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Messages - Lemunde

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391
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2011, 02:16:32 pm »
Just took down an FB but it cost me. Several dwarves including half my squad of swordsdwarves died of infection. I tried to throw together a soap industry but they all died before I could get my first bar out. On the bright side the rest of my dwarves are taking the losses in stride.

392
DF Dwarf Mode Discussion / Flattery will get you better bargains.
« on: February 26, 2011, 11:32:47 am »
Knowing my luck this is probably common knowledge but I thought I would share something I just recently discovered.

So I'm doing some trading with elves. I'm scrolling through the list of all the items I want to sell off. I come across two very similar marble crafts. One is a marble crown, the other is a marble ring. Both are fairly decent quality and encrusted with the same gems. However the ring has a trade in value three times that of the crown. Curious, I looked a little closer at each one. It turns out their base values are exactly the same.

Then I viewed the description on the ring. It depicted a battle between elves and humans. It didn't say who won but I figure the elves just thought it was pretty cool to have a ring with elves on it. I'm guessing the same would apply for trades with other races.

393
DF Gameplay Questions / Macros not saving.
« on: February 25, 2011, 12:47:00 pm »
Okay so I finally decided to start using macros. While I'm in game everything seems to work as you would expect. The macros all seem to record, save, load and play fine. However once I exit the game and load it again the macros are gone. According to the wiki the macros are supposed to be saved in the data/init/macro folder but there's no folder there. In fact I did a search for a file or folder with the name "macro" in the dwarf fortress folder and didn't find anything. Am I missing something?

Edit: Okay, I figured it out. I had to manually create the "macros" folder for it to work. For whatever reason the version of DF I downloaded didn't have it.

394
Go for something in the middle. Set up generalized professions for unimportant tasks but for important stuff only have one or two skilled dwarves enabled. One thing that might help is to use the workshop profiles to only allow dwarves skilled enough to use the specific workshop. You could have like two crafts workshops and use one for churning out high quality bone and shell crafts and the other for lower quality everything else. This way you don't have to assign specific jobs to your skilled dwarves.

395
DF Dwarf Mode Discussion / Re: Defending a fort, with no metal ores
« on: February 22, 2011, 12:21:48 am »
My current fort is protected by a passageway with an array of 2x5 spiked wooden/glass ball traps. They're more effective than you might think. Also don't be afraid to trade for metal. 4 or 5 bars of steel per trade may not sound like much but after a couple of years you'll have enough for 10 weapons. Leather armor and steel weapons are enough for an adequate squad. I've taken out FBs with less.

396
DF Dwarf Mode Discussion / Re: tree farm
« on: February 22, 2011, 12:14:38 am »
Trees also grow in underground sand. As does grass. A large dug out sand or clay room makes for an excellent pasture.

397
DF Dwarf Mode Discussion / Re: The Future of the Fortress? It is Grim.
« on: February 20, 2011, 10:55:43 am »
the candy is still there  :). breach the 1st layer of candy and youll have enough for 1-2 dwarfs. thats all you will ever need.

What has the world come to when the blue stuff is more common that copper?

398
Back to what it used to be like, when finding things like iron, sometimes even copper, was something to celebrate, not an inevitability.

I for one am happy about it.

-MB

Which means each embark will have you relying on different materials to survive and prosper. I like.

399
DF Gameplay Questions / Re: Forgotten beast trapimmune?
« on: December 28, 2010, 02:19:28 pm »
Hmmmm.. Can deadly dust pass through fortifications?

I'm not entirely sure. I remember one of the FBs was spewing out something all over the place but it never seemed to pass through the fortifications. It may have been that it just wasn't close enough. It's worth noting that in this situation the FBs don't go out of their way to attack through fortifications with their special abilities or anything, at least not that I've seen. You could try using several layers of fortifications just to be safe.

400
DF Gameplay Questions / Re: Forgotten beast trapimmune?
« on: December 28, 2010, 01:54:52 pm »
You could use bridges to trap them in.

I've successfully done just this several times. Use chained animals to lure them in then manually close a retractable bridge behind them. For extra effectiveness, carve fortifications into the walls of the room and bring in marksdwarves with some cheap bolts to slowly kill the FB off and boost their skills in the process.

401
DF Dwarf Mode Discussion / Re: Win Moments You Had
« on: November 29, 2010, 01:42:33 pm »
I was testing out a theory on a new type of forgotten beast trap involving a small room with a retractable bridge blocking the entrance. One of the walls had carved fortifications so that my marks-dwarves could attack any trapped forgotten beasts without fear of reprisal. I chained a donkey up inside the room to entice the FBs inside, walled off the entrance to my main fortress, then pulled the lever.

Immediately, not one, not two but three FBs darted inside the room and started chewing on the donkey. I quickly pulled the lever and the retractable bridge extended, sealing off the room's entrance. The FBs were trapped. I threw together a small squad of marks-dwarves and sent them down to the adjacent room where they immediately started firing on the FBs with their iron bolts. It took a bit of time but the FBs eventually succumbed to the hail of bolts and my marks-dwarves went from dabbling to skilled by the time they were through. Like shooting fibs in a barrel!

402
DF Dwarf Mode Discussion / Re: Population Limit Not Working
« on: November 27, 2010, 11:58:42 am »
My recommendation is to try not to become too wealthy too fast. This is easier for some than others and often depends on map features. For the first year try to stick to stone furniture and crafts and only make as much as you think you'll need. This should keep your first migrant waves small.

Lately I've noticed the game does a pretty good job of stopping the waves exactly on my population cap. I usually only get two or three. It only goes over the population cap when I start getting babies. Maybe I've just been lucky?

403
I am not amused...

404
DF Adventure Mode Discussion / Re: A Question On Aimed Attacks
« on: November 22, 2010, 09:56:49 am »
High Fighting Skill, High Weapon Skill, High Agility.

Have a nice day.

Don't forget high strength; I had an adventurer who could only land about every fifth attack, because despite her superhuman agility, high Axeman skill, and very high Fighter skill, she was trying to wield a halberd one-handed with only below-average strength

Hmm... So perhaps smaller weapons might be better for low strength characters?

405
I wrap myself in the bear skin and run back to the forest yelling "BEHOLD! I AM THE GOD OF WIND! FEAR MY POWER!"

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