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Messages - SkyRender

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646
 If your stockpiles are anywhere near magma or lava, even if they're safely far way from the substance proper, they're still at risk due to Fire Snakes.  Those little vermin will set things ablaze sometimes when they touch them.

 Most players use Goblin equipment as a source of iron, melting it down.  It's been playfully dubbed "Goblinite" as a result.  That's not much help to you at the moment, however, I'm sure.

 As for bolts, simply set all wooden/bone bolts to be dumped as soon as an attack comes, and your Marksdwarves will have no choice but to actually use decent ammo.

647
DF Dwarf Mode Discussion / Re: Nobles and fortress guard are a MUST!
« on: December 30, 2009, 01:54:48 pm »
Or even better: have nobles but no Fortress Guard, Royal Guard, or Captain of the Guard, and violate a whole bunch of mandates so 90% of your fort ends up being dubbed criminals.  Then turn exactly one Dwarf (preferably one who has no criminal record but very high attributes) into a Fortress Guard or the Captain of the Guard.  Then sit back and watch the fun ensue.

648
DF Dwarf Mode Discussion / Re: Cages full of bodies!?!?
« on: December 30, 2009, 01:13:42 am »
 For some stupid reason, corpses that are outside are almost always ignored when looking for things to butcher.  This is doubly annoying when you try to build a butcher shop outdoors, as those frequently fail to take jobs AT ALL, let alone allow you to butcher stuff that's outdoors.  The only real workarounds are to make sure that you always work with indoor butcher shops, and make sure that all animal corpses are stored underground.

 As for the problem with hunters not seeming to get this idea of "not being miserable all the time", that's a side-effect of their outdoorsman (outdoorsdwarf?) behaviour.  You basically have to disable hunting to get them to stop acting like your fortress interior is verboten.

649
DF Dwarf Mode Discussion / Re: Clothing Rant
« on: December 29, 2009, 08:19:13 pm »
 I think the reason why meat and wood are so cheap in DF is because they're pretty essential to the gameplay.  If pricing were scaled up to purely realistic levels, then an awful lot of forts would die within 2 years unless they relied on booze-cooking or brought far too many animals along for slaughtering.  This might also explain why many unrefined stones and ores are somehow far less valuable than they should be, particularly to Dwarven traders (who, being Dwarves, should be able to get them refined very quickly and easily).

650
DF Dwarf Mode Discussion / Re: Clothing Rant
« on: December 29, 2009, 08:01:11 pm »
 It is on the devlist, yes.  I'm not certain how it'll work out, but I think it was something like clothes being defined along the same lines that body parts are now (ie. each character has a set of clothes with individual articles, but the overall set of clothes can be transferred/modified en masse).  I know for sure you can set uniforms for the military soon (so you could have a squad that distinguishes itself by all wearing red cloaks).

 As for the pricing issues, well...  Back in Medieval times, wood really wasn't that highly valued, while the process of making clothes really was so complex that articles of clothing were considered very valuable.  Though what really made the prices soar was the dying process, since many dyes required very rare components.  Purple, blood-red, and deep blue in particular were so hard to come by and expensive that they became associated with royalty and wealth.

651
DF General Discussion / Re: Best names.
« on: December 27, 2009, 08:31:09 pm »
Dwarves come up with the most amusing names for artifacts.  Here's a few from my latest megaproject fort, Towerscrape.

Rhymingboiled the Angel of Jail, a Steel idol (pictures of this thing are on practically every other artifact, which is odd since it was this fort's fifth artifact; maybe because it's so valuable?)
The Innocent Partner, a green glass floodgate
The Pregnant Rider, a green glass armor stand (perhaps related to The Innocent Partner?)
Topfreckles the Man of Strikes, a Lignite amulet (obviously not safe to wear near fire)
Apexlancers the Sour Kin of Shields, a Cedar cage

652
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: December 27, 2009, 08:15:40 pm »
Hard to top a fractal pyramid (in more than one sense), but I can at least show how Towerscrape's going.

Spoiler (click to show/hide)

653
DF Dwarf Mode Discussion / Re: Most vindictive noble
« on: December 27, 2009, 06:32:21 pm »
 Sounds like you're on the receiving end of a noble who likes to mandate construction of trade goods constantly, then bans those goods for trade just before the caravan leaves to ensure the maximum number of victims.  We really need to see this lady's personality line-up, methinks.

654
I had at one point intended to form a "carved from the living rock" fortress out of the biggest mountain ever genned (ie. not one construction in the entire place, but still a grand underground megafort), but that fell flat when I noticed that I was getting pretty laggy FPS on that map even with just 7 Dwarves.

655
DF Dwarf Mode Discussion / Re: Do some Dorfs just love being homeless?
« on: December 26, 2009, 09:08:55 pm »
In that case, I have insanely bad luck when it comes to Dorfs who get chosen for positions of power.  I have yet to see a mayor get elected who wasn't a total introvert who avoids meetings.

656
DF General Discussion / Re: Buckets!
« on: December 26, 2009, 06:44:19 pm »
 I can one-up that: I had a desert fort near a river I got sick of, so I flooded it from the highest floor on down.  It was amusing to watch as the lower floors filled up and the Dorfs sleeping down there realized their predicament.  A few tried to escape, only to find themselves swimming in fast-moving water, and they quickly sought refuge in someone else's room instead of trying to head upstairs.  Needless to say, 80% of that fort died of either drowning or starvation.  And it was gloriously Fun.

657
DF Dwarf Mode Discussion / Re: Do some Dorfs just love being homeless?
« on: December 26, 2009, 06:36:06 pm »
 Little late to check that now, but the fact remains that the reason he refused to get a bedroom was because he was trying to attend a meeting constantly with someone who refused to attend any meetings since the "conduct meeting" priority ranking seems to be dead last on the list of things any Dorf will do.  Since I resolved that, he got himself a proper room, and is no longer using the kitchen floor as his pillow.

658
DF Dwarf Mode Discussion / Re: How to build a drowning chamber?
« on: December 26, 2009, 06:10:34 pm »
Water naturally evaporates when you leave it with no renewing source.  All you really need to do is set up a floodgate in such a way that it will assuredly block incoming water once your trap is flooded, and you'll be fine.

 That said, you also have the option of setting up a curious system like this:

Code: [Select]
OOOXOOO
OtttttO
OtttttO
OtttttO
OtttttO
OtttttO
OOXXXOO

X = Floodgate
O = Wall
t = Trade Depot

 Then link up two switches: the first one locks the front 3 floodgates that the caravan enters through, trapping them.  The second lever opens the rear floodgate and lets all the water in.  Once you've drowned the traders, pull the second lever again to stop the in-flowing water, and pull the first lever once that's done to empty the trade depot of water more quickly than you could otherwise.  Just be sure you have a wide open space that you don't mind getting wet outside of the front of the depot.

659
DF Dwarf Mode Discussion / Re: Do some Dorfs just love being homeless?
« on: December 26, 2009, 04:27:04 pm »
 I suppose I should give up on anyone actually reading what I've posted...  Anyway, it turns out that the Dorf who's decided he'd rather sleep on the ground ALSO spent an entire freaking season slacking off, and has ALSO been chasing my mayor around like a lost puppy, demanding attention that the mayor is trying to devote to tasks that actually matter.  I think that definitely deserves to be classified as a bug, incidentally: Dorfs refusing to do work even when there's a smorgasboard of work available to them because they want to complain about how they have no work makes no sense.

660
DF Dwarf Mode Discussion / Re: Do some Dorfs just love being homeless?
« on: December 26, 2009, 04:08:23 pm »
 You missed the bit where I said their accounts are quite healthy.  None of the usual causes are at fault here; they're just being Dorfs.  Hell, I had one Dorf who got unhappy about having no work for 2 seasons in a row because he spent the first season On Break, and then proceeded to spend the next season chasing my mayor constantly as said mayor actually DID do work so he could have a meeting to complain about how he had no work last season.

 And no, there are no hunters in my fort.  Any Dorf who comes in with Hunting as a job, I turn it off immediately.  The last thing I need is a Unicorn invasion on my fort, which some witless hunter would inevitably cause.

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