Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Whitney

Pages: 1 2 [3] 4 5 ... 7
31
DF Gameplay Questions / Re: Bunch of questions for a new fort idea
« on: December 16, 2009, 08:19:52 pm »
Quote
(fishing in an ocean? Do I *want* my fisherdwarf to be eaten by carp?)
No carp in the ocean. I have little problem fishing oceans.

Quote
How many bone bolts does it take to kill a regular hunting animal? Would it be a net gain, or a net decrease? I plan on having my main food source being above-ground farms, and hunting
Honestly, the farms will do you just fine. But the required bolts will be quite a bit for a new hunter. Eventually, once he becomes a better hunter/marksdwarf, he'll get more bolts from the bones acquired then what is needed. But as I said, farms suffice quite well.

Quote
How easy is it to make the starting seven dwarves breed?
If they are social dwarves who spend a lot of time in the meeting hall, a couple of years. Toady has stated that dwarves won't marry/breed with their parents/siblings.

32
DF Gameplay Questions / Re: A good start..
« on: December 16, 2009, 07:48:45 pm »
3 Miners/Masons
1 Woodcutter/Carpenter
2 Farmers/Brewers/Cooks/General Hauler
1 Leader/Trader/General Hauler

I'll add Architect to whoever has least to do. Most migrants end up being haulers. After the first wave, I usually have

3 miners
2 masons
2 Woodcutters/Carpenters
2 Farmers
2 Cooks (Cooking, Brewing, Butchering, etc)
1 or 2 Mechanics
1 Leader/Trader
1 Sheriff (if at 25 dwarves)
Rest are Haulers

33
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 14, 2009, 11:32:20 pm »
Why are you still worried about building?  As was mentioned earlier, you don't need a physical bridge to bridge civs to another landmass.

Fun.

34
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 14, 2009, 02:19:21 pm »
If you're trying to build a bridge across three embark screens of water, then yes. Two embark screens I think is possible.

35
DF Gameplay Questions / Re: I need some help with the tilesets...
« on: December 13, 2009, 02:34:02 am »
40d16 came out on August 30th, 2009

36
DF Gameplay Questions / Re: I need some help with the tilesets...
« on: December 13, 2009, 12:03:48 am »
Is your windowed mode settings set to this?

Code: [Select]
[WINDOWEDX:1280]
[WINDOWEDY:400]
[FONT:guybrush_square_16x16.bmp]

If it is, are you sure the guybrush_square_16x16 file is a bmp file? It can't be PNG.

If that isn't it, consider turning on the Black Space.

[BLACK_SPACE:YES]

If that's not it, perhaps you should upgrade to 40d16.

37
DF Gameplay Questions / Re: I need some help with the tilesets...
« on: December 12, 2009, 11:53:25 pm »
Just don't forget to put the tileset in the windowed mode settings in your init file.

38
DF Gameplay Questions / Re: I need some help with the tilesets...
« on: December 12, 2009, 11:50:04 pm »
Play it in Windowed mode. For that particular tileset, set the resolution thing to 1280x400

You'll find windowed mode is much more convenient. It allows for easy switching to some sort of Dwarf Therapist or some other Dwarf Managing tool. You can reach any other programs on your computer, internet browser (for the wiki, forums, whatever), your chat clients. Blah blah.

39
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 12, 2009, 11:46:48 pm »
Then my plan is feasible.

40
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 12, 2009, 11:32:17 pm »
You can not build constructions at the map edge.

I disagree. South edge.

41
DF Gameplay Questions / Re: Lots of obsidian without magma?
« on: December 12, 2009, 10:12:32 pm »
I suggest you find the Reveal utility to see. Be sure to savescum. Nothing is uglier than all the tiles revealed.

42
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 12, 2009, 10:08:28 pm »
I don't know what the above poster is talking about, but allow me to bring up a theory.

You can build bridges all the way to the edge of the map? Even the very wall tile. I think this may also be true with flooring, which is what I'm going to be building most of my bridge out of.

Now, if you build all the way to the far east side of one map, and then abandon and reembark on the location just on the east side, and build a bridge all the way to the far west side of the map, one would have two connecting locations. Testable with Adventure mode. But this would need to be perfect. This is my theory of building a bridge two max sized local regions long. This is not what I will be doing for the first challenge here.

43
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 12, 2009, 02:59:49 pm »
I was just going to bridge an island. Basically take an embark screen like this image. Then most of the map will be the bridge. Massively wide bridge.

I don't know about all of one material, but I'll try for it.

If I had a better idea of how to bridge an ocean, I would try that afterwards.

44
DF Gameplay Questions / Re: Bridging and Island for trade
« on: December 12, 2009, 01:04:11 pm »
oh wow that's a lot easier (although a bit less fun :P)

thanks
Go on, build a huge bridge.
You know you want to.

I accept your challenge.

45
DF Adventure Mode Discussion / Re: Reasons to play as elfs
« on: December 12, 2009, 02:19:26 am »
I played an Elf for the challenge of killing everything despite having inherent flaws.

Pages: 1 2 [3] 4 5 ... 7