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Messages - Strant

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61
DF Dwarf Mode Discussion / Re: Spartan training program for children?
« on: October 06, 2009, 10:22:05 am »
Can't children deconstruct stuff too?

Try building some walls then locking the kids in and ordering them to deconstruct them.  I'm not sure if this trains mining or masonry.

62
DF Gameplay Questions / Re: SquirrelWizard's Questions
« on: October 05, 2009, 11:31:18 pm »
You can't breed dragon's unfortunately.  Don't try to animals that have tasted dwarfflesh.  They'll become tame in that dwarfs won't be afraid of them and they're immune to traps but they'll still attack everyone.  There is a high chance of friendly fire with a dragon even if everything else works.  But go for it, I'm sure it will be Fun. 

Also, about hospital beds, The beds have to be built to be used at all.  My dwarfs seem to prefer their rooms to hospital beds.  From the [m]ilitary menu I have selected the 'dwarfs sleep in own rooms option'.  On the other had I've had few (non-fatal) injuries so I'm not too sure yet.

63
I use a modular design of my own invention.

It's based around a 19*19 'district' surrounded by 3-wide hallways.  The 'district' is further divided into 4 8*8 'chambers'.  This allows me  to place up to 4 3*3 workshops and their surrounding raw material stockpile in each chamber, though I haven't actually done that yet.

I also put industries that will help each other close together.  The butchershop, tanner, and leatherworks are all in the same chamber.  In the chamber south of them is the bowyer's and bonecarver's workshops.  Directly to the east will be an indoor fishing area.  The last chamber is for finished goods storage.  Conveniently north of all that is the dining room.  And above that is the cooking and food storage districts.

Alas, I do not use Z levels to their full potential but I do pretty well for myself anyway.

Here's a picture of myexample.  I have labeled it awfully using paint.  If anyone needs me I'll be off getting a decent image editing software.
Spoiler (click to show/hide)

64
DF Dwarf Mode Discussion / Re: Elves and Glass?
« on: October 04, 2009, 09:51:08 pm »
I'm not entirely sure on this since I rarely, if ever give the elves any kind of metal, they aren't worth taking my precious steel.

Of course you don't give the elves steel.  Trade them some nice lead goblets and lead barrels instead.

65
DF Gameplay Questions / Re: For the love of god, Montressor!
« on: October 04, 2009, 09:30:18 pm »
The problem is that dwarfs can't (or really don't like to?) build diagonally.  They need to be on one of the four sides.  I had the same problem and I tried everything.  I guess you should build the corners first.

At least your dwarf won't die of a cough.

66
DF Gameplay Questions / Re: Dwarf in fey mood asking for something strange.
« on: September 30, 2009, 03:44:20 pm »
Also, a Fey Mood is a specific type of Strange Mood

Strange Mood encompasses all of the moods {Fey, Secretive, Possessed, Macabre, Fell}

Possessed is widely considered the worst due to it not giving experience.

I've only played a few forts but it seems that my first couple moods are always possessed.  Just something I noticed.

67
DF Gameplay Questions / Re: Elf caravan selling SMALL clothes?
« on: September 29, 2009, 03:37:59 pm »
Are you sure you didn't just sell them some small clothes already?  They'll appear the same way as the goods the elves normally sell.

68
DF Gameplay Questions / Well is Dry.
« on: September 28, 2009, 09:32:25 am »
I currently have a well that's dry.  I built it one z-level over a brook.  If you go down on z-level there's a brook, if you go down two there's 7/7 water.  All this is on the same x and y plane.  Why is my well dry?  Is it the brook interfering or what?  Could it be that brook is saltwater?  I thought wells took care of that somehow.

I need the well to give water to the saddest baby in my fortress.  He lost both his father and his mother in unrelated incidents.  For some reason he now won't drink alcohol so the other people are trying to haul him water but can't because there's no well.

69
DF Dwarf Mode Discussion / Re: Mayor demands an "item in Bedroom"?
« on: September 27, 2009, 06:10:31 pm »
It's a glitch, you can't do anything about it.


Edit: http://dwarffortresswiki.net/index.php/Demand
There's a small bit on the glitch in the wiki and more on the discussion page.
Essentially it looks like the bug is that they want something that cannot exist.  Like a potash table.

Anyway if you just ignore it, they'll get mad but they'll probably get over it.

70
DF Gameplay Questions / Re: Accidental thread
« on: September 26, 2009, 09:52:33 pm »
Did you try using magma?

71
DF Dwarf Mode Discussion / Re: Dwarfy marital relations.
« on: September 23, 2009, 10:34:28 pm »
He is pretty awesome.  He's my leader/trader/bookkeeper along with other miscellaneous tasks.  At the time he was designing glass furnaces for sand collecting and showing around a diplomat.   It's too bad it wasn't an elf treehugger.

Urist McMayor: So, here you see our temporary glass manufacturing district.  I believe you'll like the fact that we use magma to heat our furnaces instead of wasting precious trees.
Elfy Treehugger: Yet you still destroy the trees for your beds, bins, and barrels.  Perhaps...
A fireball whizs overhead

McMayor: Kindly excuse me a moment.
Urist tackles a fire imp and throws it to the ground.  Another fire imp sneaks up behind him and shoots a fireball at his back.
McMayor: FOOL, YOU'VE ONLY MADE ME ANGRY
Urist grabs the second fire imp and slams him into the first one until they both die.  He then briefly pauses to enter a note onto his bookkeeping tablet.

McMayor: Now where were we,  Ah yes, you wished to discuss trees?
TreeHugger: Well yes, uh, I ... I mean we ... we Elves and such ... were thinking that maybe you could sort of cut fewer trees.  Maybe 20?
McMayor: ...
TreeHugger: thousand?
McMayor: A limit of 20,000 trees sounds rather reasonable.  Come, we must commemorate our agreement with a feast.  We plenty of plump helmets, plump helmet wine, plump helmet biscuits, plump helmet stew, and plump helmet roasts.  Perhaps I shall talk you into bringing some of those sunberries on the next caravan.

72
DF Dwarf Mode Discussion / Re: Magma Workshop District
« on: September 23, 2009, 07:45:37 pm »
Flood my fort?  I don't think so,  I've taken precautions.  This entire area is one level *below* everything else.  Because the magma won't climb stairs, right?
Temporarily flooding this level with lava shouldn't be a problem.  I add in a few walls so my pumper doesn't get hit (and optionally, can leave) and the lava should settle or evaporate.  The lave won't go anywhere once it's pumped so there shouldn't be any problems after that.

Also, do I have to worry about fire imps and such with my setup?  Also, I still don't get how to get people down and up from channels.  Do I just build a down stairway over a channel and then an up stairway in the channel?

73
DF Dwarf Mode Discussion / Magma Workshop District
« on: September 23, 2009, 06:04:52 pm »
I need some help designing an underground magma workshop district.  I have tried before, with poor !!results!!.  Long story short, I confused down and up, among other things.

Here's a picture of my current design.


That blue dot is where the screw pump is going to be.  I'm almost certain that I shouldn't be channeling directly into the magma pipe.  Should I mine 1z level down instead?  How do I get my miner down?  How do I get her back up?  Does magma move diagonally at the same speed as orthogonally?  Where should I put grates and floodgates, can I make them out of normal stone or glass?  Should I?  Is there any danger to walking over a magma channel on a grate? if a magma workshop is over a magma tile but the magma tile is covered by a grate will the workshop function?  Do I have to worry about magma critters?

Really any advice about magma workshopping would be great.

About my design:  This is a modified version of my design for the rest of my fortress.  There's 4 8*8 rooms in each section, each section is separated by 3 wide hallways.  Each room has 4 doors on each side(48 per section), which keeps my mason employed.  In the magma design, each room has channels around the outside along with channels to pass magma to each other.

74
DF Dwarf Mode Discussion / Re: Dwarfy marital relations.
« on: September 23, 2009, 05:32:06 pm »
Also, if a dwarf husband dies.  The wife will then own all his stuff.

My fortress(Economy-less) had a magma glassmaker who block a fireball with his face and then died.  When I looked at his corpses items, they were now all owned by his wife.  The wife had just had a baby too...

This is despite the fact that my bookkeeper was right there.  He had previously strangled two fire imps to death with his bare hands.  It was amazing too.  He started strangling one imp, got fireballed in the back, became enraged and started strangling the other imp.

75
DF Dwarf Mode Discussion / Re: Civ/Fort/Group names!
« on: September 21, 2009, 11:20:35 am »
Is there a way to find all these names from fortress mode?

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