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 - slink

Pages: 1 ... 90 91 [92] 93 94 ... 131
1366
DF Gameplay Questions / Re: Farming soils?
« on: January 05, 2010, 01:31:47 pm »
Use the "k" command to look at the surfaces, and also at the exposed edges on hills and bodies of water.

1367
DF Gameplay Questions / Re: Personal preferences regarding the military
« on: January 05, 2010, 12:08:59 pm »
Two marksdwarves are sufficient, and will become champions after about two orc seiges.

As long as orc elite snipers don't kill them from the max range even if they are behind fortifications.

That's why I don't put the marksdwarves on their stations until after the orcs are corralled.  My marksdwarves carry shields, too.  It means they can't carry two quivers, but I keep the bolts nearby.

1368
DF Dwarf Mode Discussion / Re: ANTS!
« on: January 05, 2010, 11:56:20 am »
Certainly the looting behavior of my fortresses reminds me of ants.  They keep the surrounding area clean of anything that might possibly be useful in the future, even dead vermin for which no one has any use at the moment.  Of course, that's because of my settings, but who's counting?   :D

1369
I always get elves in the first year.  I wonder what I'm doing differently. (Or if it's just a run of good luck; I'm still rather new to the game)

Does that mean that you get Elves just after you arrive with the wagon?  Or do they come in some season other than Spring?

1370
A thoughtful person will fix your "mistake".  A less thoughtful one will delete the "faulty" entry.  A completely thoughtless person won't notice, or care.   :)

1371
DF Gameplay Questions / Re: Personal preferences regarding the military
« on: January 04, 2010, 10:31:31 pm »
Interesting...
1) How many marksdwarves do you normally have on hand? (%)
2) Do you ever have problems with ambushers trying to sneak into the special caravan entrance?

Two marksdwarves are sufficient, and will become champions after about two orc seiges.

The special entrance is blocked from the rest of the outdoor map by raised bridges.  So far I have had no one but caravans enter through that place.  It is only three tiles wide and goes all the way to the edge of the map.

1372
DF Gameplay Questions / Re: Personal preferences regarding the military
« on: January 04, 2010, 09:53:23 pm »
I never allow the justice system to activate.  I used to try to comply with the requirements, and then realized that everyone was happier without any of it.  Even the nobles can be made ecstastic without being allowed to relish the pain and deaths of relatively innocent subjects.

My troops of choice are marksdwarves.  Recently my method has been to capture the attackers in a courtyard, between two raised drawbridges.  The marksdwarves are then sent to their positions behind fortifications overlooking this courtyard.  Once the invaders are all dead, however long that takes, the inner drawbridge is lowered and the haulers collect the loot.  When the courtyard is cleared, the outer bridge is lowered.  Rinse and repeat.

I used to use traps, and it doesn't hurt to keep some anyway, but the version of orcs I am using don't fall into traps so traps are not so important to me now.  I keep a couple of tied war dogs further in, to detect kobolds.

The caravans come through a special tunnel, directly from the edge.  This has reduced a lot of my defense problems.  It is only the diplomats and the liaison who have to enter through the front door, as well as migrants in the early part of the fortress.

1373
0 value meat without adjective means that there's some creature without an appropriate adjective and value. I might add such things to my mods as a mechanism against copy-pasting :).

Either it won't bother the copier, or it will bother all your own users.  An astute person including your materials will just think you were sloppy.  I've run across some of that in my collecting.  :D

1374
Now, what's this about Granite appearing from dug-out brooks? Default?

If you dig into an empty brook from the side, the apparently empty air beneath the brook surface will be an invisible solid.  If you dig out this invisible solid, it will become stones.  I think it is the same type of stone present where the brook enters the map.  The reason that I think that is the case is because the stone nearby the place where I tried this was not the same, and the type that resulted from digging out the brook was some distance away, at and near the place where the brook entered the map.

This happens even if the surface and bottom are left intact.

If, however, you dig in from the side to a frozen brook, the result is stones made of ice.  These melt and vanish when the brook melts.  No stones made of rock are generated.


1375
I'm a sis, but that's okay.  :D

The ones in the Mega Mod that involve plants or silk as reagant are as follows.

growable trees
ice that is colored
isrirkadankel
wintersteel
bone rubber
nerf
towerhusks
glass beds and weapons

1376
Make sure the tree plants are not being stored in barrels.  The smelter can't find reagents in containers.

1377
I am able to see the directory of languages to choose from as a source, but it never fills it in when I choose one.  I have tried with complete paths using "/" and also with complete paths using "\", and with relative paths using "." and "..".  In all cases I can see the files, indicating that I am formulating the paths correctly (of which I had no doubt), but in no case does the program load the language.

WinXP, SP3

1378
DF Modding / Re: Modded civs question
« on: January 04, 2010, 09:24:35 am »
You can change their seasons of arrival by changing the seasons in their entity file even after embarking, so you can re-distribute the caravans for your own convenience and even make them come more or less often if you choose, throughout the fortress lifetime.


1379
DF Dwarf Mode Discussion / Re: How many people use an orc mod?
« on: January 04, 2010, 09:15:38 am »
I played for a year without adding any new civs, then tried the Orcs mod.  I liked it well enough that I then added some more civs from Civilization Forge.  One nice feature about orcs is that they drop steel instead of iron.  They also have trapavoid so it will jar you loose from your old habits if you tended to rely on large numbers of traps for an impregnable defense.


1380
DF Dwarf Mode Discussion / Re: Stopping Immigrants
« on: January 03, 2010, 08:01:40 pm »
I have determined that one can prevent the caravans from arriving by editing the entity raws to remove the seasons.  I did it a few years after embarking, and I never saw another caravan or liaison.  Presumably doing it immediately after embarking would prevent the liaison from ever arriving.  Isn't it the case that no migrants will arrive until the liaison arrives for the first time?  If so, then that should also take care of any immigration.  I think you would want it to be normal for the world gen, though, so that the civs can spread normally.

Pages: 1 ... 90 91 [92] 93 94 ... 131