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Messages - Albedo

Pages: 1 ... 40 41 [42] 43 44 ... 248
616
DF Gameplay Questions / Re: Dragon leather?
« on: October 26, 2009, 02:10:45 pm »
I'm sorry, was that "parity" or "parody"? 

(It's not yet been proven that the 50% "other material" modifier is acceptably boosted in artifact armor, and that it's preferable to use over traditional armor items.  It IS going to be at least x2.0, for an equiv to no-quality iron, which is still respectable - but...  :-\ )

617
DF Gameplay Questions / Re: Magma forge/smelter/whatever
« on: October 26, 2009, 02:06:06 pm »
I tend to have a "modular" layout - I have my dining hall module, which I put in next to my kitchens/still/farmplot module (with booze & meal stockpiles and bonecarvers in between), and my forge/smelter module, and my living quarters module(s) - they all get plugged in as I go along. Another is looms/dyer/clothier, or glass/ashery/jeweler - you get the idea. Things like masons and crafts get tossed in all over the place.

For me, that lets me be flexible yet not have to re-create a new floorplan for each terrain I find.

618
DF Gameplay Questions / Re: Aboveground vs Belowground crops
« on: October 26, 2009, 01:34:47 pm »
Solid analysis, except...

Quarry Bush: Whip Vine is superior, being as valuable, and also usable for making alcohol, and can be grown year round.

Whip vine compares superiorly to cave wheat (and others) for milling and brewing.  Quarry bushes are unique in that they produce stacks of "leaves" (via the "process to bag" order at a F's workshop), which can be a massive multiplier to stretch prepared meals.  Stack of 5 QB = 25 leaves, bam.


619
DF Gameplay Questions / Re: pets
« on: October 26, 2009, 01:26:21 pm »
It's not particularly desirable though, it makes the dwarves slightly happier, but you can't butcher or cage the animal anymore.

We assume you're trading the ability to butcher for the happy thoughts - fine if the animal is female or your one stud male (a keeper for breeding) or you have ample already.

The real problem is that if the animal dies, it's a big UNhappy thought - and you can't restrain (chain) the animal either. Since pets try to follow their owners around,  be careful about offering animals that might be adopted by military or "outside" dwarves, like woodcutters or (depending on your projects) masons.  (Pet-proofing doors is far from a solution, as they sneak through with other dwarfs.)

There is a solution to that, one that fools the animal into waiting by a door that's never used, but it's arcane and involves Restricted travel zones, making the dwarfs take the long way around while the animal waits at the door representing the shortest path.

620
DF Gameplay Questions / Re: Magma forge/smelter/whatever
« on: October 26, 2009, 09:14:47 am »
It doesn't leave a 7/7 pool of magma next to the (now absent) impassable tile?

Anyway, here ya go:
http://www.bay12games.com/forum/index.php?topic=34875.msg534210#msg534210

Once you find the magma, you can plan from there.  The short time you spend in exploratory mining is more than worth what you'll save in pumping/etc.

621
DF Gameplay Questions / Re: Magma forge/smelter/whatever
« on: October 26, 2009, 09:10:20 am »
If the magma is hidden, it's not hard to find - if you remember where it was from Embark, it's simple.  Even if not, a few shafts will reveal it.

Stand by for non-wiki link for "how to"...

622
DF Gameplay Questions / Re: Masterpiece Trade Depot
« on: October 26, 2009, 09:00:22 am »
(Hint - DF rarely feels that "making sense" is a high priority.)   ;)

623
DF Gameplay Questions / Re: pets
« on: October 26, 2009, 08:55:59 am »
1. Build the cage
2. Link it to a lever
3. Pull the lever
4. ???
5. Profit!

This is a man who would build a clock to tell what time it is.

1) Build the cage
2) <q>, <a>ssign - "nobody" (or maybe you just un-check the little "+" - forget which).

That's it.

You must then un-build the cage if you want to use it for a cage trap or melt it.

(DP's method is approp if the caged animal is wild (or armed) - otherwise it will scare (and possibly attack) the civilians who release it, etc.)

624
DF Gameplay Questions / Re: Magma forge/smelter/whatever
« on: October 26, 2009, 08:53:46 am »
Yeah, wiki is down atm - sucks.

No, magma workshops need magma 1 level directly under them.  Any of the tiles, but at least 1.  And a steady 4/7 deep, at least.

What Sph. said about pumps.

Non-fire safe (like wood) will work, but only for a VERY short time - and I'm not sure if the operator is then in danger when it disassembles.  I've never experimented w/ it, but others have - I'm sure they'll speak up if you want specifics.

I never pump my magma to my forges/etc, I always dig a tunnel system on the level below and then tap it from above w/ a single channeled tile.  Make sure to leave some "dead-end" tunnels extending out, so you can expand if you need to w/out deconstructing the existing forges/smelters (to channel under where they are).

625
In those stockpiles, set "Max Barrel" to 0.

That should free them up.

626
DF Gameplay Questions / Re: WHo here has "legally" got the king?
« on: October 26, 2009, 01:03:13 am »
Yes.

(Goodnight.)  ;)

627
DF Gameplay Questions / Re: Dragon leather?
« on: October 26, 2009, 12:19:34 am »
It actually has to be really close to be able to work, it sucks.

For it to work automatically - if you assign the job, that still works fine, even across the map.

OK, weird. Went back to the game and the dragon leather was made.

The skin had been claimed for a task - maybe hauling, maybe tanning - something.  That happens to items - if you want to use something, but it's "not there", pause the game, <f>orbid and unforbid it, then try again.

Quote
Anyway, the question now is, what should I make?

Here are your choices:

Bags, Clothing (value 10x material)
Helm, Boots, Shield, Shoes (value 15x)
Leather armor (breastplate) (value 20x)

The problem is that dragon skin armor is no better than kitten skin armor or puppy skin armor - it's just "leather armor", and that tends to suck.  But, you can layer it under chain armor, and that tends to be good - ample for archers who are behind fortifications (tho', admittedly, still not as good as generic chain under generic plate.)

Or, you can wait for a mood, and manipulate it so some hero can wear it - that would be worth megabux (maybe literally).

628
That would be an enlightening research project.

Blind, I'd bet you'd still get some migrants - just because Toady One tends to think deeper than a simple "X = Y" formula for most things in DF.

629
DF Gameplay Questions / Re: How should I keep my dwarves busy?
« on: October 25, 2009, 12:29:51 pm »
For inspiration read Ken Follett's "Pillars of the Earth".

(Good book!)

</tangent>

630
DF Gameplay Questions / Re: Key Combo for Magma Forge?
« on: October 25, 2009, 12:28:23 pm »
I hit B, E...

(They are case sensitive. Your writing and questions might want to reflect that you're aware of that.)

Quote
, then there are absolutely no magma-related buildings!

By any chance, is this a reclaim? Or did you use Reveal on this map?

If either, they're known dealbreakers.

There are some (other) 3rd party utilities that can force magma buildings, but if you didn't get the message "You've found a magma vent!" (or words to that effect), then the game doesn't register that you, in fact, have.

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