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 - Sutremaine

Pages: 1 ... 67 68 [69] 70 71 ... 440
1021
DF General Discussion / Re: When did YOU migrate to Dwarf Fortress?
« on: November 13, 2013, 05:21:13 pm »
Just as 40d was being worked on. I still have my first lasting fortress, somewhere. :)

1022
DF Dwarf Mode Discussion / Re: You know what I hate?
« on: November 12, 2013, 08:01:24 pm »
The main difference is that a random wild turkey (domesticated) not eat your dwarves, but a random wild cave crawler (expert level trainers) will.
Turkeys are pretty harmless though. Maybe a better comparison would be yaks or buffalo, which are also powerful domestic creatures that are found wild. The wild ones won't fight unless cornered, but they can really ruin a dwarf's day if they do attack.

With non-domestic species, you can tame and train individuals, but you have to start over when you start a new fortress. What I believe should happen is that once your fortress amasses enough knowledge about training a species, you send enough information back to the Mountainhome for your whole civ to be able to domesticate the species. Then you'd be able to embark with them next time, since you can embark with domestic animals.

Enemy mounts will never belong to your fortress, regardless of species. Their offspring don't belong to the civ that brought them, based on the reaction of human siegers to the foals their horse mounts can give birth to.

1023
DF General Discussion / Re: DF Versus Indie Titles (Accessibility)
« on: November 12, 2013, 12:07:39 pm »
In comparison the total income that Toady sees is small, and it should be much larger imo.
How much do you, personally, think DF is worth?

1024
Possibly it's been renamed to something else, in the same way that the default names for weapon users are renamed in vanilla to 'swordsdwarf', 'axedwarf', etc.

Edit: Tanning may be the only moodable skill with reactions defined entirely in the raws. That would make it very desireable for a modder.

1025
DF Dwarf Mode Discussion / Re: You know what I hate?
« on: November 12, 2013, 10:51:32 am »
Additionally, you can never train a particular kind of animal enough to domesticate the whole species.

1026
DF Dwarf Mode Discussion / Re: Caving In the World
« on: November 12, 2013, 09:25:18 am »
Miners will mine in burrows, so long as the tile they're supposed to mine is also within the burrow.

1027
DF Dwarf Mode Discussion / Re: You know what I hate?
« on: November 12, 2013, 08:44:23 am »
If you mod them to give live birth, the offspring will be allied to your fortress. Based on draltha breeding, non-tame animals that are chained up will be fertile without ever fighting with dwarves or scaring them.

VCCs seem like they'd be pretty badass. Their only attack is a latching bite, and they're large enough for the universal 'push' attack to pack a punch.

1028
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: November 11, 2013, 06:56:30 pm »
2. If in theory I had captured or killed all the necromancers, would the undead sieges still come?
Yes, but possibly far less frequently.

1029
Regen the world with the same seeds but a different finish year and see what happens.

1030
What caused the last tantrum spiral? See if you can put them to work helping to prevent another one.

1031
DF Gameplay Questions / Re: Migrants on undead map
« on: November 10, 2013, 12:59:12 pm »
Yeah, they can just step right out of a coffin. Maybe dwarven culture demands a permanently open casket, or the raised dead are still sufficiently dwarven that they won't break apart another dwarf's work without being angry or being ordered to.

1032
DF General Discussion / Re: Does Slavery do anything?
« on: November 09, 2013, 05:13:23 pm »
What if the Tigerman fishing/hunting as a labor before they arrive at my fort? As they are idle-work will this not make them fish and hunt for me?
They might also do Animal Training.

1033
Step 1: Go into the raws and change mail shirts, helms, etc. to be clothing.
Step 2: Reload game.
Step 3: ???? (see below)
Step 4: Your miners and woodcutters are now wearing their newly-recategorised civvies.
Step 5: Go into the raws and change the mail shirts and other armour items back, otherwise they'll remain vulnerable to wear.

Step 3 is ???? because I don't know any efficient way of getting a dwarf to wear a specific bit of clothing without it being part of a uniform. Maybe set a uniform for them, remove the labour so they'll go and pick it up, and then lock them in a room while they change from mail-as-uniform to mail-as-clothing?

I'm not sure how this interacts with the Hunter labour.

1034
DF Dwarf Mode Discussion / Re: Amusing arena "feature" found...
« on: November 09, 2013, 04:59:18 pm »
Oh, that's how you do it. I've had it happen a couple of times.

1035
DF General Discussion / Re: Does Slavery do anything?
« on: November 08, 2013, 07:58:04 pm »
At the moment multi-racial forts aren't possible outside of DFHack, so all they do is suck your food and drink from the river/murky pools, since they can't operate wells.
Quick question: does transforming them into dwarves make them fully functional members of the fortress?

Pages: 1 ... 67 68 [69] 70 71 ... 440