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Messages - soup_alex

Pages: 1 ... 15 16 [17] 18 19 ... 28
241
DF Gameplay Questions / Re: wealth
« on: August 12, 2008, 02:13:41 pm »
i think 39f re-enables seiges, and may make people more violent

Wait, in 39e are sieges turned off??
I've sure had a siege in 39e.
what is this 39e?
I lol'd. (Micro, "39e" is the version of DF that preceeded the current, version *.39f)

IIRC, sieges were possible but uncommon in approximately *c-*e, as most races shared similar ethics and apparently didn't feel like sticking their neck out just because some short, bearded gits in the mountains were chopping up a few kittens.

242
DF Gameplay Questions / Re: Animals question
« on: August 12, 2008, 02:08:42 pm »
I expect that animals do die of old age, yes, although that may take a very long time (humans, I think, can live for 100-200 years? unless they're adventurers, or get OMNOMNOM by elves or a megabeast). There may or may not be any limit to the number of pets a single dwarf can adopt.

Oh, and dwarves don't adopt cats and kittens, but vice-versa.

243
DF Gameplay Questions / Re: lol wut? Gem cuttin problems.
« on: August 12, 2008, 02:01:10 pm »
Golgath has it: it looks like you've marked an area to dig out, but it's behind more stone. You need to extend the designation to include hte "face"; the walls that the miners can walk up to.

(Also maybe check the miners' labours, if you're messing around with military they sometimes like to drop their picks and "give up" on mining)

244
DF Gameplay Questions / Re: shops - useful or not
« on: August 12, 2008, 01:50:30 pm »
They ought to be, but only once economy takes effect (and I don't think you can dictate what type of shop will be built, either)

245
DF Gameplay Questions / Re: Best weapon
« on: August 12, 2008, 09:37:23 am »
Wrestling, hammers, and crossbows in Fortress Mode. If any of my recruits show extra promise, I'll have them cross-train in another weapon (especially if the elves brought some cheap, tacky wooden spears with them) to more easily gain att. buffs. Maybe, if there's a megabeast, I'll equip some soldiers with critboost weapons.

246
DF Gameplay Questions / Re: new worlds
« on: August 12, 2008, 07:11:07 am »
i tougth the question was about creating more in the same time. i had know that we can have more in the same time but i don't see what to do to creat more in the same time (like ok i go to eat so i put DF to create me 20 worlds, so i wont need to wait on them ...)
Oh, right. That would be neat: "Kettle Mode".

247
DF Gameplay Questions / Re: new worlds
« on: August 12, 2008, 07:00:35 am »
This was something I accidentally found out myself, too... I kinda thought that the "Create New World" option would automatically scrap the one I'd already generated.

How?
It's dead easy, you should have an option (two, actually, if you count the custom parameter generator) to create a new world at the main menu, even when you've already got a game in progress. Useful if you want to start a new fortress or adventurer, or just mess around, but don't want to lose your current save(s).

248
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 12, 2008, 05:25:20 am »
Drain the chamber. Fill chamber with cage traps. Re-open chamber. Wait for evil carp to taunt you again. Pit evil carp off the side of a 20 z-level tower. Profit.
Vertical carpedo?

249
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 12, 2008, 04:47:06 am »
Most(?) are vermin, though there are some larger (non-vermin) fish, including carp and a lot of ocean-dwelling varieties.

250
DF Gameplay Questions / Re: Outdoor farm problems (biome?)
« on: August 12, 2008, 04:35:19 am »
are you sure you didnt just have the farmplots set to grow plants whose seeds you dont have?
No, this is a message you see when you (q) over a plot that can't accept any seeds that are currently available, and it replaces the menu where you would normally choose which seeds to be planted per season. It's possible to still assign seeds to months etc. on a farm plot when you've run out, in which case the farmer(s) will just send a lot of job cancellation messages.


From the wiki, crops by biome type.

—Not Freezing (Dry):
Blade weed
Hide root
Longland grass
Prickle berry
Wild strawberry
—(Evil):
Silver barb
—(Savage):
Whip vine


—Not Freezing (Wet):
Fisher berry
Rat weed
Rope reed
—(Good):
Sun berry

...so, I'm not sure why you wouldn't be able to set up a farm. You've obviously irrigated properly (or found soil), else the game wouldn't allow you to build farm plots in the first place. Can you remember anything at all about the biome information from the embark screen? Perhaps you are unwittingly attempting to grow sun berries (for example) in an evil territory?
How and where did you get your seeds, anyway? (and what are they?! :P)

251
DF Gameplay Questions / Re: Sieges/caravans with no neighbors?
« on: August 11, 2008, 10:02:22 pm »
Actually if ALL the dwarves are dead, you can't even play fortress mode, which is sorta neat.
That's a shame... I've have quite liked to try "Post-Dwarven-Apocalypse Fortress Mode", or "Repopulate the World with Dwarves Fort".

252
I've been playing f quite a bit today, using a fort/world generated in .38c—maybe I just haven't been playing (continuously) long enough, but I haven't seen any migrants, either. Didn't get the "attracted no migrants" message, though.

253
DF Gameplay Questions / Re: Trading animals
« on: August 11, 2008, 08:07:54 pm »
1. Yes, I should think so (though apparently goblins like to run away when they're brought to the depot... I'm not sure if this would be a problem with (Tame) creatures). Other traders may bring caged, tamed animals to you with no problems... although I once bought a couple of big cats from a shifty elf and later found that they'd each suffered major damage to their internal organs... and the annual caravan from the mountainhomes to my current glacier fortress ("Frozenballs") brings not caged cows, horses and mules as per my requests in the previous year, rather just corpses of said animals (I can't complain: they'd likely be slaughtered for meat and skin, anyway; the corpses are free; and I don't have to pay an inflated price for the rubbish copper/zinc/tin cages they travel in unless I'd requested "CAGES" from the liason.
2. Uh-huh.
3. Probably, but you'd have to use (and lose) a nice metal cage. Be sure to kick out the creature's teeth, break its bones and flay its skin, though, just in case.
...you know how those elves are.

254
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 11, 2008, 07:54:43 pm »
I have an evil, malicious carp living in my river that is named, and has killed three dwarves and a mountain goat. It's too smart for me, as it refuses to fall for my fish trap that I have used to kill every other fish in the river (triggered by locking them in a floodgate sectioned room off the river, then draining it, depriving them of precious water and giving my dwarves some carp leather and carp meat!).
It's practically just him and some random sea lamprey that loves to toy with my trap, swimming inside and out of it really quickly, then leaving when a dwarf even thinks of flipping the trap's lever.

I'll get him someday *shakes fist*
"To the last, I grapple with thee; From Hell's heart, I stab at thee; For hate's sake, I spit my last breath at thee."

255
DF Gameplay Questions / Re: agile
« on: August 11, 2008, 04:58:44 pm »
Oh noes what I meant is....dwarves shouldnt raise their "skills" while partying, that is what making no sense. Yeah I think my first reply wasnt clear enough, now that I read it again.  :-X
Oh. Sorry! :-S
To paraphrase Freud... sort of... I am highly analytical of others' spelling and grammar (not that mine is great, either) bee-cos jeu enfee yor fah-thurr's pince-nez... ja?

(I agree, though: going to lots of parties and becoming SUPERBUFF... is weird. Maybe they're passing around Duke Nukem-style steroids, or something.)

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