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Messages - Zaranthan

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436
DF General Discussion / Re: Need Some Advice
« on: April 07, 2009, 01:48:20 pm »
Ok, been playing this game fairly obsessively for a couple of weeks now. I've yet to ever get a siege. In fact, most every Fortress I found is hopelessly undangerous. I've been putting myself in Terrifying places and Untamed Wilds, but the only 'mean' critters I ever get are some rhesus macaques and slugmen/snailmen. I get a lot of those.

How do I get a place with some dangerous critters? If I wait long enough, do they just show up?

Unfortunately, there's no way of knowing exactly what wildlife awaits you until you strike the earth, so it's pretty much hit or miss. If you want better siege odds, try the orc mod.

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Also, I did a 'find' looking for a magma pipe. It gives me a place and I've just about mined out the entire underground spit and can't find the damn pipe anywhere. Is it guaranteed to exist on the spot the 'find' thing gives you?

If the finder said "Suitable Site", then yes. If it said "Partial Match", then no.

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Also, on the screen where you pick your spot to build, I look in the 'civilizations' screen. Sometimes I see goblins and they had a red dotted line next to them. What does that mean?

It means they're trying to kill you, as normal. If you don't see them, they can't reach you.

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I settled on a goblin fortress once, and they were all friendly, and had humans all over the place. Human priests and stuff. What's up with that?

The friendly goblins is a bug in the current version, where intelligent creatures that already live at your embark site are friendly. The humans were snatched as babies, goblin forts tend to have large populations of non-goblin residents.

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I want to settle in a fairly dangerous place, so I have something other than just building what I wanna build to take into account. How do I get that?

Like I said, orcs. If you throw in a few extra copies of the entity with different active seasons, you're more likely to be at war with at least one of them, and there's a good chance you can get sieged every season.

437
DF Gameplay Questions / Re: Questions...
« on: April 07, 2009, 01:38:46 pm »
IIRC, a peasant dwarf will walk one tile in ~800 steps. That one-step button doesn't help much.

438
DF Dwarf Mode Discussion / Re: Which is more valuable?
« on: April 07, 2009, 12:47:02 pm »
I would think the cut glass one, since a glass window is one object, but gem windows require three gems.

439
DF Modding / Re: Aquifier and World Generation
« on: April 07, 2009, 12:42:19 pm »
Easy, but blunt, solution: go into matgloss_layer, and remove the AQUIFER tag from everything. Poof, no more aquifers. Personally, I've never missed them.

440
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: April 07, 2009, 12:00:13 pm »
Turtles for the first year, then mainly cooked meat with the odd turtle here to maintain my bone and shell supply. Remember: real men dwarfs mod plump helmets into uselessness!

441
Building a floor or wall on a mined tile of mineral (anything that's not a layer) and removing it will change the tile to the layer. Good for getting rid of those hideous microcline bombs.

442
DF Dwarf Mode Discussion / Re: Stone sledge hammers
« on: April 07, 2009, 09:30:11 am »
Since obsidian is so powerful, I find it's fairer to add new weapon entries with CAN_STONE that deal about half the damage of their metal counterparts.

443
DF Dwarf Mode Discussion / Re: Guess whats under the pit?
« on: April 07, 2009, 09:19:51 am »
Death.

444
DF Modding / Re: Aquadic/Amphibian Civilization
« on: April 07, 2009, 08:43:18 am »
Perhaps, if you made horses and mules amphibious, maybe they can travel over the water?

I dunno about wagons though.

Nope. Same story with flying mounts. Once the mount gets somewhere the rider can't be safely, he panics for dangerous terrain and gets locked in place.

445
DF Modding / Re: Aquadic/Amphibian Civilization
« on: April 07, 2009, 12:46:20 am »
Yes, it is possible, but it's by no means simple. They'll still be afraid of water, due to the way "dangerous terrain" is coded (they won't drown, though, which is nice). I'm pretty sure the civ won't be able to occupy or travel over aquatic terrain, though.

446
DF Gameplay Questions / Re: Bismuth mandate
« on: April 03, 2009, 05:38:08 pm »
3: Play a proper fort (devoid of sheriff/captain of the guard, fortress guards, and prisons), ignore the mayor's (and all other nobles') mandates, enjoy the fireworks once the mayor goes insane, and cheer when the peasant who likes dwarven wine and iron gets elected.

447
DF Gameplay Questions / Re: Specialists or Generalists?
« on: April 03, 2009, 05:35:39 pm »
I find the best results come from bringing skill you need IMMEDIATELY, rather than ones you'll need "someday." A Grower is almost mandatory if you expect to survive (the alternative is purchasing dozens of foodstuffs, and taking anything beyond a dozen turtles for moods is ostentatious if you ask me). If your embark area's top layer isn't pure soil, a Proficient Miner (or six) goes a long way toward getting your fort dug in a timely fashion. A good cook means you don't have to make nice dining rooms or bedrooms until you have spare labor, which makes the first year much more gentle. Bringing a skilled mason/architect, despite how easy it is to level masonry and how irrelevant architecture is early on, means you can throw up a respectable keep before the Orcs arrive (and real men play with the orc mod so they can break sieges with 7 dwarfs). If you're like me and you insist on bringing an anvil (my personal anecdotes give a 50/50 chance of the caravan bringing any anvils, even when requested for year 2, so I don't like to rely on them), bring a skilled armorsmith as well (you can always swing your hammer again, you don't get a second chance to roll damage resistance with crappy armor).

Do not, under any circumstances, spend points on furnace operator, wood burner, fish-anything, glassmaker, jeweler, or anything-crafting. The first three don't give quality, so if you've got the labor to spare for them, you've got the time to wait for them. Glassmakers get infinite training, since it's not worthwhile to make glass with coal. You're pretty much guaranteed to get gem cutters/setters in immigration waves, so just have them handle your precious stones. If you're going to make crafts, you're either meeting mandates (which don't care about quality) or you're making a million of them (and aren't short on raw materials, so you've got time to train the skill anyway). High-quality beds are overrated (compared to the room value from masonry, which is vastly easier to level), a peasant can handle Carpentry just fine.

Military skills are a far-out choice, if you're embarking to a dangerous area or are having trouble repelling the first wave of orcs. If you do decide to bring guards, make them dedicated. Give one or two dwarfs shield and weapon skills and bring appropriate equipment (cheapo leather armor, shields [not bucklers], and steel weaponry [ideally an axe, so he can take up wood cutting during quiet months]). Anything less is a waste of points.

448
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: April 03, 2009, 03:31:10 pm »
Granted. The solution is to use an abacus.

I wish each day was 36 hours long, so I could get something done from time to time.

449
DF Gameplay Questions / Re: Stange skills for strange moods
« on: April 03, 2009, 03:29:44 pm »
They don't become stonecrafters or masons because they don't have those skills.

450
Other Games / Re: Hell, it's morphin' time!
« on: April 03, 2009, 03:26:06 pm »
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QUOTE PYRAMIND GUYZ!

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