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Topics - madjoe5

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31
DF Gameplay Questions / Nervous System Injuries
« on: August 10, 2009, 01:59:41 pm »
The wiki says that dwarfs with spine, brain, and nervous damage wont heal, but It was referring to red and yellow wounds. Will a brown wound to the lower spine ever heal? Is the dwarf who has it worth keeping in the military (he wont spar, though)? Should I step him down and replace him?

32
DF Dwarf Mode Discussion / Strange mood/ Odd occurance
« on: August 09, 2009, 05:23:23 pm »
Just recently I got my second wave of migrants and the first strange mood of this fortress. A metalsmith shows up as one of the new migrants (like the first or second one) and is immediately withdraws from society :-\. The announcements for new migrants and the strange mood were like 15 seconds apart.

I thought that a new migrant (w/ flashing gray X) couldn't be taken by a fel mood, or was I just presuming that?

33
DF Gameplay Questions / Tons of Lame Stones
« on: August 08, 2009, 10:45:34 pm »
I am curious as to why the game has so many stones that dont have any unique use. I mean, what's the point of like 35 different types that all are 1 mat. value and can only be used in crafts/less important stuff. Well I does give a lot of space for modding in metals/alloys, but still, what's the point (other than to be "more realistic", which isnt really true because all stone wouldn't be worth 1-3 material value then)?

34
DF Dwarf Mode Discussion / Useless migrants
« on: August 08, 2009, 08:58:45 pm »
I just got my new fortress to autumn and had a decent amount of wealth, and a successful trade with the dwarf caravan and now I was waiting for my new migrants. Much to my dismay, I got 9 migrants, normally not bad for me, but once I saw what they were I was debating throwing them all in magma starting a new fortress. I got a fish dissector (theres only a small pond, no other water source to be found), a metal crafter, a gem setter, 2 peasants (helpful I guess), a cook (which I already had), a siege operator (i mean really), a butcher and a stonecrafter (both of which I could use).

At this point, I constantly have 4-6 idlers and it makes me really angry seeing so many people just sitting there. The only thing that I can do now is wait for more migrant and use a bunch of these extra screw-ups for my military.

As a new player, I was wondering what things I could do to keep production up and I am open to stories of your migrant annoyances.

35
DF Modding / Sentient Species/Civs
« on: August 04, 2009, 03:27:42 pm »
As a new DF player, I have been looking around for some new civs I can mod in (ie Orcs, Satyrs, drow etc). I look a little while and found the Drow, Satyrs, multiple Orc mods, a few "better Goblins" and a couple more.

What do you suggest to add if I'm looking to have tons of sentient civs that can siege, raid, trade with, declare war/peace, and do anything that other civs could. (thus making them as functional as the humans or elves). I think that it would be cool to trade with tons of different civs, from Orcs, to hobgoblins, to Titans, to the lowly Ratmen and everything in between. Links are helpful.

Edit: Found a really good mod by Mephansteras that included some simple civs that can trade and whatnot, mostly of the [animal]-man type.

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