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Messages - geoduck

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376
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 03, 2009, 02:55:07 pm »
Icyblotch, the same fort that accidentally destroyed a human caravan, just lost an entire Elven caravan to a Goblin ambush. Sigh. Nobody's gonna ever visit this place again. Also, despite having numerous z-layers of the appropriate kind(s), I haven't been able to turn up a speck of gold or coal.

377
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2009, 02:07:29 pm »
My current embark site has a nice little mini-plateau near its center which is a perfect site for an aboveground statue garden. (Apart. of course, from the year-round freezing temperatures and the snowstorms) While working elsewhere on what will become my Official Main Entrance, I dug down beside the plateau and set up a temporary trade depot. I finally got around to sending my miners to remove the natural ramps around the plateau, just as a caravan was arriving. They didn't need to go over the plateau to reach the depot, but of course one of the wagons did. Right when the miners were chopping out the ramps under it. I couldn't have timed it right intentionally in a million years. The wagon ended up stranded, suspended on a small knob of rock. I tried to throw together some new ramps so it could leave, but it fell apart. The merchants departed in a huff, and I inherited a free wagon-full of goodies, including a much-needed iron anvil. I just hope they come back next year..

378
DF Gameplay Questions / Re: Tantrum spirals
« on: October 30, 2009, 07:05:04 pm »

Jails that have top-notch amenities - a high-quality chain w/ a high-quality bed, table, chair, food and booze stockpile, and a waterfall is minimum for meeting this admittedly tough standard.  Bonus points for a convict's favorite animal in a cage, and a bed of their favorite material.  Double bonus points for their favorite foods/booze.  Triple if you chain them with their favorite metal.  A convict gets a nice mood boost when released - make sure it's ample to put them back to "ecstatic".

Even better, even though it's often a pain, fulfill your nobles' stupid demands; keeps a lot of people out of the jail in the first place.

Another good way to keep dwarfs happy is to build a statue garden, with lots of high-quality artwork on display. If you can put it inside a walled enclave on the surface, it will fight cave adaptation as well.

379
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 17, 2009, 12:43:59 am »
I'll probably get bored and start something new, but if I want a waterfall in my dining room I need to build about six levels worth of pumps up from the underground river. Also working on an underground road all the way to the edge of the map.

380
DF Dwarf Mode Discussion / Re: Shell & bone stockpile - help!
« on: October 16, 2009, 12:51:23 pm »
Shells in particular, you might want to save a few somewhere behind a locked door in case a moody dwarf starts demanding them.

381
DF Dwarf Mode Discussion / Re: Looking for a succession game location
« on: September 30, 2009, 01:59:45 pm »
I previously posted a site that might qualify:
http://www.bay12games.com/forum/index.php?topic=42088.0

382
I'm another who has never used saves. I have given up completely in disgust a few times..

383
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 30, 2009, 01:45:28 pm »
My latest- finally learning that you can "stack" repeated orders in workshops.

384
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: September 27, 2009, 02:01:49 pm »
Not valuable, but amusing: one of my peasants was possessed and made a bed out of bituminous coal, encrusted with bituminous coal, with hanging rings of bituminous coal. (Guess what was in the stone stockpile right next to the mason's workshop..)

385
Check it out. I have stumbled across a site which features:

A chasm, which cuts all the way across the site
A pit
An underground river
A lava tube
Hidden Fun Stuff
And it's all buried out of sight under a mountain in Terrifying terrain.
So yes, every one of these suckers is stocked with zombie and/or skeletal inhabitants.
There's also (just barely) an above-ground stream, and if you're willing to  expand to 7 squares north and south, you can have both sand and flux (plus some more trees.) Stay at 6, and you have to pick one or the other. I personally chopped off the stream with a 7x5 embark, and it seemed to work pretty well.
I generated this with the current "vanilla" version of DF downloaded off the Bay 12 site.

The data:

Spoiler (click to show/hide)

The location:

Spoiler (click to show/hide)

Have Fun, but be aware that you're gonna be getting a lot of "job interrupted by skeletal critter" messages..

386
DF Dwarf Mode Discussion / Re: How did you find out about DF?
« on: September 12, 2009, 04:50:03 am »
My roommate discovered it and showed it to me. I jokingly mentioned a certain ASCII game I had just discovered for myself, too: Nethack. Guess which one I play now, and guess which one still exists on my hard drive only due to my laziness to delete it.

It should be noted that NetHack is a pretty awesome game in its own right.

387
DF Dwarf Mode Discussion / Re: Extremely Valuable Forge!
« on: September 07, 2009, 01:54:05 pm »
I got an anvil like that recently as well. I ended up selling it.

388
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 07, 2009, 01:52:04 pm »
Just had a small one with my first attempt at constructing a multilevel stack of pumps powered by waterwheels: I was checking the "power needed" on one of the pumps, and it read "150". Each waterwheel produces, what, 200 power? I was pissed: I'm gonna have to build a separate wheel for every single pump!? Then thanks to the Wiki I finally, mercifully, realized that the "150" was the power needed for the entire stack, pumps and gears and all. Duhh...

389
DF Dwarf Mode Discussion / Re: Those rooms you always end up making...
« on: September 06, 2009, 12:15:19 pm »
I'm paranoid, and try to put any workshop that can spawn insanity in a room all by itself. Lately I've been lumping all the food workshops into one large room: still, farmer, fishery, right next to the food/drinks stockpile. Furniture goes in a separate stockpile on the other side of the dining hall. The craftdwarf and the mechanic shops go as close to the entrance/trade depot as possible.

390
DF Dwarf Mode Discussion / Re: Dull but worthy site available
« on: September 04, 2009, 12:43:57 pm »
I use the straight v0.28.181.40d version. (At least I assume it's the straight version; I got it off the main Bay 12 download page.) The only change I've made is editing out cat-wound spam messages, which I can't imagine affects anything.

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