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Messages - Smew

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751
DF Gameplay Questions / Re: "Possibility for unending attacks"
« on: May 17, 2009, 03:41:24 pm »
Huh, 'Unending attack' sounds more like a siege where the goblins don't stop spawning, oh what a lag-fest that would be.

Anyway, no, they don't reproduce at all.

And, a good way to circumvent this (that I think works?) is to give goblins a littersize of like 7-10, that way you can have those goblins making millions of babies. :P
And I would think it would only mess with load times, unless you embarked upon a goblin fortress. hahaha

752
DF Gameplay Questions / Re: megabeasts wounded on arrival
« on: May 17, 2009, 03:37:47 pm »
but I'm still pretty in the dark about how fighting works in this game.
So is just about everybody, the real mechanics of fighting is pretty unknown at this point, it seems.
I'm pretty sure size will up their defensive and offensive capabilities, and damblock will just make them super-tough. :P

753
DF Gameplay Questions / Re: Gathering air drowned fish
« on: May 17, 2009, 03:30:31 pm »
Refuse pile? I think you mean food pile, lol.
But anyway, kitchens cook with whatever ingredients are available, if you only want them to cook with a certain type of ingredient you need to go disallow every other type in the z>kitchen menu.

For the manager, you can do it however you want, if you have fish that need to be processed(do you have active fisherdwarves?) then you can probably just make a 'process fish' job and set it to repeat, as for the butcher, if you haven't changed the settings in the 'o'rders menu, butcher jobs will automatically be done without you ordering them.

And yes, you do get the barrels back, the only problem is that those barrels usually get pulled into food storage, so it feels like they disappear, to fix this problem, hit 'p' and raise the amount of reserved barrels. :)

754
DF Gameplay Questions / Re: megabeasts wounded on arrival
« on: May 17, 2009, 03:25:24 pm »
Megabeasts and other such historical figures can suffer injuries during worldgen, this can lead to pitiful megabeasts, but they are already pretty pitiful on their own.
If you want them to be a real challenge, try modding the raws some, give them a size of 100 and a damblock of 200, you'll have a real fight on your hands then. :P

755
DF Gameplay Questions / Re: Gathering air drowned fish
« on: May 17, 2009, 01:54:50 pm »
Build a butcher shop or two nearby

Don't you deal with fish via fisheries and not butcheries?
Depends on the fish.

756
DF Modding / Re: Adding plants to the embark screen?
« on: May 16, 2009, 11:17:11 pm »
As long as they are growing normally and the civ you want them from can access them(aka, doesn't grow in a "evil" region, for instance), then you should be okey-dokey on finding them, note if you haven't genned a new world you need to do that first, unless you changed existing entries.

757
I wouldn't use reveal, it would stop you from using magma buildings if you aren't careful.

758
A random glitch, sometimes happens when you dig like one diagonal space away from the pipe. :/

759
Yup, it's the ruler of a Kentauri civ.
Spoiler (click to show/hide)

But yeah, I tried stationing military next to her and neither party cared at all, she just walks around aimlessly near where she spawned, guess the game doesn't know what to do with her.
If she wasn't walking around so much I would knock her out, but I've never done it before and I kinda like having her around, she killed some goblins apparently(had some goblin blood splatters in her inventory, plus she's holding some narrow clothing, WUT!)

760
DF Adventure Mode Discussion / Re: Several problems I see
« on: May 16, 2009, 01:09:03 am »
You can use Dwarf Companion to mod skills (I'm not sure how well it fares in Adventure Mode), as far as I know you can't move adventurers over to different worlds.

One way to guarantee you get a lot of quests, is to let the world only age a little bit, just long enough for towns to get set up. But not too long (Around year 20 works for me on a Medium world). That way most megabeasts and semi-megas will still be alive. If you wait for the "Percentage of Megabeasts Dead" parameter to kick in, you will be hard pushed to find any quests

does DC work on tileset modded games? I can't seem to get it to recogize that my game is running
If you're running the 40d# versions then you cannot use most addons.

761
When a Titan shows up, no biggie, I say to myself, he's on the other side of the map, he won't do no harm while we're welcoming the iron.
So I finish wiping out the siege and am waiting for the titan, he never shows up, confused, I check my units list, and what do I see? a Titan, marked as friendly.
So I "WAT" and zoom to his location, surely enough, he's a noble, a ruler infact, of another race.

http://img.photobucket.com/albums/v59/Smew64/TitanRuler.png

The question is, WHAT SHOULD I DO TO HIM?!
He killed my fisherdwarf, for some reason, or maybe he didn't? maybe a goblin did, because there's no reason a fisherdwarf would be way up there where there's no water.
But he's ignoring my dwarves, and my dwarves are ignoring him, so maybe it's no biggy.
But the race he's ruler of DID just get their caravan slaughtered thanks to the siege, good thing it's a primitive race with no liasons. :P

762
My Pit has SOF's. do you think that 10+ champs with full masterwork adamant will take out the SOF's?
It depends on how lucky you are, 10 champs, assuming they are legendary in Shields/armor/wrestling/and their weapon, probably, yes, you might get unlucky and have all of them burnt by fireballs, or you might get lucky and have all of them survive, I would bet on lots of casualties though, no matter how many you throw in. haha

763
DF Gameplay Questions / Re: Whats the difference betwean...
« on: May 15, 2009, 11:33:43 pm »
Community fort: Nist Akath
Bloodline fort(Succession game? unless these two are different things.): Boatmurdered.

764
DF Gameplay Questions / Re: Flood out of nowhere
« on: May 15, 2009, 10:56:37 pm »
Oh God what have I done. ;_;

765
DF Gameplay Questions / Re: removing ceilings
« on: May 15, 2009, 08:55:02 pm »
Using ramps isn't a solve-all, though... I've had at least one fatal cave-in caused by dwarves digging out large areas of ramps in an inappropriate order. Still not sure exactly what caused them, I just know I've lost at least one legendary miner that way.
The only way ramps can cause cave ins AFAIK is if you build a ramp under a tree.

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