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Messages - darthbob88

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211
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: February 05, 2010, 02:13:54 am »
Litez Itat, "The Sorcerers of Chill", a Marble Harp. Sounds like Urist McBeatnik wanted to make some groovy tunes. "Chillax, you hip and groovy cats and kittens. I'm going to lay you out some smooth beats and cool melodies."

212
DF Dwarf Mode Discussion / Re: What happens to Duke when King arrives?
« on: February 05, 2010, 02:08:01 am »
When the king arrives you will have both a king and a duke, the king will want better rooms than the duke he will also have an advisor with him.
Quoted for truth, though I didn't see an advisor with my monarch, just the Queen and King Consort.
By any chance did your Liaison get killed before the Queen arrived?
No, but on further examination I know what happened; apparently the advisor in question is an elf from a captured and conquered elven civ. At the next siege, he'll be murdered to death, as is only proper for an elf like him.
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but I got a monarch who's actually useful; competent farmer in all fields, swordsdwarf of some skill, and quite willing to throw animals in cages for me.
It sounds like he came disguised as a peasant wich will happen if you strike a certain fun vein
That or he just switched on the labours via Dwarf Manager or something.

Nah - "All Dwarves Harvest" is probably turned on, which includes nobles; also, caging animals is one of the few things that any dwarf will do. Additionally, it's not uncommon for the King to have combat experience and actually be wielding a weapon - while you can't activate him into the military, he'll probably be happy to attack any enemies he sees.
No such cheats, and I don't mean grower; Queenie's a Great Thresher, Miller, Milker, Dyer, Butcher, Brewer, Cook, Herbalist, and Grower, Professional Tanner, Accomplished Cheese Maker, and Competent Swordsdwarf, aside from the social skills. "All dwarves harvest" is off. The King Consort, meanwhile, is a Great Siege Operator. Somehow I get the impression these monarchs were promoted from the ranks. Must remember to check the legends.

213
DF Dwarf Mode Discussion / Re: What happens to Duke when King arrives?
« on: February 04, 2010, 12:03:56 pm »
When the king arrives you will have both a king and a duke, the king will want better rooms than the duke he will also have an advisor with him.
Quoted for truth, though I didn't see an advisor with my monarch, just the Queen and King Consort.
side note- if the dukes room is too good, the king will be... upset.

always be careful with nobility rooms, if you make em too good the higher-ups make more demands. ive seen a queen throw a tantrum, it is not pretty.
Entirely correct, though I have avoided such by the simple expedient of making the royal residence godlike in its awesomeness. Nobody can object for long in a room with three artifacts, carved into obsidian, and engraved with masterpieces.

Also, my experience may differ from yours, but I got a monarch who's actually useful; competent farmer in all fields, swordsdwarf of some skill, and quite willing to throw animals in cages for me.

214
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 03, 2010, 11:19:13 pm »
Absolutely nothing, save mandates, drinking, and partying. I'm still trying to cut the food stockpiles to something resembling healthy levels, as opposed to the 5000 drink and 16000 prepared meals we had at the beginning of the year. This may be the only benefit of having half my fortress be children, as they'll do nothing but eat and drink right now, bringing things down to more reasonable levels. OTOH, my recent purge of the animals I bought from the elves has meant massive quantities of meat and fat, which must be stored until they're cooked or eaten, taking up barrels that would be better used for boozeahol.

Also busy constructing a butchering complex, where I'll dump the interesting animals the elves brought until I need to kill them. Standard system; only points of entry are the pit above and the locked door, only point of exit is the retracting bridge over the butcher's shop.

Edit: I'm also waiting anxiously for the next siege to arrive so I can do something with their remains. Gone two years, at least, without so much as an ambush to bother me. You'd think they'd take more of an interest in a new mountainhome.

215
DF Dwarf Mode Discussion / Re: Hammers or Maces
« on: February 02, 2010, 02:01:36 am »
Hammers and axes, with spears for big things and swords for any damn thing. Hammers are better because they're also the skill used with crossbows in melee, and because goblin golf is easier with hammers than maces. Axes are useful because of the way they make goblins explode, spears are useful for big things and thematic reasons, and swords are good because I usually have large quantities of obsidian and stonecrafters are easier to get than weaponsmiths.

216
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 01, 2010, 09:04:48 pm »
In the interest of getting more material and trading goods, I modded wagons, mules, and donkeys to have a metric fuckton of trading capacity, added two or three zeroes. Now I'll get lots of interesting animals from the elves, lots of gems and metal from the dwarves, and lots of, well.. from the humans. Somewhat excessive, but not unreasonable. The elven caravan went nicely, and I got a grizzly bear, black bear, and fox out of the deal. When the humans came, they brought many wagons, and unloading them all took ages. It took so long, in fact, that by the time they were unloaded, they had to leave. In desperation, I had the depot deconstructed, seizing everything they had. All zillion hunks of meat, fish, cheese, and plants, which very quickly started to rot, in the underground depot. All zillion crafts and clothing, which kept dwarfs busy hauling everything everywhere. Between that and mistakes made in the magma casting outfit, I wound up reverting to a previous save.

217
DF Gameplay Questions / Re: Easier Way To Cycle Through Cages To Be Built?
« on: February 01, 2010, 09:00:23 pm »
Would still be helpful to things like linking to doors. Scrolling through 90 mostly identical doors is mind numbing.
Well, they do show you the location of the wossname in question, so you can make sure you link the right wossname.

218
DF Gameplay Questions / Re: Can't Plant New Seeds
« on: February 01, 2010, 04:26:15 pm »
Perhaps the game doesn't look at the results of smelter reactions for the purposes of determining farming availability. Maybe it only looks at what the caravan brings or what turns up from plant gathering.
An eminently reasonable possibility, but not one which will get me sunshine.

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Maybe removing the [GOOD] and [EVIL] tags on sun berries and sliver barbs might let caravans bring it. However, I'm speculating. I'm not sure whether what materials a civ has access to can be changed midgame.
Possibly, but I haven't seen it either way. I tried removing those tags and they didn't show up anywhere. I tried removing those tags in the hope that they'd grow here, as shrubs, but no sign of either. Possibly I could send my herbalists on a campaign to pick everything everywhere, but I doubt it would do much.

219
DF Gameplay Questions / Re: Caging for FUN and Profit(?)
« on: February 01, 2010, 04:19:45 pm »
1) How likely is it for them to break out of the cages if I were to remove them from the traps? I plan on placing them in a walled off out door area both for possible use as bait and/or target practice if they escape.
Impossible. Caged creatures are caught, no matter what the cage is made of; titans will stay caught in glass cages, and fire imps will not escape wood cages.

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2) Can you sell humaniods to traders?
Not in my experience, though I've never tried. See my answer to no4.

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3) Can you take their weapons and armor away while they're still caged? And, if it's possible, how does one go about stripping their prisoners? Still haven't hit any iron ore yet, so I really, really need more iron things to melt down...
Yes, you can. I like to mass mark the cage for melting with d-b-m, though I usually don't bother with such things, considering my use for prisoners.

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4) Any suggestions on amusing things I can do with my prisoners?
Well, your military will get more experience from live fire training than from simple sparring, hint hint. Make an arena and pit gobbos against your trainees who will get experience or champions who get kills.

220
DF Gameplay Questions / Re: Can't Plant New Seeds
« on: February 01, 2010, 04:02:23 pm »
The farm plot planting screen scrolls, as you may or may not know, though I think sun berries show up near the top of the list when you can plant them.

In any case, see if there's anything on a second page of the plot menu.
Did, and checked for other seasons as well. No sun berries, no sliver barb.

221
DF Dwarf Mode Discussion / Re: Your favorite Dwarf.
« on: February 01, 2010, 03:58:41 pm »
My now legendary bone carver Mosus Praisetorch. Following a failed experiment with magma pressurization, a large portion of the magma tunnel access tunnel was covered in lava, to a depth in places of 1/7. The experiment was easy to clean up, just needed to wait until the lava evaporated or cooled. So I did; went back to other work, continued training weapon-/armour-smiths up to legendary, throwing parties, decorating trade goods, etc. Then I noticed, while looking through the units list, that Mosus was hunting for vermin. Annoyed and curious, I zoomed in and discovered that she was cut off from the rest of the fortress by the aforementioned 1/7 magma. Being a hardcore altruist still, I immediately set to work digging her out, whereupon she rushed to the food and booze stockpiles. I hovered over her, making sure she survived, and let her go to bed unbothered. I looked over her preferences, made her a statue in the metal she preferred, and installed an artifact cabinet in her fully-engraved room, by way of apology, and for a while afterwards I went easy on her, reduced workload and never worrying about her going on break.

Edit: Other than Mosus, I'm fond of one of my champion marksdwarfs, who has probably the most kills around, and the multi-legendary brewer/cook/grower who feeds and boozes the fortress.

222
DF Gameplay Questions / Re: Can't Plant New Seeds
« on: February 01, 2010, 03:34:46 pm »
You know there are Biome restrictions on certain plants like Sun Berries, Sliver Barb, Whip Vine, Valley Herb, Kobold Bulb, Muck Root and Bloated Tuber?
I know that I've never seen them growing naturally outside their chosen climes, but I'm sure I've gotten sun berries to grow in an evil climate, alongside sliver barb, and I've gotten whip vine seeds, that I bought from a caravan, to grow in non-savage localities. I don't see just how that could make such a difference, especially since I've got the seeds and the space.
Quote from: Quietust
It's a rather annoying oddity with the way Farm plots work - in order to plant the seeds, you must first obtain something made from those seeds, either by purchase or by plant gathering.
I've seen that myself, when I got fisher berries and rat weed to grow around here. It's also annoying to have a plot claim to be able to plant blade weed and longland grass simply because we have dye or flour. That's why I also cheated to get the plant, on the assumption that that would count towards "We have acquired a new crop", especially since I then converted the plant to its product.

223
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.

224
Dunno. That looks like it should work. Best I can think of is some mistake about the depth of the river, or the "height" of the pressure head, if the dam you're putting in is lower than the start of the river, things will get Fun and Interesting quickly.

225
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 30, 2010, 09:09:08 pm »
Might not be the right thread, but:
My duke has mandated the construction of pike leather items, which I can't do between the lack of pikes and leather thereof. Fortunately, the human caravan arrived recently, loaded to the gunwales with several thousand dwarfbucks of stuff I want, and a few million more of things I don't want, including 2 hunks of pike leather, exactly enough to satisfy the duke. I then hurry over to the leather works and order the leathercrafter to sew several leather images using those pike leather, on the assumption that decorations are items and will satisfy the mandate. Apparently, they aren't, and I just wasted those leathers for nothing. Dammitall. At least I got rid of a few trade goods I had no other use for.

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