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Messages - Yagrum Bagarn

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61
DF General Discussion / Yellowstone Supervolcano
« on: December 16, 2009, 03:02:32 pm »
I was browsing digg and noticed this Science Daily article about the Yellowstone supervolcano.  I thought it might be of interest to the rest of the DF community, especially those of my fellows who've found themselves interested in geology.

Paraphrased FTA:  It's been discovered that the Yellowstone supervolcano has a magma plume going down at least 410 miles (and perhaps all the way to the core boundary of 1,800 miles), which directly contradicts many who believed it to have a shallow, convection-fed reservoir.  Capable of eruptions over a thousand times bigger than the 1980 Mt. St. Helens eruption, the supervolcano could bury the western US magma and ash.


Supervolcanos could theoretically end life on Earth.

62
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 14, 2009, 03:06:35 pm »
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Is it possible to breed vermin or do they just spawn in their biome? (I want to start a moghopper farm for their j00ce :D) Is it possible to deplete vermin like with fish and large animals?

No one seems to know the answer, so, despite that I don't do much with vermin aside from killing them, I'll give my halfway answer and suggest that you try dwarven science.

I'm not sure about breeding them.  Check your tamed ones to see if they have gender.  If they do, it's worth a shot.  Come back and tell us how it goes.

I don't think you can deplete vermin.  They just spawn.  I wouldn't be surprised if there were a max_number of vermin on a given map, though.  I just remembered that fish are vermin, and they can be temporarily depleted, but I'm not sure about other vermin.  I still get fire snakes in a 17 year old fortress, in spite of nearly reaching critical feline mass at one point.  Tame a whole slew of vermin and report results.

Hey, look at that, assimilateur said the same thing while I was editing.

63
DF Gameplay Questions / Re: Animal cleaning
« on: December 14, 2009, 02:59:17 pm »
If you like cats as verminslayers, you could always just kill the females to curb reproduction.  It takes a while to take out all of them, though.

And if they all die off, just import some more from traders.

64
DF Gameplay Questions / Re: Will enemies fight fire imps?
« on: December 11, 2009, 01:02:25 pm »
I think you should answer this for me by applying science.  Like you said, you can't lose.

65
DF Gameplay Questions / Re: lotsa questions
« on: December 11, 2009, 12:51:37 pm »
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-If embarking in a full mountain biome, your essentially screwed because there is no water and no wood?
You can find underground rivers or pools to muddy some ground for food production.  It's not impossible, even in frozen climates.

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-Finding a perfect embarking spot seems so hard it pops my brains out, there is either no flux stone, no usefull ores to use with flux stone, no sand, no lava or an aquifer and so on son. Am I overprioritising some things here or is it supposed to be that hard
I think it's important to remember that this game is supposed to be hard.

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-I tend to abandon my fortresses after migration wave 5 since then ill have more then 20 idelers somewere and it feels incredibly messy -> startover feels better for some reason. Is this a normal for a beginner or should I just /ignore the idlers and keep at it?
If you're having a lot of idlers, no worries.  It might behoove you to turn off the economy, though, or have lots of really cheap bedrooms.  I don't have much of a problem with idlers when I assign them to military, fortress, and royal guards.

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-How many deaths are acceptable during a siege and the likes. Managing an army is a risky business as it is (ouch hai injured dwarfs) but having to bury some more after a siege plus strange mood madness (got messages of dead crafterdwarfs, only to realise they were not slaughtered by goblins but by a crafter who went strange mood berserk during the siege 4 floors down in my fortress) makes things very frustrating. Losing 3 of my 4 diggers/masons most of the time makes me alt ctrl del -> end task in a fit of rage.
Try not to lose any!  In my forts, especially early-on, if the military must join in hand to hand combat, something has already gone wrong.  Use traps and entrance design to foil sieges without actually having to fight.

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-it seems to take forever to haul stone, even if i dedicate 10 haulers with soely stone hauling on they take so long befor they fill up a stone storage thats only 5 floors away from the quarry area.
Don't store it in stockpiles.  Create a zone for garbage dumping, then dump the stone (d-b-d) in it.  It will still take a while, but at least that's more space efficient.

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-how dangerous is terrifying surroundings? really I don't dare to attempt in fear ill be overrun just after ive built some farms and crafter shops just to find my dwarfs dead.
It really depends on the map.  Some are deathtraps, others are just mildly annoying.  The type of wildlife in terrifying biomes has a big influence.  Skeletal whales = run for your life.  Zombies = dangerous, but not scary.

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-Can things like skeletonzombiemonsters actually be tamed?
I don't think so.

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How does someone build into the ocean?
There are a variety of methods, from draining the ocean first to dropping in magma to form obsidian, then mining upwards from underneath the ocean floor.  You just have to take your own map into account.

I see Doomshifter answered, too, so I'll cut off here.

66
DF Dwarf Mode Discussion / Re: What have the goblins done for YOU lately?
« on: December 11, 2009, 12:44:59 pm »
Nothing!  They haven't showed up in a few years.

I've been working on a megatower, so I haven't even been able to take advantage of their absence.

67
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 11, 2009, 12:30:51 pm »
Cool, stickied.

I just started using Dwarf Companion.  I can't believe how much easier it is than the game interface.  Managing dwarves can be fun again!  All that time editing professions. . .

68
DF Dwarf Mode Discussion / Re: Dancing in the desert...
« on: December 11, 2009, 03:13:35 am »
I'm also in a red sand desert, doing just about the same thing as silhouette.  I have a small underground river (dammed), too, as well as HFS.

My location is very dramatic.  Mountains drop precipitously into the sand, and on an outcropped knee sits Heavenslabor the Blister of Onslaught.

To one side of my entrance sat an exposed magma pipe.  Now it's the base of a tower that's quickly climbing into the sky.

Maybe I'll pave it.

The sky, that is.

69
DF Gameplay Questions / Re: Will he recover?
« on: December 11, 2009, 12:01:59 am »
You could abandon and reclaim.

On the topic of z-level drops: I routinely drop goblins 8 levels.  They die about most of the time.  But a few live long enough to become target practice for my fortress guard.

70
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 10, 2009, 11:55:00 pm »
Dwarven cure: cull the dwarf.

71
DF Gameplay Questions / Re: drink quality
« on: December 10, 2009, 11:52:49 pm »
It may be that they've drank something for which they have a preference, or just generally like to drink in the same way they generally like to sleep in beds.

72
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: December 10, 2009, 05:17:16 am »
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I thought evreyone was just joking about the dreaming in ASCII thing, but then it happened to me and

"and you accidentally your post?"

73
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: December 10, 2009, 03:20:54 am »
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[ is now my sworn enemy and must be destroyed.

Trousers?

74
DF Dwarf Mode Discussion / Re: Bonelord Challenge
« on: December 10, 2009, 03:19:55 am »
Addendum - no pets.  All migrant pets must be killed as soon as they arrive, if possible before they produce offspring.  Dump/atomsmash their bones.

Now it's a bit harder.

75
DF Gameplay Questions / Re: "Dwarf with Beard" icon
« on: December 10, 2009, 02:32:33 am »
Very, very sweet.

For everyone else: from our messages, she's going to get it animated to flash like a legendary craftsdwarf.

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