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Messages - Imp

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4486
I went back to vanilla DF after getting my fill of orcs on Dig Deeper, least for now.  The map I picked is a mix of evil and normal savage biomes, mountain and badlands.  Was watching my dwarves run around inside their encampment, several minutes after the caravans left, when suddenly most of them headed outside.  I followed and they were after camel bones and skulls, four camels worth.  This puzzled me, as I have all refuse gathering on, and have storage space for corpses by my butcher shop - and the dwarves were not all busy.  Corpses have been hauled in before and butchered, so I expect they should have brought the corpses inside, long before they rotted down to bones.  And I really would have liked the hides.

When I checked the units list, the only dead camels were four zombie ones.  There were five smatterings of blood by the bones.

It's possible that the caravan killed those zombie camels since I didn't watch the caravan leave (and there's no friendly deaths on my unit list), but why didn't my guys go after the corpses before they rotted if so?  Would those zombies have rotted to bones that fast?  On other maps my dwarves have brought back rotting zombie corpses to decay in my refuse pits.  This map has had several 'odd animal deaths' even long before my caravan came, my dwarves running out to get corpses for butchering and when I check the units list and the area the corpses are at I don't see anything to explain what killed those animals, and my dwarves are not being attacked on the way there or back.

No dwarves are set to soldier or hunt, and these corpses are all fairly near the map edges and fairly far from my dwarves' encampment. My civ screen only shows dwarves and there have been no messages about ambushes, so I don't think other races or hidden creatures are killing the beasts and wandering off/hiding again either.

Any ideas?

4487
DF Gameplay Questions / Re: Strange Mood Demand Question
« on: January 19, 2010, 11:17:17 am »
The items linger for about two seconds each, so if you hover over your moody one and see about 10 seconds of rough color or such before it shows other things, he's asking for 5 or so gems.

4488
DF Dwarf Mode Discussion / Re: The Smartest Dwarf
« on: January 19, 2010, 05:13:50 am »
I've no idea where the color of the light wounds is set, but it's easy enough to mod a change to the whole (or part) of the color scheme used.  So you can set 'light gray' to look like any other better contrasting color, or change all colors if wished - note this change will apply to every light gray color in the game.  There's a wiki page about it, including some people's designed color sets.  I like the 'Natural' set myself.

http://dwarffortresswiki.net/index.php/Color_schemes

4489
DF Dwarf Mode Discussion / Re: I need to punish this dwarf
« on: January 19, 2010, 04:52:31 am »
Unrelated to the punishment of your miscreant - I usually have a few dwarves working on trapping live land animals from either butcher shops or kennels...

They often catch turtles.

I don't understand how or why, but they do.  Could this help solve a similar problem for you in the future, especially if you see turtles around?

4490
DF Gameplay Questions / Re: Can babies tantrum?
« on: January 18, 2010, 07:21:41 pm »
Thanks all!  I didn't take any special precautions to try and fence Mom away from the flies, but that baby slowly improved to fine, despite showing the same negative thoughts and no positive ones.  Still a baby though, will see if it manages to grow up - unless of course the suicidal baby Moonlightbird wrote of had a Mom that was unconscious or something, unable to tend to it?  If that's the case, my wee grouch is prolly fine :D

4491
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 18, 2010, 02:27:34 pm »
Smoothflames the Fortunate Forest is starting to really thrive as it begins its third year.  Things were especially tense last year when the elves came, but the eared brought a thoughtful and wise gift - a healthy young giant flying jellyfish in offer as a living symbol for our clan.  Makes a fine mascot, 'specially when it lingers near its kin in our carvings.  We toasted those elves with mead and they answered with sunshine.  Never thought I'd be glad to see an elf, but I meant it when I invited them to return safe next spring.

The orcs finally found us last winter, a small scouting party of hammerhands and wrestlers.  Our traps claimed them all and in another week or two we'll unseal the door they rot behind and see if their bones are clean enough for use yet.  Spitecaverns, the small cave we settled near has been cleansed of the few ratmen infesting it - a very dim shadow of the dangers it used to hold before a hero of our people slew the last of the line of minotaurs which infested it until about fifty years ago.

Our clan has made only two artifacts as yet, a millstone and a weapon rack, but the fifth wave of immigrants has swelled our numbers to seventy.  We have enough eager hands now to achieve great things and our explorations underground have just discovered hot stone.  We'll see what dangers swim in the magma beyond after we learn if the returning elves have brought back the respect they approached us with last year.

4492
DF Gameplay Questions / Can babies tantrum?
« on: January 18, 2010, 08:22:33 am »
My current fort has a newborn who is quick to anger, often discouraged, and uncomfortable with change.  Additionally, he detests flies, and of course my fortress swarms with them.

Noticed him during a scan of moods - what, I've got an unhappy dwarf?  Well, indeed I do.  His only thoughts are accosted by terrible vermin and annoyed by flies, two events that are likely to reoccur often and he's only been alive a few days.

Is it possible for him to tantrum as he is, or the moment he grows to a child?  I find myself wishing I could designate some toys for him, draft and arm him with a rattle or something. :D

4493
DF Dwarf Mode Discussion / Re: Room-Diggan style, how feasible is this?
« on: January 18, 2010, 03:56:23 am »
After a couple fortresses I realized that bedrooms didn't actually appear to need walls.  So now I place my bedrooms for the 'average dwarf' on a flat expanse of floor, the beds placed so each is the center of it's own individual 3x3 cube and not overlapping each other.  Seems to work pretty well to limit travel time as well, as no dwarves seem upset to walk through the rooms or have others pass by their beds and there's no corridors to follow or traffic congestion to deal with, just a straight walk to their destination.

Dwarves that want more quality get it, in a slightly off to the side equally open area.  Seems to work so far.

4494
DF Dwarf Mode Discussion / Re: Goblins, in MY Dwarven Civilization!?
« on: January 18, 2010, 03:49:02 am »
Gobs in my civ, (one of them is a diplomat -- truly odd).

Poor gobby, this doesn't surprise me at all.  I can see him now, spent his whole life begging and pleading for food, water, not to be beaten or killed...  Diplomacy from desperation up!

4495
DF Gameplay Questions / Re: Need babies, Seeking pregnancys: Adam and Eve
« on: January 16, 2010, 05:11:01 am »
What I've seen of my dwarves marrying and breeding - periodic free time is essential.  If I keep them constantly busy, they dont marry (or make friends/so on).  I celebrate caravans with a few days to a couple weeks of 'free time for everyone', and marriages frequently occur during these weeks.  Births are not uncommon after the first year and a half.

4496
I enjoy watching my dwarves catch vermin, so I don't tolerate cats very well.  I've watched far to many migrants' cats stop following their masters much and mostly just endlessly hunt, so I made a short dead end corridor with a door where it joins my living area, and placed a spike trap right inside the door.  Then I draft the cat owner and station him inside the corridor, and usually their other pets follow first and I have to wait for the cat to notice.

This wait is useful - once I see the cat heading towards the room I pause and move the owner out.  The other pets notice first, and follow out, and I usually use the one step advance while paused to be ready to make the door forbidden and not pet passable (both are necessary because I had an owner let the cat out before).  The cat tries to leave the room and stops by the door, right on the spikes, and easy to kill without risk to others.

4497
I think the enemies have personality traits that strongly affect how they attack as well.  I just had an orc siege that wouldn't approach my base.  I finally opened up the fortress's short path and played as normal (with a close eye on the enemy).  The leader rarely moved more than two or three steps in any direction (he had no wounds), and the followers acted normal - occasionally spotting a dwarf that wandered towards the enemy group and giving chase, only to fall back after a short distance and return to the lazy leader who had not bothered to move.  That leader seemed to ignore anything more than 20 steps from him, and the rare times a dwarf got that close without being scared off by the other invaders the leader gave up chase within four or five steps.

4498
DF Gameplay Questions / Mercy, me Hammerer!
« on: January 14, 2010, 03:57:10 pm »
Anyone know if personality traits affect how the justice dwarves handle their jobs?

4499
DF Dwarf Mode Discussion / Re: Interesting History Fact
« on: January 12, 2010, 05:59:20 am »
Oriental wooden weapons such as shinai and bokken are still in use today.  Bokken are strong enough that hard strikes with them are more likely to break bones, possibly killing the target, than break the sword, though of course they are 'training' weapons and you're not supposed to hit anyone with them.

4500
DF Gameplay Questions / Re: Pests be gone
« on: January 12, 2010, 04:20:51 am »
I enjoy watching my dwarves catch and later eat various vermin.  I'd been quite disappointed to think that I might not be able to suppliment their diets that way. ;p

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