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Messages - Solara

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46
DF Dwarf Mode Discussion / Re: I am concerned for my local goblins.
« on: November 04, 2008, 09:50:13 am »
We lost pretty much all our war dogs in the last battle, I've assigned my dungeon master to train up some more; but there's a couple of adult stray dogs that apparently are ineligible for training. They are on the unit screen but he keeps reporting "no creature". Before anyone asks I am PRETTY sure they haven't attacked any dwarves, and so haven't "tasted blood".

Are they in a cage somewhere? I think you have to let them out first.

47
DF Modding / Re: Meso-America Mod
« on: February 09, 2008, 11:24:00 pm »
quote:
Originally posted by Kagus:
<STRONG>There's also some type of wild jungle-boar that's a good food source, but I can't really remember the name offhand</STRONG>

Tapir.

http://images.google.com/images?hl=en&q=tapir&um=1&ie=UTF-8&sa=N&tab=wi

[ February 09, 2008: Message edited by: Solara ]


48
DF Modding / Re: Hat Mod V.2
« on: June 02, 2008, 10:30:00 pm »
How about a straw hat for the fishers and farmers? Made out of either rope reed or cave wheat, I guess.

Also I am definitely thinking you need a literal skullcap (as in made out of a skull), and I'm sure some dwarf somewhere has had the idea to hollow out a plump helmet and wear it.


49
DF Modding / Re: A Better Goblin Mod
« on: June 02, 2008, 06:49:00 pm »
Would you say that Intimidating goblins without armor are about on par with vanilla goblins?

50
DF Modding / Re: turn off emotions?
« on: March 27, 2008, 08:24:00 pm »
But I still want them to enjoy their fine cabinets.  :(

Oh well, thanks guys, I'll give the NOEMOTION thing a try in a new fortress even if it does make me feel like a horrible cheater. It's too bad there's no way to just sort of tone down the effects of bad thoughts without resorting to turning them off entirely...


51
DF Modding / turn off emotions?
« on: March 26, 2008, 10:32:00 pm »
I don't know much about modding so I'm not sure this is even possible, but is there anything I can do to make my dwarves act more like dwarves and less like weepy emotionally unstable lunatics? We just scattered the goblins and instead of celebrating their victory and toasting their stouthearted friends who died gloriously in battle everyone is starting to tantrum and send yet another fortress into the destruction spiral. I'm sure this has happened to everyone, but I for one would like to enjoy bloody sieges without afterwards wishing I'd wussed out and just used traps instead...  

I'm hoping there's a tag or something I can add to keep them from going berserk because they sprained their wrist or smelled a bad smell or some guy their ex-girlfriend's uncle's cousin kind of sort of knew ran out into a hail of arrows and got turned into a pincushion.


52
DF Adventure Mode Discussion / Re: Just Experiance Plants!
« on: February 12, 2008, 07:02:00 pm »
That mayor has gone astray, he needs to just experience torture.

53
DF Adventure Mode Discussion / Re: Chopping/mining in adv. mode. (.?!)
« on: February 08, 2008, 08:36:00 pm »
I know how you feel, I got bored of strangling monsters a long time ago and now I'm forced to try and get my fix from UnReal World until the glorious day of craft skills in adventure mode arrives. I just picture myself running a hermit fort with me as the hermit and the happiness center of my brain damn near overloads.

54
http://img181.imageshack.us/img181/3079/df14ho4.jpg

This is the one that had me LOLing. All these engravings of the history of a murder cult and out of nowhere, 'The Cheerful Fisher'. Something about the mental picture of a guy with a straw hat and a cane pole sitting on a pier, then oh look, another evil priest enjoying a bout of maniacal laughter...


55
DF Dwarf Mode Discussion / Re: Darn Alcoholics
« on: November 29, 2006, 12:41:00 pm »
I know they're dwarves and all so of course they're going to be drinking a lot, but it really annoys me to see my soldiers bypass a conveniently placed well room to walk all the way to the other end of the fortress for some wine.

Putting barrels full of alcohol next to them helps a little, but someone still has to haul the darn things.

I wish they would check for nearby wells first when they're actually thirsty, with drink only being a so-so substitute if there's none available. Alcohol consumption itself should be mostly related to happiness and speed of work, not thirst. (Realistically alcohol wouldn't help someone who's thirsty anyway, it actually dehydrates them.)


56
DF Dwarf Mode Discussion / Re: ...and then all the water dried up
« on: May 17, 2008, 12:45:00 am »
Okay, so I've messed around with this a bit and the problem is that it pretty much becomes a normal fortress once you get your first caravan or at least your first migrants. (I seem to always get a miner and woodcutter without fail...)

Sure I could keep everyone living aboveground, I've had a lot of fun with that in the past but it just never feels very dwarfy...I think it might be time I finally get into the whole modding thing. I've changed a few minor things in the raws but never anything serious and I'm now ridiculously excited about the thought of a race of cute little hobbit folk that laze around fishing and picking berries all day and have tiny individual burrows scattered around instead of a stone fortress.  

Or maybe I'll go the other direction entirely and make some fierce lizard people who live in wooden huts and survive by hunting with stone tools...hmm, I'll have to give it some thought.

Anyone else have ideas for "lowtech" races that are suited to live aboveground? Besides elves, I mean...even just some cool names or fluff about their culture to give me ideas would be nice, it doesn't have to all be details that can be specifically modded in at the moment.

[ May 17, 2008: Message edited by: Solara ]


57
DF Dwarf Mode Discussion / Re: ...and then all the water dried up
« on: May 16, 2008, 05:33:00 pm »
Wow, that challenge sounds brutal. Sign me up!  :D

I'll probably be a wuss and buy one barrel or start next to a brook though...


58
DF Dwarf Mode Discussion / Re: Your trade economy!
« on: May 15, 2008, 10:58:00 pm »
I try to have a different 'theme' for each of my fortresses so it really depends.

None of my goblins wear clothes so unfortunately the king's bizarre fetish for blood and vomit stained child-sized loincloths goes unsatisfied, so instead we bake him delicious cakes made from puppy tallow and flour and syrup and sugar and...more sugar.

My last fortress got the random name of 'Drumportal' so I decided our entire economy would be based on musical instruments.

[ May 15, 2008: Message edited by: Solara ]


59
DF Dwarf Mode Discussion / Re: I'm back, and with some questions.
« on: May 18, 2008, 07:39:00 pm »
quote:
Originally posted by Juason:
<STRONG>Ahh thanks for the answers.

One more thing, I've noticed in my fortress I have like 50 unused barrels - yet when I go to make beer I keep getting the no barrels available message.  Now, these barrels are sitting empty in the stockpile, but give the indication they have a use (ie fish barrel).  Any idea what is going on?</STRONG>


It's probably because they hate you, personally.

Either that or disgruntled haulers like to create the illusion that they're working by stuffing every barrel they can get their hands on into the food stockpile and then putting a single unit of food in each one so that it can't be used for anything else.

The way to deal with this is to make one stockpile that forbids drinks and limit sthe number of barrels to something reasonable, and then make a separate, booze-only stockpile that accepts all the barrels it can hold.

If the lack of barrels means you start running out of room in your food stockpile, cook up some lavish meals - you can stack like ten of them in one space.

Oh, and about the discarded clothes in your barracks, you see your soldiers get a little too excited sometimes when they're...wrestling, and will often tear their partner's clothes off. Unfortunately you can't set owned items to be dumped, and they never seem to get around to picking their stuff back up, so as far as I know there's nothing that can be done about the clutter.


60
DF Dwarf Mode Discussion / Re: I'm back, and with some questions.
« on: May 15, 2008, 10:50:00 pm »
Oh and I forgot to add, in response to:

 

quote:
<STRONG>Aside from temp/weather and making my location smaller, what might I do to reduce the massive cpu drain? It's kind of the killjoy for me right now.
</STRONG>

Reducing the size of your map helps the most (I think you'll find you have plenty of room even in a 3x3) but you might also try rounding up all you animals and cramming them into cages.

Also I believe picking non-mountain maps is supposed to help (fewer z-levels to keep track of, and there won't be tons of chasm/underground river/magma creatures to keep track of) however I haven't tested this out much and some people find maps without all those features boring, so you might want to save this for a last resort.

[ May 15, 2008: Message edited by: Solara ]


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