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 - Ives

Pages: [1] 2 3 ... 5
1
Thank you, everyone. Very informative replies.

2
Goblin siege arrived earlier than I hoped, so my dwarf never had a chance to go insane, - no gold for the year again. I also remembered that if there's unforbidden adamantine on the level, the moody smith will not settle for anything else, even when the end result is a glorified wifflebat. Bah.

Spoiler (click to show/hide)

3
I was only able to find vague estimates, like "a couple of months", however my last moody dwarf has lost her mind after just a month and a half.

This time I have a weaponsmith with a preference for maces. Unfortunately I don't have gold or platinum, but it's almost late summer and the dwarven caravan is in sight. I'm willing to risk the dwarf and the possibility of a steel or silver artifact, to get a shot at a gold one, but I'm not sure if there's enough time. The caravan arrives around the 15th, which is just shy of two months away.

Also, would making the dwarf run around the map and forbidding the bars she's after just before she grabs them, help? I've read somewhere that they don't go insane if they're in the process of collecting stuff.

4
DF Gameplay Questions / Re: Zombie Scales invincible - Fortress breaker?
« on: October 13, 2015, 12:59:13 am »
Okay. Build a few cage traps at a chokepoint, close to the undead, but far enough for dwarves to build them uninterrupted. Then create a burrow somewhere far away, go to the alert menu and set CIVs stay in the burrow. Then set the squad to inactive.

The dwarves respect burrow limitations and shouldn't continue fighting. Hopefully the scale will slowly slink after them and get caught, if not, you can keep sending and disbanding the squad to lure it to the traps.

Try to avoid reanimation of monster bits from the monsters that ignore cage traps, as it's a lot more annoying to get rid of them! Also, avoid slashing weapons in combat, because those tend to create more reanimating body bits, including invincible heads. Finally, certain small creatures are similarly invincible, in fact, I had to abandon a fortress once, because the besieging zombie army decided to start a never-ending fight with an undead echidna and murdered my FPS.

Macedwarves are great for undead biomes, they almost never create body parts (other than the completely docile teeth  :) ) and the bodies they kill cannot reanimate, due to mangling. The "mangled" bodies are also safe to butcher, because the hair and skin they produce are similarly mangled.

Good luck!

5
DF Dwarf Mode Discussion / Re: Clothing Science
« on: December 03, 2014, 12:00:21 am »
or possibly silk... untested since I can't bootstrap that industry rapidly after embark reliably

You can bring silk thread with you on embarking, it only costs 6 points. Yarn as well.

6
DF General Discussion / Re: What is 'Tree Egg'?
« on: December 02, 2014, 11:53:13 pm »
I wonder if feather trees migrate?

I wonder if they eat worms :o

7
DF Dwarf Mode Discussion / Re: Clothing Science
« on: December 02, 2014, 11:37:24 pm »
Hmm, seems there's been a glitch in the matrix. Sorry for the spam, everyone!


8
DF Dwarf Mode Discussion / Re: Clothing Science
« on: December 02, 2014, 11:37:06 pm »
.

9
DF Dwarf Mode Discussion / Re: Clothing Science
« on: December 02, 2014, 11:36:15 pm »
Spoiler (click to show/hide)

His first two tests have been much more clear cut to easily dismiss as random noise (75% wins for pigtail for axes, 90% for hammers, 1000 tests each). Either there's a systematic error somewhere, or there actually is a difference in fabric. The code snippet does show that fiber has lower shear yield and higher fracture, so they're not 100% identical. Of course, I've no idea how materials work in combat, so that's just my dumb and uninformed observation.

10
DF Dwarf Mode Discussion / Re: Clothing ‼Science‼
« on: December 02, 2014, 10:54:16 pm »
That's interesting. Pig tail clothing is one of the heaviest you can get, which is why I moved on to cave spider silk - to spare dwarves a few urists of weight. But now it appears like it's more protective!

Try a test with silk clothing, my guess is it'll work as well as leather.


11
DF General Discussion / Re: What is 'Tree Egg'?
« on: December 01, 2014, 08:26:20 pm »
Instead of the normal form of reproductive organs that we're used to from plants (fruit containing seeds), feather trees grow eggs. Don't ask how they're inseminated, that process has yet to be studied.

It probably involves birds and bees.

12
DF General Discussion / Re: What is 'Tree Egg'?
« on: December 01, 2014, 08:15:39 pm »
Elves would know.

13
I knew no good could come of aquifers.

Only water, Fun!, and inspiration for the village engraver.

14
DF Dwarf Mode Discussion / Re: Cheap artifact
« on: December 01, 2014, 05:13:58 pm »
Handy thing to know - weapons and furniture default to iron when you forbid the base material. Even if you don't have iron, and even if the workshop isn't a smithy. I've had a moody carpenter baron make an iron table when I've accidentally forbidden all logs via stocks menu. All other TSKed items still get used as decorations, by the way, you only need to forbid the base item.

I haven't gotten a chance to test this with bowyer moods yet, this mood can probably benefit the most from material switch.

Side note - where do dwarves get that metal from? Perhaps their bodies naturally secrete small amounts of iron, so when Urist McCraftsman tells you that he's poured his sweat and tears into an artifact, he means it literally? Perhaps moody dwarves also intuitively know alchemy? Could it be a gift from Armok himself?

15
Well, on the bright side once you're down to just one miner, you'll get that moat finished in no time!

Pages: [1] 2 3 ... 5