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Messages - Zaranthan

Pages: 1 ... 40 41 [42]
616
DF Gameplay Questions / Re: To catch a carp
« on: February 13, 2009, 01:09:01 pm »
Cages are pocket universes. Throw a steel cage into magma, and the creatures within are just fine.

618
DF Dwarf Mode Discussion / Re: Ok, how much death and decay do you need?
« on: February 13, 2009, 11:46:02 am »
You can also drown the merchants to kill them and keep their stuff.

619
DF Gameplay Questions / Re: Trading food... exploit?
« on: February 13, 2009, 11:38:37 am »
Personally, I never cook alcohol anymore. I embark with a few dozen pieces of meat, cook them all, then trade the cooked meat to the first caravan for more meat. Even paying 200% for meat and fish, I can still buy out every edible non-plant item with enough left over to grab whatever other trinkets I want (usually dogs and above-ground booze, I don't bother with surface farming) and still send the merchants home happy. Negotiation is useless. Butchery is useless. Fishing is useless. With big enough caravans, even Brewing is useless. Cooking wins DF.

620
DF Gameplay Questions / Re: Simple questions from a simple guy.
« on: February 13, 2009, 11:24:39 am »
Right now, you only need to irrigate once. And that's only for stone floors to muddy them. Dirt/sand floors do not need to be irrigated.
Close. Soil farms can't be fertilized. You have to muddy them to make use of potash. You don't need to deconstruct the farm, though. You can just toss water on top and it'll do the trick.

621
DF Modding / Re: single gender playable races
« on: February 13, 2009, 10:39:48 am »
Damblock 10000, then. So long as it's counted at all, it's simply a matter of making it absurdly high enough.

622
DF Modding / Re: Dwarf Manager (Dwarf Foreman Reloaded) Updated 2009-01-23
« on: February 13, 2009, 10:38:26 am »
Just wanted to part the sea of bug reports to say that I use .40d on XP and DM is AMAZING. I like to set up my dwarfs with job sets (like Mason/Architect/Mechanic for my "build everything" dwarfs), and this makes assigning migrants to the classes I want a cakewalk (rather than sifting through the (U)nits screen or digging through my meeting area, I can't decide which is worse).

On the topic of skill levels, perhaps Legendaries could be marked with a red X over the grey skill box to differentiate them from High Masters.

623
DF Modding / Re: single gender playable races
« on: February 13, 2009, 10:18:07 am »
You could also consider giving them 100 DAMBLOCK for world gen, then changing it back to normal when you want to play. That should nearly guarantee their survivability in wars without spoiling what little challenge there is in the game.

624
DF Dwarf Mode Discussion / Re: Corkscrew fortress
« on: February 12, 2009, 04:27:41 pm »
Sounds like the grand stairway from Nist Akath, only more functional. Awesome.

625
DF Suggestions / Re: Off-map mining camps/outposts
« on: February 11, 2009, 02:57:56 pm »
Worldgen civs should establish these too to expand their list of available materials. Then again, if they're abstracted, then we'd be back at civs having access to everything and Toady doesn't seem to want that. It's not like they actually need to dig though, could just have some elaborate 1 map tile wooden hut site with suitable class of laborers and a few guards mulling about
I'd argue against camps being used to expand a civ's inventory. If you want enough of something to send caravans full of the stuff, you need a proper town that can produce it. A camp should only produce enough for a single site to utilize. Thus, a civ that lacks a particularly useful or valuable resource would have at least as many outposts as larger sites, but still wouldn't be able to provide that resource on a large scale (trade, expeditions, etc.).

Alternatively, you could restrict outposts to a civ's sphere of control so that they can't get anything new anyway.

626
DF Modding / Re: Hobbit Mod
« on: February 10, 2009, 11:20:25 am »
You might try telling us something about the mod. Just calling them "Hobbits" doesn't mean anything.

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