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Messages - Oksbad

Pages: 1 ... 4 5 [6] 7
76
DF Gameplay Questions / Help with making a carp pit?
« on: March 01, 2009, 03:47:23 am »
I managed to trap a carp between a grate and a floodgate.

http://mkv25.net/dfma/poi-11568-traooedgobbo

Poi's Carp and New carp location.

Could someone help me design a carp pit, preferably with a decent fall to stun, optimally underneath my entrance corridor (though if that is too hard a simple prisoner execution pit will do)

77
DF Suggestions / Re: Poisoner
« on: February 24, 2009, 10:33:59 am »
I think that Kobolds/Goblins using these tactics on unguarded things is a decent idea. However, If a koblod manages to sneak past an entire battaloin of off-duty troops, Guard dogs, dozens of people using the main (Perfectly smoothed) corridor, my cooks, and finally the dozens of people in the food stockpile I will be very frustrated.


78
DF Gameplay Questions / Re: Siege just stays outside?
« on: February 19, 2009, 10:56:13 am »
No locked doors either =( . I've had not such problem with previous sieges, this is my third...

DF doesn't work well on this computer so I can't upload to DFMA atm (will try later today). Meh, I might as well link the old version for now, the new version isn't that different. http://mkv25.net/dfma/map-4497-stonetrapthestrongaxe-guardofthemountains

79
DF Gameplay Questions / Re: Siege just stays outside?
« on: February 19, 2009, 10:37:40 am »
There is!

80
DF Gameplay Questions / Siege just stays outside?
« on: February 19, 2009, 09:57:24 am »
My fortress is being sieged but the goblins are just sitting outside! What can I do to make them charge in to my drowning chamber? Mwahaha!

81
I've never lost a child to a baby snatcher. To get to your fortress a thief should go though the following: Traps, chained dogs, at LEAST 1 squad on duty at the entrance, A floodgate/Drawbridge system that can be closed on notice.

82
DF Gameplay Questions / Re: To catch a carp
« on: February 14, 2009, 03:23:12 pm »
how can you catch stuff using terrariums?

83
DF Gameplay Questions / Re: To catch a carp
« on: February 13, 2009, 03:31:27 pm »
Actually, a good way to separate a carp from a river is to build an underground room, next to (but not connected to) the river. surround it with walls, leaving a gap for a floodgate. channel out the connection, and open the floodgate until a carp comes in and tries to eat the goblin captive stuck on an isle in the middle of the room. then you close the gate, and catch the carp!

That is exactly what I was thinking of doing! Good thing I know it will work now =D


Anyway thanks for the help guys, will post the results

84
DF Gameplay Questions / To catch a carp
« on: February 13, 2009, 11:40:37 am »
I want to catch carp for a death pit, how would I go about doing that? If I catch them in a cage trap, will the cage retain the water when the water is removed? Can someone tell me how to tame carp, I read the war carp thread but it isn't very clear.

85
DF Suggestions / Re: Request off-map constructions to your fort
« on: February 12, 2009, 01:54:10 pm »
Other than chasm, I think it is a good idea. Sure magma transport is not realistic but it's dwarfy! (to be honest magma is unrealistic as it stands, it never solidifies without water for one thing). It should cost a freaking lot though, and I agree that you would have to be promoted to city or county or something to ask for it (no king would authorize a huge project  to bring magma to a dinky outpost.)

86
DF Dwarf Mode Discussion / Re: My mural needs help
« on: February 08, 2009, 02:52:41 am »
siltstone is brown in the dystopian rhetoric tile set.

87
DF Bug Reports / Re: (40d) Game not recognizing merchent arrival
« on: February 07, 2009, 12:17:35 pm »
sorry to be dumb, but the merchants did come?

Had they arrived at the depot?  (Could you see them there?)  Had they unpacked?  Are you sure they weren't packing up to leave? 

I'm assuming you had merchants previously that went ok?

Did you back up the save, and if so, do the next set of merchants work ok?

Can you load an old save to see if they com and it works?

Yes, yes, yes, yes and yes. I tried again but the problem persisted.

I only have 1 depot btw

I think a goblin siege may have caused it. The wagons made it to the depot and started unpacking, but one of the pack mules was killed, could that have caused it? This wagon contains goods that I need for mandates, so I hesitate to wait for it to leave.

88
DF Bug Reports / (40d) Game not recognizing merchent arrival
« on: February 06, 2009, 02:48:51 pm »
A few years in, my game refuses to let me trade with merchents. I can summon my broker o the depot, but it says "no merchants here" or something like that. What gives?

89
DF Dwarf Mode Discussion / Re: What livestock do you raise?
« on: February 02, 2009, 11:14:25 am »
Is there a practical reason for a ranch or is it purely aesthetical? Dwarves can't chose any non-feline animal as a pet if you don't let them, right? Or do you do it so they're close to the butcher's?

90
DF Dwarf Mode Discussion / What livestock do you raise?
« on: February 02, 2009, 08:07:42 am »
Title says all. What type of livestock do you raise for meat/skins/bones/skulls? I raise cats, horses* (from breeding pairs brought on arrival), cows and donkeys from breeding pairs purchased and migrant's pets, and tame rhesus marques caught every so often when they attempt to raid my fortress. I usually don't slaughter dogs, since war dogs are useful.

*I have a freaking ton of horses, crowding my meeting room...

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