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Messages - XSI

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211
DF Gameplay Questions / Re: soap construction?
« on: October 11, 2009, 12:36:38 pm »
As far as I know, soap artifacts aren't possible, soap just isn't in the list for items moods can use.

But on the bright side, unicorn soap ramps and roads, or even make a building entirely out of soap.

212
DF Gameplay Questions / Re: Death Wish
« on: October 11, 2009, 12:34:58 pm »
A river? Look in it for fish, one dwarf might have gone for a drink, then died there by the famous carp.
The rest will then try to go there to get the corpse and things, and that keeps going.

Even with the corpses forbidden, they may still try to go there for a drink.

213
DF Gameplay Questions / Re: Fortress/ Royal Guard
« on: October 11, 2009, 12:32:03 pm »
It's actually a very good strategy to make the barracks your only entrance to the fort, and then get a lot of guards. Alternatively, the archery range makes a nice entry point as well.

I've found my guards try to rush out suicidally one or two at a time, trying to get equipment off a killed caravan guard or some other thing, then they die, and for each guard that dies, 2 others rush out to bury them, and take their stuff..Then they die, and 4 more rush out to bury them, and take their stuff...And then they die, and so on.

214
DF Dwarf Mode Discussion / Re: How do lava monsters work?
« on: October 11, 2009, 12:28:23 pm »
Cage traps will catch them, but remember to have both the cage and mechanism magma safe, and a way to drain the magma so you can retrieve the cages.

It's easier to build cages at the top of the magma pipe, they go out every now and then.

As far as I know, they can not be tamed, but they have very valuable bones.

215
Undead megabeasts and the like are made at the start of worldgen, I'd assume the chance for them increases if you get a world with more evil in it.

As for the goblins, no idea, but be aware the demon leader itself will never show up to attack your fort.

216
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: October 10, 2009, 12:53:17 pm »
You know, that counts as eccentric behaviour, so it fits in perfectly at this thread. :P

Besides that, I noticed today that I always try to make (Green) glass windows as a wall when replacing underground walls I dug out, instead of just walling it up.

217
DF Dwarf Mode Discussion / Re: How do lava monsters work?
« on: October 10, 2009, 12:50:42 pm »
For added fun, mod fire imps to be able to breed, there's usually a male and female in a pipe, which means there's plenty of time for them to make sure there's a lot of valuable bones. Fire snakes are nice to dissect at a butcher's workshop, especially if you feel like just making loads of rock junk is cheating to the trade.(Animal traps with meat catch them)

Besides that, lava creatures never really leave the pipe area, and any that do will be on their own, a single cage trap at the entrance tunnel will stop that. If there is no tunnel, not an issue, they're wussies anyway, a child can wrestle a fire imp to death, the problem is the fire they can cause.(Other magma creatures are a bit stronger, but still no match for an armed dwarf)

If you're worried about them getting into your moat, use magma-safe materials to install grates before filling, or use a pump, they can't go through that.  I expect there to be more/stronger magma creatures later, possibly even next update, with the underground stuff and all. Some players(Me included) believe fortifications don't work at all, but it's just one piece of rock anyway.

218
DF Gameplay Questions / Re: Dwarven mass suicide & bonus questions
« on: October 10, 2009, 11:40:05 am »
First make the indoor refuse pile, then set it to -not- allow remains, which means chunks and vermin.

Then make an outside pile, which is set to only allow remains, and if you're butchering, rotten leather.

This way you will not lose any bones, shells, or skulls.

That's how I do it at least, it seems to work 100%

219
DF Gameplay Questions / Re: Complete Noob Question -- Farming Priority
« on: October 10, 2009, 07:51:22 am »
If you are cooking food, turn off plump helmets for cooking, since that destroys the seed that you would otherwise get from eating it raw or brewing, this can be done in the z-kitchen menu.

Besides that, if you really need a harvest to be brought in, you can go to the (o)rders screen to set it so everyone can harvest, children and nobles will help gather the crops.

Edit: And welcome to the forum :)

220
I've found in my current fort that even if they have rooms to stand in, some of them will prefer to stand somewhere else, like outside, or in a mining shaft.

I did notice they tend to sometimes also stand where their last job ended, so you may want to just create some artificial jobs, like setting stone to be dumped somewhere, then reclaiming it and dumping it somewhere else. This will also help them afford their homes with the economy.

221
DF Gameplay Questions / Re: Dwarven mass suicide ;-(
« on: October 10, 2009, 07:26:22 am »
Migrants respect traffic designations when pathing somewhere, as far as I know, but they will completely ignore it when spawning at the map edge, a high traffic edge tile appears to have the same chance as a restricted tile.

As for op, use the last dwarf to make a magmaduct over to where the spider is, then have him take his revenge by burning the spider with the liquid goodness.

222
Firstly, some dwarves actually dislike crowds, and will stand somewhere quiet, try having more tunnels and mined out areas for them to stand in, they may just go there instead.

Secondly, try giving those migrants a job, like a single pull lever job on a lever just for them, not attached to anything. They will walk in for their job, and then probably stay around there, dwarves seem to actually have favourite places in a fort, and that has given me problems with a dwarf loving the magma channel I was just filling.

I'm not sure on the noble issue, but you might want to just create more wealth, that seems to effect a lot of things. Smoothing things is a quick way to get wealth.

223
DF Gameplay Questions / Re: Fortress/ Royal Guard
« on: October 10, 2009, 07:00:12 am »
The royal guards will also send a few of them to guard the tax collector when he collects taxes, which he actually does.

And I've heard the regular guards+guard captain will try to go out to places a dwarf died recently, to check if it was a normal death, or if they have to take down a threat to the fortress. I've never had this happen, my dwarves don't die, they make other things die.

224
DF Gameplay Questions / Re: Trophies and (semi)megabeasts
« on: October 10, 2009, 06:57:04 am »
I believe there was something of trophies being made for your adventurer after he/she retires, so I think that should you retire, you may return to that adventurer to find a dragon leather trinket, and a goblin bone ring or something, I'm not entirely sure on it.

225
The real problem is that eventually, meat food sources can be exhausted, and without intervention the children of peasants do not have the farming labor enabled, so eventually when the first generation dies off, the children will not farm and will eventually starve to death.

Just so you know, it takes 150 years or more for a dwarf to die of age, that's a lot longer then most fortresses are old. And without farming labour children, and everyone will still harvest when it's set like that, in the (o)rders menu

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