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Messages - Skorpion

Pages: 1 ... 168 169 [170] 171 172 ... 178
2536
Hell, that'd be easy on barrels. Could order all the booze tipped into large cisterns capped with wells, and have a well designated for each type of drink.
'Dwarven rum 7/7'

2537
DF Dwarf Mode Discussion / Re: Bombing fortress visitors with water
« on: January 17, 2009, 02:50:32 pm »
You have to leave it there to give them time to drown. Could maybe use it to wash them into cage/stone/weapon traps, though.

2538
Make sure you keep a male and a couple of females around to breed with, and keep any babies caged to save FPS.
Slaughtering adults is most efficient.

2539
I'm VERY tempted to resume my noble-infested fort and lock the baron and baroness in their room to stop them pinching all my damn trade goods. All the rings, and every single large gem I HAVE.

2540
DF Dwarf Mode Discussion / Re: Tips and a hello!
« on: January 16, 2009, 11:43:41 pm »
Welcome aboard, DF is the proof gameplay matters most, and as a consequence of the steep learning curve people are generally friendly on the forums :)

Indeed. We were all clueless newbies once.

2541
There needs to be a construction where dwarves can produce power to be fed into the axle/gear network.

Someday I will create a vision of mine; an entire fort where every room can be levered into the mechanical power grid, powered by a combination of water, wind, and dwarf power.

Maybe it's something to do with all those damn peasants.
'What is my job, mayor Urist?'
"Well, mister Urist, you stand here, and you crank this handle."
'What does this accomplish?'
"You add power into our grid."
'By winding a handle all day?'
"Yes. There are beds to rent nearby, and food and booze. You never need to leave, except to haul goods."

2542
My last fort was chugging along well through a combination of two stills with 'brew drink' on repeat, two carpentry shops churning out a full stock of barrels whenever the brewers ran out, and a large area of farms producing a variety of plants.
The kitchens were set to cook only meat and tallow.
Food was mostly livestock, because I set out about 10 cage traps in a rough circle around the map. Stuff kept blundering into them, so it got jammed into cages.
I bought plenty of booze, food, plants, and seeds from merchants, due to my stocks of goblin underwear. This was after buying a few animals in early years to get a breeding stock.
Now, by the time I got up to 70 dwarves, I had about 200-odd animals. About 40 wardogs, and a fuckload of camels, cows, and muskoxen.
Every so often, I let livestock out to breed for a season, then crammed it back in cages again. When food stocks looked a bit low, I designated a bunch of animals for the slaughter.
I had four butcher shops and tanneries supporting this, with a fifth set built up top inside my curtain wall later to deal with hunting. Two kitchens, one set for the top half of the skill list to produce roasts, one on the lower half producing biscuits. Both on repeat. One kitchen set to render fat full-time, with a second one added later because I'd run out of space and my miners were occupied with exploratory mining.
One fishery set to process fish on repeat whenever I got hold of any.
FIVE craftsdwarf workshops to deal with the bone and shell produced, three set to legendary-only thanks to artifacts.
Two leatherworking shops to produce stuff out of the various leathers.

Cage traps are brilliant for getting hold of livestock. Very little effort required for the dwarves, they collect automatically, and the only work you have to do is queueing up taming jobs and assigning livestock to cages or chains.

2543
DF Gameplay Questions / Re: Weird Cat Message
« on: January 16, 2009, 12:40:53 am »
Actually, they had this habit of depositing them in food stockpiles.

2544
My only cave-in so far caused a stack of rhyolite rocks at the bottom.

2545
DF Suggestions / Re: New Kennel task: Drown Kittens
« on: January 14, 2009, 09:06:27 pm »
I just butcher-designate them whenever I see the 'kittens' notice.

Although I WOULD love to have a standing order for baby animals to be auto-slaughtered. Or to be able to set up filters for non-cat animals to be killed after they reach maturity, or when food stocks get below a certain level.

2546
Atomic wedgie gone wrong. Rrrip!

2547
DF Gameplay Questions / Re: Weird Cat Message
« on: January 14, 2009, 12:43:10 am »
Logic bug.

Cat kills vermin.
Cat tries to pick up vermin.
Cat has no hands.
OMG! Cat has been wounded!
Cat magically picks up vermin regardless and carts it off to be stockpiled and cause miasma somewhere with nice high traffic levels.

2548
DF Gameplay Questions / Re: Draining the Sea
« on: January 14, 2009, 12:39:55 am »
I refilled the ocean?

Only in DF...

This game is awesome.

2549
DF Gameplay Questions / Re: Goblins trapped in basement
« on: January 14, 2009, 12:35:57 am »
The solution lies in creative mining and screwpumping. Flood the bastards to death, then put the water elsewhere.

Hell, just play with screw pumps. They open up so many possibilities.

2550
The elves I see kinda like crocodile dundee: Never kill something unless you intend to eat it.

The dwarves, however, I kinda see like the Victorians. Ripping up the landscape in order to advance their own aims, strip-mining, undermining things, tapping the very blood of the world itself (magma), and seem to have absolutely no morals. I mean, they tend to massacre merchants, fend off goblin sieges in extremely bloody and sadistic ways, and then slaughter their captives.

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