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Messages - Sphalerite

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6796
DF Dwarf Mode Discussion / Re: GCS
« on: December 10, 2009, 01:55:46 pm »
Have you fully explored the pit or chasm?  GCS are invisible when you first embark, you don't know they're there until a dwarf bumps into them.  (And then dies horribly, of course)

6797
DF Gameplay Questions / Re: What to do with gold?
« on: December 10, 2009, 01:34:29 pm »
I would also recommend to the OP to not touch the gold vein until your miners are legendary.  The higher the skill of your miners, the more usable ore you get.  Train them up on soil and crap rock before letting them touch the valuable stuff.

6798
DF Gameplay Questions / Re: What to do with gold?
« on: December 10, 2009, 01:30:13 pm »
I have found that a fort that has been stably running for a few decades will churn out enough masterwork stone crafts and syrup roasts to buy entire trade caravans.  Once I get to that point I buy gold bars and diamonds and other pointlessly expensive materials from caravans to build megaprojects from.  Gold doesn't go to caravans, it comes from them and gets made into furniture and constructions.

6799
DF Dwarf Mode Discussion / Re: Dwarf Companion help
« on: December 10, 2009, 01:25:26 pm »
Make sure that you're using the right version of Dwarf Companion for the version of Dwarf Fortress you're using.  The latest d16 version of DF required a new Dwarf Companion release.

6800
You have struck Microcline!
You have struck Microcline!
You have struck Microcline!
You have struck Microcline!

Dwarf Fortress has been struck down.

6801
DF Bug Reports / Re: [40d16] Raised bridges can get melted by magma
« on: December 09, 2009, 09:32:21 am »
The bridge doesn't occupy those squares when raised, but apparently the mechanisms do.

6802
DF Dwarf Mode Discussion / Re: Magma-safe fortifications. How?
« on: December 08, 2009, 02:45:21 pm »
Construct a wall.  Construct a floodgate on top of the wall.  Deconstruct the wall.  The floodgate will remain floating in midair.  It works, I just verified it for myself last night.

6803
DF Gameplay Questions / Re: Chains
« on: December 08, 2009, 12:18:31 pm »
tl:dr IF kept secure behind iron upright bars with a roof (constructed floor tiles the z-level above) but out of his cage as in the item will the elf scare dwarves (as in cancelling every attempt to leave by the gates i'm gonna put them by?
Yep.  Provided the elf is hostile, that is.  Dwarves will be scared of and uncaged hostiles they can see even if the hostile is completely contained within bars or windows or otherwise unable to reach the dwarves.  It gets really annoying when your dwarves keep canceling jobs because there's a groundhog three levels down on the other side of a moat.

6804
DF Gameplay Questions / Re: breeding
« on: December 08, 2009, 12:14:45 pm »
Cave Crocodiles are resident and non-migratory, so if they're all dead you're not getting any more.

GCS are tamable, but don't breed.

6805
I suspect that the game treats brook tiles very similar to carved fortifications.  Water can pass through both of them.  Dwarves can't pass through brooks or fortifications, but fish can.  Dwarves can walk atop carved fortifications and atop brooks.  On that basis I would suspect yes, but I haven't tested it.

6806
DF Gameplay Questions / Re: breeding
« on: December 08, 2009, 09:37:51 am »
Cave crocodiles reproduce quickly, grow fast, and produce lots of high-value meat and leather.  They also destroy furniture and kill diplomats and traders.  Crocodile breeding is a lucrative yet dangerous endeavor.

6807
DF Gameplay Questions / Re: Chains
« on: December 08, 2009, 09:35:24 am »
1a) Will they attack wildlife?
Only if they would have when unchained.  Do goblins typically attack wild animals?
Quote
2a) Will they draw fire?
Yes, goblins or wild animals on chains will be shot at by marksdwarves and caravan guards.

6808
I suppose it's only core quality that counts, and not the quality of any decorations that may have been attached to the mechanism?

6809
DF Gameplay Questions / Re: Whats wrong with this design?
« on: December 07, 2009, 03:34:23 pm »
What's the skill of the siege operator?  Catapults have terrible accuracy, and if the operator isn't highly skilled you might have to wait a long time for a hit.

6810
DF Modding / Re: Limiting pets
« on: December 07, 2009, 01:22:05 pm »
My strategy is to purchase cats from the mountainhome, then immediately kill any female cats.  If a immigrant arrives with a female cat, or a female cat adopts a dwarf before it can be butchered, there are ways to build pet-killing devices that take advantage of pets not following traffic designations to separate a cat from its owner.

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