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Messages - Ralith

Pages: 1 ... 6 7 [8]
106
DF General Discussion / Log Difficulties
« on: July 03, 2009, 04:37:14 pm »
Alright, I am a dirty rotten exploiter. I tried to use the quantum dump exploit. I marked the logs for dumping manually, not a whole lot of them, I know about the mass dump thing, and set up a zone.

It's not showing up as a job. It's like they're forbidden. They're not. I checked. Can't use them for building. But it's still not a job. Help?

107
DF Dwarf Mode Discussion / Re: Need Megaproject ideas
« on: July 03, 2009, 02:28:28 pm »
Thermonuclear Dwarfsplosion.

108
DF Gameplay Questions / Re: Ultimate Megaproject
« on: July 03, 2009, 02:20:56 pm »
Point. Build the plane itself on west side, ramp base be at east side.

109
DF Gameplay Questions / Ultimate Megaproject
« on: July 03, 2009, 12:43:57 pm »
Set population cap at 7, start with an anvil.

Build a fucking plane.

3x4 support pillar. Everything else is channeled/dug out. 3x4 so I can have stairs for disembarkation and embarkation.

Have the top floor of the plane devoted to growing and preparing food. Have an open meeting area on top with wind-guards so as to prevent accidents. Bottom floor is barracks, very front of the plane is the Captain's spot (leader, bookkeeper, etc. all in one)
Middle floor has storage and rooms in the back, and a dining room in the middle. Minimal workshops for nescesities at the front behind the cockpit.

It shall be win.

It shall be named...

LUCIFER AIRLINES!

Go, Ilfar.

110
Other Games / Re: The myth of the female soldier.
« on: July 03, 2009, 11:23:09 am »
Eh, addressing several points from early on here.

In video games, you're virtually always in a combat role. Women have to pass oxymoronic tests in order to get into these roles, and it is VERY rare that one is interested AND passes the test. Therefore, there are few females.

The female pilot *I BELIEVE* is more common because *I BELIEVE* they make better pilots. Despite all the jokes about their driving abilities.  :P. Oh, and they have to stick females somewhere in a video game, lest they get screamed at by the bra-burners.

111
DF Modding / Clutter
« on: July 03, 2009, 11:12:55 am »
Any way to get rid of it?

112
DF Gameplay Questions / Re: War Dogs vs. horses
« on: July 03, 2009, 11:08:25 am »
Eh, if equal but small numbers, horthe more peoeple there are on both sides, the more likely the dogs are to win.

113
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 03, 2009, 11:00:37 am »
I was angry with the inefficiency of a fort.
SO, I tried to flood it from a brook.

The first death was from dehydration.

114
DF General Discussion / Clutter
« on: July 02, 2009, 05:14:10 pm »
Is there any way to get rid of it? RAW style I mean.

115
DF Dwarf Mode Discussion / Re: Embarkation Checklist
« on: July 02, 2009, 05:00:52 pm »
I have a perfectly good butchers shop AND I know how to use RAWs.

116
DF Dwarf Mode Discussion / Re: Embarkation Checklist
« on: July 02, 2009, 04:39:51 pm »
Ja.

117
DF Dwarf Mode Discussion / Re: Embarkation Checklist
« on: July 02, 2009, 04:34:04 pm »
Y'know what. I changed my spot, changed my method, and changed the socialite to woodcutter/axedwarf. Cut the log number back to 100
23 Dogs, 7 War Dogs.

118
DF Dwarf Mode Discussion / Re: Embarkation Checklist
« on: July 02, 2009, 03:27:46 pm »
I don't plan on trading for more than an axe and more wood, so getting masterful crafts isn't really needed. I admit the building designer bit. Rope is for a well. Blocks are for the same, so I can work on clearing a soil level first.
I am aware that a single skilled grower is better than none.

Food/Booze is a safety net incase something goes wrong- IE, get rampaged by skeletal carp or a unicorn or something (I forgot to check which side of the evil/good chain I'm on) and grower dies.

War dogs because I won't have a chance to train an animal trainer for a bit, prob. not until first immigrant wave.

Swapped intimidator to JoI.

Dogs instead of military.

Not my first fortress, I am relatively new but not horribly so. I prefer not to stack jobs, designer was so I wouldn't have my builders waiting on another person but I saw how useless it was. Not cutting wood for safety reasons, may change but it'll be later.

119
DF Dwarf Mode Discussion / Re: Embarkation Checklist
« on: July 02, 2009, 03:04:10 pm »
Good point about the architecture. What SHOULD I stick on them though?
Oh, and by alot of logs, I mean 303. What else am I going to spend it on? Just wall off the wagon starting point and build my stockpile right beneath it, and have immigrant peasants haul all of it before I draft them.

120
DF Dwarf Mode Discussion / Embarkation Checklist
« on: July 02, 2009, 12:54:29 pm »
In order to be SURE I have everything I need...
I have war dogs, a cat (ONLY ONE CAT FOR ARMOKS SAKE!)
5 stacks of 11 food
plenty of seeds. Trust me.
4 stacks of 26 booze.
Plenty of logs.
1 rope
3 blocks (needed to spend them somewhere, lest I'd have 1)
PLENTY of logs.
1 pick.


Miner/Engraver
Carpenter/Designer
Mason/Designer
Mechanic/Designer
Grower (might as well use the points elsewhere- nothing I can think of since I'll have HUGE fields.)
Intimidator/Appraiser
Brewer/Cook

Appraiser will be my bookkeeper as well.


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