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Messages - profit

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1321
DF Suggestions / Re: Repairing Clothing
« on: December 16, 2008, 09:24:16 pm »
Magma.. All my dwarves need to keep them warm...
I have never had a single negative thought about clothes being worn out.... Maybe because I have never made a single shirt in any of my workshops ever...

Not that I dont have shirts..... I should post the picture of my store room.

*edit* Yeah Here it is =p

Spoiler (click to show/hide)

1322
DF Suggestions / Suggestion: Purchase of raw gems.
« on: December 16, 2008, 09:19:35 pm »
I understand the trade guild may not allow this suggestion, but It would be nice to be able to buy uncut stones from the dwarven and human caravans.

I have some dwarves with crazy preferences and when they dont get their stones they want in a mood they become suicidal... and for some reason they like theirs uncut...

1323
DF Gameplay Questions / Re: How to avoid picky Mayors?
« on: December 16, 2008, 08:53:58 am »
Sometimes a dwarf will end up on a chain, but... that can be fixed if he is too important. and if not well 150 days of sleeping next to the booze pile and some excellent beds is not that bad of a punishment.

Chain you to a bed for five months, see how you like it. I'd get tired of that real quick.

Dwarves though do not seem to mind as long as they can reach some booze..

1324
DF Gameplay Questions / Re: Every one is going crazy
« on: December 16, 2008, 07:30:24 am »
make sure you build enough coffins for the dead....will help calm them down

COFFINS!?!?!?! How Undwarvenly....

CREAMATORIUM!!!!

Lower Right hand corner shows how I built mine..  Turn on the pump and bodies and bones dissapear forever!
Spoiler (click to show/hide)

1325
DF Gameplay Questions / Re: Demands
« on: December 16, 2008, 07:23:19 am »
Did it actually get constructed?
 
Does the room's owner match the mandate's owner?

1326
DF Gameplay Questions / Re: How to avoid picky Mayors?
« on: December 16, 2008, 03:48:20 am »
I have found the key problem with mandates is the hammerdwarf.

I use to kill him, but I found out locking him in an awesome room with 150 years supply of booze and food is much more efficient because he is not replaced every immigration wave.

Mandates can then be ignored basicly with impunity.. Sometimes a dwarf will end up on a chain, but... that can be fixed if he is too important. and if not well 150 days of sleeping next to the booze pile and some excellent beds is not that bad of a punishment.

1327
DF Gameplay Questions / Re: Building a water tower
« on: December 16, 2008, 02:17:27 am »
if a pumps work order is suspended all the pumps collapse.. build 1 extra space next to the pumps and put a gear there, it uses some power so you might need an extra waterwheel, but it keeps your pumps from collapsing if your dwarves see a large ant they dont like.

1328
DF Gameplay Questions / Re: What does this message mean?
« on: December 16, 2008, 02:15:04 am »
Nope, just took a season to show up in my mandate list.

I now have a mandate for craftdwarfs jobs.


1329
DF Gameplay Questions / Re: What does this message mean?
« on: December 16, 2008, 01:23:15 am »
I assume you're referring to the guild request?

I believe it means that the broker just mandated that some craftsdwarf jobs be performed.  Check and see.

Yes, I am refering to the guild request.
No, the broker(also the mayor he got elected) Has no outstanding mandates (besides prohibiting the export of warhammers)  and the job manager has no extra items in it.

1330
DF Gameplay Questions / What does this message mean?
« on: December 16, 2008, 01:04:07 am »
I have just received a message I have never seen before and do not see it mentioned anywhere.  Anyone know what the consequence of it is?

Spoiler (click to show/hide)

P.S. I have never seen a craftsdwarves guild.

Population was 183 Dwarves

The king has not came yet because I have yet to build 5000 in roads.


1331
The "Doesnt care" tag results from seeing a lot of death.

Hunters will get it.  Butchers will get it sometimes.

Sometimes if you put a butcher shop in a crowded meeting hall, a lot of dwarves will get it over time.

It is a positive tag. As far as I can tell it somehow numbs them to seeing blood and loss.




1332
DF Suggestions / Re: Urist Mchammerer, coming here was a mistake.
« on: December 15, 2008, 11:58:02 am »
Hrm... Still easier just to use dwarf manager and tell the hammerer to hunt. 

He gets to kill and eventually finds something that can kill him.

Everyone wins.

1333
DF Modding / Re: Melt that stone!
« on: December 14, 2008, 05:28:20 pm »
Actually, according to the all-knowing god of knowledge, petrified wood IS stone (to be more precise, the biological materials in the plant cells are replaced with minerals), and even contains trace amounts of iron and copper (and other metals that dwarves are too manly dwarfly to use).

Sounds to me like a better candidate for your mod than a lot of those other stones.

Interesting.....

And it's remains of hated trees......
Maybe even some elf bodies that were squashed while they were hugging it and it fell over.....

MELT THEM TOO!!!!!!

*Updated mod*

1334
DF Modding / Re: Melt that stone!
« on: December 14, 2008, 03:36:49 pm »
LOL yeah petrified wood does not strike me as a stone..  But yeah missed the other two.. I normally make stuff out of cobaltite but cinnibar must be (s)MELTED!  Will edit them post haste to be able to clear that as well. =)

1335
DF Gameplay Questions / Re: Magma proofing
« on: December 14, 2008, 09:36:32 am »
This design works best for me.

Magma pumped into a room below my forges, so no little imps get in (Note the grate at the pump)

Spoiler (click to show/hide)

And here are  the smelters and forges and stuff.  With a creamatorium in the lower right.

Spoiler (click to show/hide)



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