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.

Topics - darthbob88

Pages: [1]
1
DF Gameplay Questions / Caravan Access to Goods
« on: January 14, 2021, 03:23:58 pm »
I understand that (dwarven) caravans will tailor what they bring based on what's available to the civilization; if they don't have access to iron ores, they won't bring iron products, although they will still bring pig iron and steel for some reason.
My questions are-
A) Does this also apply to plants and animals? IE, if a civilization has access to sun berries, will it bring sun berries, seeds, and sunshine with the caravan?
B) Can this change with user-created forts? IE, if my civilization does not have access to sun berries, I found a fortress which does have sun berries, and then retire that fort and found a new fortress in the same civilization, will the new caravans carry sun berries/seeds/sunshine?
C) Can I domesticate animals for the caravan? In my current fortress, I've pretty well tamed dralthas and elk birds, so if I found a new fortress in this civ, can caravans bring domesticated dralthas and elk birds?
I suspect that's NO for all, but would appreciate some confirmation either way.

2
DF Gameplay Questions / Elves are Greedy Bastards
« on: July 22, 2011, 01:10:38 am »
Short version: 1000% profit only makes elves "very happy", as opposed to "ecstatic".

I traded the elves a zinc cage stuffed with animals, worth about 4000db, for some wood, plants, and thread worth maybe 400db, for admittedly only 3600db profit, about 900%. Still, a deal like that would get the humans or dwarves dancing with ecstasy, but the pointy-ears just want more. It does not help matters that they don't have a helluva lot of stuff I want; all I want are plants and occasionally animals/cloth/thread. On more than one occasion I settled for buying back some of the stuff I sold them just to get them to ecstatic.

Does anybody else have this problem, insatiable trading partners?

3
DF Gameplay Questions / Dwarfs Aren't Deconstructing
« on: June 21, 2011, 08:16:49 pm »
See topic. I've got a small section of fortifications that I want deconstructed, and my dwarves aren't doing it. It's totally accessible, no longer under water, but they still aren't working on it. It is under and supporting another section, but it isn't the only means of support. I can find no reason they should be so reluctant. Anybody else know why this should be so?

4
DF Gameplay Questions / HELP! I Have No Anvil
« on: March 21, 2011, 02:20:06 pm »
See subject. For whatever reason, my civ occasionally does not have anvils available at embark. What can I do about this? The obvious solution would be to do without, and carry picks and axes with me on embark, but that gets expensive compared to my usual anvil/ore/wood strategy. I could also alter a reaction to produce an anvil, but that's more complicated than I'd like, thanks to the new reaction system. Finally, I could do without even more and build a palisade from the few logs I bring, but that's more Fun than I'd like.

5
Have started new fort in mountainous area, and as result, do not have soil readily available. No matter! Am great engineer, have UG river, can irrigate soil and farm on mud. Takes most of the first year to set up properly, but is done. Want to be able to plant above-ground plants, so must pump water up many levels; difficult, but doable, and done. Unfortunately, while can plant UG plants easily enough, the "above-ground" plots say that they have no seeds available for that location, despite many bags full of longland grass, hemp, potato, and even hide root seeds. Is this a bug, and is there any way to plant my above-ground crops? Above-ground plots are standard greenhouse outfit; channeled roof away to expose underground mud to the daystar.

6
DF Gameplay Questions / Caravan Access Question
« on: February 06, 2010, 12:54:23 pm »
I have two wagon-accessible paths into my fortress; the first path in the north is short and hedged with statues, such that there is only one way a caravan can go, while the second, in the south, is longer and more open, and blocked with a statue so as to be impassable to caravans. Thanks to the one northern path, everything indicates that the trade depots are accessible, with only one safe path in.
According to the wiki, this arrangement should force any incoming caravans to take the northern path, as that's the only accessible path. However, I have twice had caravans bypass my inaccessible site because they didn't believe that my operation was accessible. What am I doing wrong?

7
DF Gameplay Questions / Can't Plant New Seeds
« on: February 01, 2010, 02:38:25 pm »
Being as how nobody's willing to sell me any sunberries, I've cheated and gotten them anyway. I used a modded reaction to produce both the berries and the seeds, on the off-chance that one or the other wouldn't work properly. The berries brewed just fine, and every menu I can find says "We have X seeds, which are available for use", except the plots' planting menu. For whatever reason, I cannot use those sun berry seeds that I have.

Also, tried same method with sliver barb, the only other crop I don't have. Same problem; mills just fine, but can't plant.

8
DF Gameplay Questions / Noble Replacement Question
« on: January 27, 2010, 06:51:57 pm »
My tax collector has been an A-grade pain in the ass of late, requesting rose gold items, jacking up prices, and mandating lots and lots of rose gold items. So, I want him gone. I've got enough happy happy dwarves that they won't miss him too much, between the booze and the feasts, but I don't want to deal with a brand new set of nobles, count/consort/hammerer/taxman. The current crop has been more than enough of a nuisance.
So, if I kill the tax collector, will I get a replacement tax collector with next year's crop of migrants, will I just have to go without a taxman, or will I get another passel of time-wasting mandate factories gentry?

9
DF Gameplay Questions / Trapping River Beasts
« on: December 13, 2009, 11:13:19 pm »
Have obtained first UG river that I can do something with, and as usual it's infested with vile beasties. Lizardmen, snakemen, olms both man and giant, and cave crocodiles. I'd like to capture them and breed the crocs, and use the other beasts for training soldiers. The problem is, they really don't seem at all interested in my cage traps; I tried to use a horse as a lure, but again, not a whiff of interest. The only critter I caught was a single croc which decided to destroy a door and then attack a citizen, who is perfectly fine.

I have three questions regarding UG rivers:
1. How can I get the beasts in there to run into my traps?
2. Do UG rivers use the same pressure system as above-ground rivers, that they pressurize to one level below the original river?
3. What sort of shrubs can I expect from stone muddied by a UG river? Aboveground shrubs like rope reed and wild strawberry, or underground stuff like plump helmets and cave wheat?

10
DF Gameplay Questions / Military Dwarves Don't Drink?
« on: December 01, 2009, 02:54:18 am »
See title. My military dwarves don't seem to drink, or so I assume from the fact that many of their profiles include "needs alcohol to get through the working day and can't remember the last drink they had". Most of them had been set to carry water, though after reading the forums I believe I shouldn't, and have since been set to not carry water.
Edit: The barracks is also very close indeed to a booze stockpile, so that shouldn't be an issue. It appears to be the case that the dwarves in question simply don't drink, and I don't know why.

11
DF Gameplay Questions / Crippled Liaison
« on: November 10, 2009, 07:02:41 pm »
Armok take it, this is the second time I've had a crippled liaison. Damned if I can say how it happened, but my liaison, that just arrived with the first caravan, is missing his left leg entirely. Incidentally, my last fortress had a liaison crippled in exactly the same way. What should I do about this? He falls unconscious too often for me to conduct any sort of negotiations; the only solution I can see would be to kill him and hope his replacement is more able. Is there another solution, one which does not require dwarficide?

12
DF Gameplay Questions / Fish Farm
« on: November 09, 2009, 02:45:19 am »
This is my first time embarking with an actual river, as opposed to a mere brook, and I am most intrigued by the existence of big fish, large enough to have meat, bones, and skins for crafting and cooking. I have, therefore, constructed a large lake nearby my fortress, with the idea of running the river, and the fish, into that lake, shutting off the inflow, and draining the water out into the well reservoir and/or moat. The problem is that fish aren't flowing into my little lake where I can catch them. Also I used a crap design, but I think I know how to deal with it. Anyway, how do I get fish to flow into my lake?

13
DF Dwarf Mode Discussion / Awesome Children
« on: November 01, 2009, 10:58:33 pm »
Following advice found elsewhere, I created a 1x2 meeting area, which caused idle dwarves to cram in and socialize. This apparently included several children who had nothing better to do with their time. After several seasons, and probably three or four years, I have children who are stronger, tougher, and faster than some of my haulers. The most notable one I found is Minkot Koldakas, who is Mighty, Very Agile, and Very Tough, and Skilled in all social skills. On the other hand, as soon as my fortress gets hit hard, I'll have lots of sad dwarfs and possibly tantrums.

Pages: [1]