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 - ledgekindred

Pages: 1 ... 16 17 [18] 19 20 ... 68
256
DF Dwarf Mode Discussion / Re: My First Forgotten Beast
« on: January 23, 2012, 06:34:19 pm »
I have two named Reptile Men/Women in my caverns from fighting and killing FBs for me.  So far two of the four FBs have spawned right near the Reptile people, so I'm pretty happy about that.  Although I'll be sad when the first really deadly FB comes along and slaughters them.  (Neither of the ones they killed had deadly syndromes.)  For now they just kind of hang out with some skins and food and not bother anyone.  Their little chunk of land is cut off from the rest of the caverns by the underground lake, so it's like a little Reptilian reservation. 

257
DF Dwarf Mode Discussion / Re: The Forgotten Beast Atan has come!
« on: January 23, 2012, 06:26:22 pm »
Once a FB finds an underground lake to splash around in, they basically won't do anything for seasons and seasons, until it randomly meanders onto land again.  Then it'll beeline for your fort entrance.  Station some archers near where it's lounging in the surf and kill it from afar.  As long as someone hits it, a water FB should fall apart quite quickly.  It's the stone ones you have to worry about.

258
DF Dwarf Mode Discussion / Re: Error message spam
« on: January 23, 2012, 01:37:47 pm »
If you don't know where it is, you're kind of screwed, other than randomly forbidding items.

If you have a rough idea of where it is, bulk-forbid everything in the area.  (d)-(b)-(f) I believe.  Then select the whole area where the caravan died. Your dorfs should promptly ignore everything and stop spamming you with errors.  Hopefully.

Otherwise flood the surface with magma.  That generally works.

259
DF Dwarf Mode Discussion / Re: Question: How do i use my iron?
« on: January 23, 2012, 11:17:27 am »
Before I had steel I made some iron short swords.  Fortunately I got a weaponsmith early in the migration waves and she went into a mood.  (Bone sword, woopie, but at least she became Legendary.)  So she started churning out some masterwork iron weapons for me.  Even goblins wearing armor, because it's usually leather/copper stuff, go down like a lawnmower hit them as the sword squad engages.  My speardwarves also somehow manage to chop pieces off of any invaders.  Unless you are playing a mod that allows steel armor for invaders, iron slicey/pointy weapons work pretty well.


260
DF Dwarf Mode Discussion / Re: Hand of Armok scenarios
« on: January 19, 2012, 03:34:16 pm »
Ah you are all missing the points he made where he didn't want to dig on account of playing humans.

I'm going with the cave-in approach.  But don't make it just any cave-in.  Make it a cave-in megaproject.

1) Start with a single support at ground level.  build a 3x3 floor/wall/whatever on top of that.  Put a support on that.  Build a 5x5 platform on top of that.  Etc.  (Don't remember what kinds of constructions can get built on what other kinds of constructions...) Until you have a massive, sky-spanning inverted pyramid.  You'll have to dig, but you can look at it as a strip-mine as opposed to actually tunneling.  Something more apropos of humans.

2) Then attach a lever to the lowermost support and torture your humans until they start to go insane.  (Try lack of booze.  Humans still run off booze right?)  Hopefully one of them will go bonkers and pull the lever.  If not, keep torturing them until someone does.

3) Fun!

261
DF Dwarf Mode Discussion / Re: Serrated disc / giant ax trap materials
« on: January 18, 2012, 11:32:47 am »
I personally like using glass weapons in my weapon traps because it's not all that deadly.  I usually have a trap corridor leading into my fortress, with it exiting directly into my barracks.

Goblin axe, sword, pike wielders, not that big a deal.  I'd send my military out after them without worry.  But lashers and bowgoblins worry because bowgoblins often get a lucky shot in and lashers are just plain vicious.  So I like the traps to soften them up before they actually hit the military. 

And I want my military to have something to kill, so I don't just make a huge minefield of dozens of steel-filled weapon traps.   

262
DF Dwarf Mode Discussion / Re: Crash On Load
« on: January 17, 2012, 09:44:04 am »
Was it working before?  If so, you might have a corrupted save file.  If so, sadly there is nothing to be done but start a new fort.

Try genning a new world and starting a new fort in it.  If you can do this successfully, then your other save is almost certainly corrupt and causing the problems.

Have you done any mods to the base game?  If so, try extracting it from the zip again and copying your old save file over and see if that makes any difference.

263
DF Dwarf Mode Discussion / Re: Ghost problem
« on: January 16, 2012, 07:08:22 pm »
This thread has got me thinking.  Can ghosts detect ambushes?

If so I might have to start causing some Unfortunate Accidents in key approach areas to my fort.

264
DF Dwarf Mode Discussion / Re: The "Urist McDorfy" meme.
« on: January 16, 2012, 07:01:01 pm »
I can run in this direction too


Get caught with DF on screen at work

"It's defragmenting"

Made fun of for playing game that looks like line noise

Pretend those 'g's are coworkers;
catch and throw them in pit with FB
that makes their faces melt off

Another 15 minutes to get farms built, then I'll go to sleep

Seven hours later...

Get emoticons in text message
:)
Wonder why there are dorfs in my phone




265
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 16, 2012, 11:38:44 am »
Sign me up as well.  Hopefully I can find a place with plenty of microcline and spend my 10 years making microcline crafts for any hardy adventurers to come collect and enjoy.  :D

I haven't really played adventure mode much.  What happens if your lil dude steps in a cage trap?  Is that pretty much game over?

266
DF Dwarf Mode Discussion / Re: Pop cap not working
« on: January 16, 2012, 11:32:26 am »
And if you want to get your population back down to 20,  MAGMA always works.

267
I dunno, maybe its just me, but do any of you vets dwarfs really need to trade at all?  If anything, its more of a nuisance interrupting my otherwise busy work in fort construction, and generally I just do it because, well, its there.   Why not grab a few gems or spider silk or whatnot just in case there is a wierd mood, but nothing really out of necessity.  Course, I usually dont play maps yet that are devoid of metals extra !fun!, so what do I know?

When the fort first starts out, I'll build up enough crafts and other trade goods to buy out barrels and booze.  It takes a while to get the farming/brewing industry up and running, so I always play better safe than sorry when it comes to plentiful booze.  Often I'll also have to ask for wood, at least until I breach caverns and hopefully find things to cut down if I've embarked where there are few trees.  Initially I'll also buy out some cloth and leather in case of strange moods.

Once the fort is established, I'll often ask for interesting animals and gypsum plaster from the dorf caravan.  I don't know that I've ever embarked anywhere that I could actually make gypsum plaster.  (Can you even make it?)  Also, again depending on where I've embarked, more wood. 

Humans always bring tons of food for me to make more lavish meals which I use to trade for more food.  (As well as plenty of raw materials for training chefs and making my dorfs happy with decadent meals.)  I always try to embark where there is metal, but if not, they usually bring lots of armor and weapons I can melt down.

Elves...  elves are useless.  Except when occasionally they bring interesting animals, which is almost never.  I have gotten breeding pairs of grizzly bears or badgers from them on occasion.  So I'll usually check out what they have before slaughtering them mercilessly.  which, sadly is still kind of useless, because they won't even siege me.

268
DF Dwarf Mode Discussion / Re: Undead for fun and profit.
« on: January 15, 2012, 04:18:09 pm »
Unfortunately they won't attack anything but your own dorfs.  Probably the only thing useful you could do with them would be to cage trap them, then release them one at a time into your barracks for training purposes.   Give your soldiers blunt or wooden weapons and they will fight them for days and days and days, since zombie/skeletal creatures are notoriously hard to kill with crappy/blunt weapons.  Before long your dorfs will become deadly and you can assign them real weapons.

269
A good way to train your broker up very quickly in the necessary skills is for him to trade one item at a time.  Each trade seems to grant a little bit of experience.*  If at first he has no useful skills, trade out as much of the caravan as you can, one useful item at a time.  By the time the first caravan leaves, he will have gained some good experience in the necessary skills for the next caravan to come along. 

You need to assign your broker through the (n)obles screen.  I tend to make my broker the bookkeeper and manager as well, and then leave all his other skills off.  This keeps him from doing anything other than assigning jobs, keeping track of what's in the fort, and trading.

* This is what I have observed.  Someone correct me if I've got this completely wrong and there is some other way this is happening.


270
Don't forget you don't have to assign specific beds to teh dwarves.  You just need to have enough beds designated as bedrooms and they will claim them on their own.

I'm having good luck keeping the riff-raff out of the hospital by making a bunch of 2x3 rooms with a bed, coffer and cabinet (and room for a weapon rack armor stand and one other item).  I make them bedrooms as soon as they are dug out and have a bed, and add the rest as I can (damn masons keep taking their sweet time with the rock products I've specified).

This. Although I do 3x3 rooms for good measure ;)

2x2 with a bed and a cabinet is well enough to keep my dorfs happy.  If someone new is elected mayor, I have a special mayor's suite ready for them.  You just don't want to tick off your nobles (or maybe you do) by giving any of the peasants too nice a room, or the nobles will be outraged at the sleeping accommodations of an underling.

Even so, I can't keep dorfs from sleeping in the hospital.  Even if the hospital is far away from everything, it seems that if the dorf happens to be closer to the hospital than their bedroom when they get sleepy, it's to the hospital they go.

Pages: 1 ... 16 17 [18] 19 20 ... 68