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Messages - Phazer

Pages: 1 ... 29 30 [31] 32 33 ... 44
451
DF Dwarf Mode Discussion / Re: Failed Moods and Stupid Players
« on: April 07, 2009, 07:51:07 pm »
i tip. if you see a berserk catch a normal dwarf, draft him as otherwise he wont fight back. he may not win alone but he can distract him longer if he fights back.

also the only moods i lose are those that require impossible things, like glass on a sandless map as ive learned alot to store up on shells and etc.

452
DF Dwarf Mode Discussion / Re: Failed Moods and Stupid Players
« on: April 07, 2009, 07:32:21 pm »
anyway come to think about that cave rivers got lobsters instead which also got shells so this makes it unneccesary to bring the water to the surface

453
DF Dwarf Mode Discussion / Re: The Baron
« on: April 07, 2009, 07:21:08 pm »
i dont think you will get him, as the caravan gets it info when it leaves (i presume) try starting earlier or be ready. with 25 ores and 10 gems and such

454
DF Dwarf Mode Discussion / Re: yay caves!
« on: April 07, 2009, 07:18:21 pm »
because he like beardy guys running around in his cavern

455
DF Dwarf Mode Discussion / Re: Failed Moods and Stupid Players
« on: April 07, 2009, 07:14:53 pm »
biggest problem for me is that i dont have any pools (desert) and only an underground river which only give cave fish nothing else and almost 50% of my dwarfs want those damn shell, really need to decrease the amount of shells needed for moods as my only one i saved was that a human caravan with turtles came last minute.
The fish available in water have nothing to do with where the water came from but rather what biome it is in. Turtles are present in every biome but I suppose that might not include bedrock so pump some of that water up to or near the surface into an artificial (or preexisting,) pond and you'll have yourself some turtles.

*you can fish turtles out of a single tile channeled into an aquifer so you don't need to get all that close to the surface depending on the map.

im not playing on that desert map anymore, as it ended in a bloodbath with reclaiming forces and SoF. thanks anyway but i dont think turtles can be fished in the underwater cave but maybe doing an artificial lake will do, i have not tested but it would be great if someone did.

456
download a new copy.
(if you have any new animals or civs, add them like you did to youre current df)
generate the world
Done!

Forgot. do you write in youre seeds? because then youre doing it wrong, put it in the init world_gen in the init map at the bottom, then goto design a new world. choose the one at the bottom and you should have the right one, if that doesnt work use the trick above.

always works for me, i dont know why it works but aslong it does i dont care ;)

457
DF Dwarf Mode Discussion / Re: Questions about champions!
« on: April 07, 2009, 12:32:55 pm »
or just make some shitloads of exeptionally made dwarven socks out of Rhesus macaques.

This is a Rhesus macaque sock. it is encircled with kobold ears. this object menaces with spikes of elven pants. on the object is an image of a Dwarf drinking beer.

458
DF Dwarf Mode Discussion / Re: Which is more valuable?
« on: April 07, 2009, 12:23:55 pm »
does it matter that much? is it a test or to give youre whining king something nice?

459
DF Dwarf Mode Discussion / Re: Slow Wagons
« on: April 07, 2009, 12:23:05 pm »
didnt know wagons could damage by going over stuff

I don't think they can. I read somewhere that its actually the horses and the merchant on the wagon getting attacks as they go over the thing.

i guess the one whose driving the wagon likes to kick on stuff he runs over, as his horses also do.

A small world I made once where all dwarfs where dead had me play as humans in a unmodded game. I could buy wagon meat.
Dahahah, I love to see a game break like that.
wagon meat must taste treey? or whatever you say. not that i ever want to take a bite of a wagon.

460
DF Dwarf Mode Discussion / Re: Slow Wagons
« on: April 07, 2009, 04:42:06 am »
didnt know wagons could damage by going over stuff

461
DF Dwarf Mode Discussion / Re: Questions about champions!
« on: April 06, 2009, 07:12:35 pm »
if you got a meeting area most people will already have high appraiser skill, or atleast judge of intent. dont know if its true but i once had many people in my fort with high level appraising.

462
DF Dwarf Mode Discussion / Re: Goblin Ambushes
« on: April 06, 2009, 07:03:36 am »
you could also add in the orcs. wont sneak and will siege you before you reach 80 pop like goblins usually do

463
DF Dwarf Mode Discussion / Re: Slow Wagons
« on: April 06, 2009, 06:48:30 am »
were the wheels damaged? or were there trees in the way that made them go in circles? otherwise wagons are quite slow. but usally not that slow like you said.

464
DF Dwarf Mode Discussion / Re: Maybe Elves arn't all bad
« on: April 06, 2009, 06:46:30 am »
I've got a nice exotic zoo, thanks to the elves..

They even brought me a Giant Eagle..
Waiting for a mate for it, I'm really curious if and how they breed

they do breed, ive actually killed some of their hatchlings. just dont let them fly when they are giving birth.

465
DF Dwarf Mode Discussion / Re: Fortress Critique!
« on: April 06, 2009, 06:12:05 am »
Thats great!
this is one of those nice forts that actually looks like dwarven forts.
nice work.

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