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 - soup_alex

Pages: 1 ... 14 15 [16] 17 18 ... 28
226
DF Gameplay Questions / Re: Dog is a dwarves best friend
« on: August 15, 2008, 12:55:56 pm »
Awwwwwwww!

I can imagine Ingish there getting hell from the wif, not to mention threats of "it's me, or the dog!"

227
DF Gameplay Questions / Re: Duplicating worlds
« on: August 15, 2008, 11:18:40 am »
On closer inspection, region information isn't actually stored in easily-modifiable .txt format. Bah. I must have been dreaming.

Maybe I'll make a backup, and see what changes occur when I abandon the fort (I'm guessing a few of these "unit-###.DAT" files will be randomly pruned?)

228
DF Gameplay Questions / Duplicating worlds
« on: August 15, 2008, 11:05:03 am »
Supposing that I wanted to run an Adventure game in the "same" world as a current (non-abandoned) Fortress game; would this be acheivable simply by copying and slightly modifying my region.txts (and abandoning the fort in the duplicate world, obviously)?
After retiring my adventurer(s), would I then be able to copy the new information written while playing in adventure mode over to the original fortress game, or would this likely cause weird phenomena and TIME PARADOXES (paradocies)?

Ta!

229
DF Gameplay Questions / Re: Dwarf keeps passing out
« on: August 15, 2008, 10:23:15 am »
But technecally he can aim better because you usually sight with one eye anyway.
I was going to say: having only one eye severely limits one's ability to perceive depth... but it looks like Abyss beat me to it :P

(I imagine that when shooting at a target with a rifle or other weapon that requires less adjustment for trajectory than a crossbow, depth perception would be less important (compared to shooting at a target with a crossbow over an equal distance)?)

230
DF Gameplay Questions / Re: Lazy Recruits. hmph.
« on: August 15, 2008, 08:53:59 am »
I've seen lazy recruits. Try setting them to "sleep in barracks" or "sleep in room", and try giving each dwarf their own squadron (one or both of these seemed to work for me, unfortunately in my desperation to get them to do something useful I didn't take a more scientific approach to solving the problem).

I hope that works... there's nothing more annoying than lazy dwarves!

231
DF Gameplay Questions / Re: What to do with a rat?
« on: August 15, 2008, 08:43:19 am »
But there's no way to trap a particular kind of vermin, I believe.
Certain vermin are more attracted to certain types of bait than others. Rats, as you've discovered, like meat :D and I think gems are only good for attracting certain good/benign biome vermin (butterflies or fairies or such-like)

232
DF Gameplay Questions / Re: Can dwarves wear artifact clothes?
« on: August 15, 2008, 08:34:56 am »
Are there any conditions in which clothes do not degrade over time? Will an item of clothing remain in perfect condition so long as it's not being worn or outside, or do these factors merely accelerate the process?

233
DF Gameplay Questions / Re: Feats of Engineering
« on: August 14, 2008, 07:24:37 pm »
Now at two hours of planning without the first pick even being  swung.  Think I'm bein a little paranoid?
Nah. Just careful!

234
DF Gameplay Questions / Re: Feats of Engineering
« on: August 14, 2008, 07:19:16 pm »
Eh, I don't think I've pulled off anything particularly extravagant in terms of engineering. Some of my well-feeding tunnels have stretched quite far in the past, and in my current fort I've thawed a brook and two large lake/glaciers at either end (the brook is drinkable/fishable, but rather irritatingly the lakes still have an ice "floor" on top, so are only good for skating and re-enacting the frozen pond fight scene from The Four Musketeers)
...not water- or magma-related (though I do plan to incorporate a well and magma forge/smelter), but I'm in the process of carving out a 17z-tall, 20ø natural rock pillar into a secondary bastion to guard the most frequently-assaulted entrances to my standing fort; naturally, it includes restricted underground access to all other perimeter fortifications ;D

235
Nothing can pass over the tile you channeled out,
Except fliers! And vermin may still show a tendency to sprout up from whichever side of the brook they so choose.
So assuming I channel over the entire part of the brook that will be my moat, it should then act as simple channeled tiles and work. Wonderful.
Moats work wonderfully with walls and fortifications as a method of keeping attackers further from your marksdwarves (the further a missile-firing unit is from a fortification, the more difficult it will be for them to hit something on the other side). You may as well dig your own dry moat to whatever shape, width and length you like, though, as nothing can currently jump into a channel and climb out the other side without stairs or ramps (except, as has been mentioned, [FLYING] creatures)
Hmm. A kobold thief fell in and now he won't drown. Dwarves are cancelling jobs everywhere as soon as they see him. What can I do?
Round up some markdwarves. Live target practice!

236
DF Gameplay Questions / Re: New problem...
« on: August 12, 2008, 05:46:16 pm »
Yeah, it hasn't been a problem.  My huntergot wounded and they've been pouring water down him to encourage his return to active hunting.  the penalty of being wounded = no booze
I'd actually never thought of it that way before. Hmm, "dwarven water torture"?

237
DF Gameplay Questions / Re: Forbidden Bolts
« on: August 12, 2008, 05:44:30 pm »
irregardless
Beth: "Irregardless isn't even a word."
Joey: "Yes it is, it means without lack of regard."

Please, when you mean to say "irrespective" or "regardless", use one or the other, but NOT both.
[/nazi]

Sorry. Onto mono-stacked bolts:
If the bolts in question are metal, and your map has magma, then consider melting them when your furnace operator has nothing better to do.
If they're wood or bone, and your military has a separate pile of better bolts (strictly for action), then consider un-forbidding them for training purposes.

Otherwise, leave them/destroy them.

238
DF Gameplay Questions / Re: Best weapon
« on: August 12, 2008, 02:57:47 pm »
what level of skill do you have to have in order for the spears not to get stuck?
I think it just happens sometimes, regardless of skill (or weapon quality). Be sure to give some training in wrestling, so your dwarves don't keep disarming themselves.

239
DF Gameplay Questions / Re: Cave spider silk factory
« on: August 12, 2008, 02:53:59 pm »
I have heard that they won't shoot web at something they can't walk to.
...like how marksdwarves can't train at an archery range if there's a channel in front? Interesting...

240
DF Gameplay Questions / Re: Trading animals
« on: August 12, 2008, 02:22:46 pm »
You don't even need to buy the cages. Just dump the corpses from the stocks screen.
Oh, wow. These traders really do have poor standards (and they're coming to my fort year in, year out... which makes sense, I suppose).

I may just go on buying the damn cages, anyway, as some entrances to my fort would be indefensible (until my miners pick up the slack) if they weren't peppered with traps. Plus, apart from the wood and flux (glacier fort), they're about the only bloody thing the merchants bring with them that I've any use for... and I've got to do something with all these (narrow giant cave spider silk trousers)!

Pages: 1 ... 14 15 [16] 17 18 ... 28