it happens again.

4734
DF Bug Reports / Re: [39e] Two crossbows in right hand
« on: August 11, 2008, 06:04:07 pm »
They only actually use a single weapon even though they're carrying two. The backup weapon is carried in the right hand, but its not used for combat unless the primary weapon is lost somehow, such as getting stuck in an enemy.

4735
DF Suggestions / Re: Making construction more interesting
« on: August 11, 2008, 06:01:37 pm »
The act building constructions would be put under the architecture skill. Right now that skill only applies to bridges, supports, depots, and furnaces. The skill seems somewhat neglected at the moment.

4736
DF Dwarf Mode Discussion / Re: Engraving bedroom walls
« on: August 11, 2008, 05:43:49 pm »
Be cautious with engraving regular bedrooms however. A legendary engraver can very quickly turn a common 3x3 bedroom with simple wooden furniture into something no dorf can afford.

Engraving the dining hall and the rooms of nobles is a great idea, its a very easy way to massively increase the value of the room without having to actually build anything.

4737
I think it just informs you that the window for migrants to arrive has passed, so you're not still wondering if you're going to get migrants late in the season. Its not uncommon to only get migrants once a year, and none at all during the first year.

4738
DF Suggestions / Re: Only store when not used in job
« on: August 11, 2008, 03:55:00 pm »
What about giving priority to the older hauling jobs first?

For example, a brand new hauling job starts with a priority value of 1 point. Dorfs will only do this if there's absolutely nothing else to do, like the old healthcare system. Every X units of time, the hauling job's priority is increased by 1 point to a maximum value of Y. Thus, an item that was just produced won't be hauled off for a while and then items that have been sitting there for a while will be moved first.

4739
DF Announcements / Re: Dwarf Fortress 0.28.181.39f Released
« on: August 10, 2008, 06:20:56 pm »
I've noticed that very few games today have any depth. I think DF's depth and complexity easily surpasses that of your typical big budget game. Sure, the big budget games have fancy graphics and all that, but no real gameplay other than point and shoot.

Its not to say that good graphics automatically make a game become shallow and lame, but its that too many games are all about flashiness at the expense of substance.

Interestingly enough, this has long ago happened to movies. Most movies these days are all explosion, tits, CGI, and very little plot.

4740
DF Gameplay Questions / Re: Outdoor barracks?
« on: August 10, 2008, 02:25:59 pm »
Bruised spines?

Pages: 1 ... 314 315 [316] 317 318 ... 328