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Messages - madjoe5

Pages: 1 ... 20 21 [22]
316
DF Dwarf Mode Discussion / Re: Useless migrants
« on: August 08, 2009, 09:49:31 pm »
No migrant is a useless migrant. If you have a lot of idlers and plenty of stone, turn masonry on all of, them change the profile of your shops so only the good masons can use it, and either build a gigantor fortress and/or a megaproject.


Im still new, so this doesnt seem like something i should/can do, but I definatly will in the future

317
DF Dwarf Mode Discussion / Re: Useless migrants
« on: August 08, 2009, 09:14:26 pm »
Basically what Im doing so far is training them in some near-necessary things (like making someone a tanner to complement the craftsdwarf w/ leatherworking, etc). Other than that, I havent really found a military at 15 population to be necessary, since my woodcutter and maybe a miner could fend off some macaques or kobolds.

318
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.

319
DF Dwarf Mode Discussion / Re: Dwarven king is an...
« on: August 08, 2009, 08:18:24 pm »
If you really wanted, you could mess with the raws and butcher the king.

Nothing says eat-up like +Elf King Biscuits+.

320
DF Dwarf Mode Discussion / Re: Positive use for cats: Found
« on: August 06, 2009, 05:59:25 pm »
Other than ballista target practice, distracting attackers, and +cat biscuits+, I have found a good use for cats.

What? That isn't enough for you? Those are plenty of good uses  ;)

321
DF Modding / Re: Sentient Species/Civs
« on: August 05, 2009, 07:56:53 pm »
Oh, one last question: will the arrival of caravans from different civs require more than one trade depot or will the two races combine? (eg: a human caravan arrives at the same time as an orc caravan)

322
DF Modding / Re: Civilization Forge Mod
« on: August 05, 2009, 07:01:53 pm »
For the graphic pack, the icon for giant beetles (the domestic kind) is a little off. The bottom half of the tile is black and the top is just a portion of its feet and under-belly. It looks like the bottom half of a beetle is floating around  :-[. I was wondering if you know how to fix this or if it is a known bug (pun not intended... ok it was).

323
DF Modding / Re: Sentient Species/Civs
« on: August 05, 2009, 03:02:26 pm »
How do I change what season a specific civ comes to trade/steal/etc?

324
DF Dwarf Mode Discussion / Re: Fortresses Best Soldier
« on: August 04, 2009, 05:18:59 pm »
My most unexpected hero was not very epic (nor a dwarf).

Early in the game (before the first immigrant wave), my brewer/butcher succumbed to a strange mood and captured my butchery. He was looking for a shell, leather and i think iron..., none of which I had. Next, to stop him from doing anything too harmful, I began to wall off the butchery because I knew there was no way to realistically get the items. As I was doing so, He went loose and went upstairs to my room with stockpiles and 5 or so restrained cows. He runs in and kills the first four fairly quickly, without any notable injury. As he approaches the next one, the cow delivers a hellish blow, severing one of his legs. He lays there unconscious as my cow slowly beats his body till he dies.

The most epic cow I have ever come across

325
DF Modding / Re: Sentient Species/Civs
« on: August 04, 2009, 03:43:03 pm »
i don't think there is a lemet to the number of civ you can have.
but some of them may die/have lots of wars in world gen.

I figured so, but what Im going for is a worldgen that starts with a bunch (15-20?) civs of various races, and by the time my fortress rolls around some, if not most, will have died out.

326
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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