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Messages - Loyal

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241
No, animals that go into cages basically go into stasis (although they do mature.) If you want to interact with them, they have to come out of the cage first.

From what I have seen, they will also still give birth, although they won't breed, so just chain a single male up somewhere and every 6 months release the females out for a day will count as a breeding program.
Females will not instantly become pregnant if there's a valid male in the area. It's better to just build a stable of sorts with a number of females chained up; keep a couple of males roaming about (creatures don't need to contact each other to breed, they simply need to be able to path to each other) and slaughter the rest.

Any babies should either be slaughtered as they pop out, or be caged and butchered only when they grow to adulthood, depending on how much extra materials you get from it versus how long it takes the creature to reach adulthood (elephants, for instance, take a long time to grow and so you should kill the babies as they appear).

242
DF Gameplay Questions / Re: Do we have ladders yet or not?
« on: April 06, 2010, 10:27:18 pm »
Pity. Guess that means there's yet less reason for me to go to DF2010 till a more stable and... fulfilling version is released.

243
DF Gameplay Questions / Do we have ladders yet or not?
« on: April 06, 2010, 10:17:03 pm »
It occurred to me that we were supposed to have Ladders by about now. They'd make the channeling change a bit more sensible, but I don't see any way to build them.

244
DF Dwarf Mode Discussion / Re: Unlikeable. Liked by no one.
« on: April 05, 2010, 06:58:32 pm »
People who decry friendship tend to forget the other other benefit to having lots of friends:

Legendary Social Skills, and the stats that come with it. Though I'm not sure how the skill system works these days. The only things I ever see are "Agile", "Tough", "Durable", and "Quick/Slow To Heal".

245
DF Gameplay Questions / Re: DF 2010 Food ????
« on: April 05, 2010, 04:22:03 pm »
If I remember correctly, Toady's intent was to have it so that you can use things like Booze and Seeds as a 'glaze' or 'seasoning,' that adds to the value of the food without adding to the number of food items produced.

Seems he has a bit of a ways to go still.

246
DF Dwarf Mode Discussion / Re: Well that's an interesting volcano.
« on: April 05, 2010, 03:58:15 pm »
Lava would not drain off the side of the map in 40d. If it's the same now, you shouldn't need to block it off.

247
DF Dwarf Mode Discussion / Re: Down is the new right?
« on: April 02, 2010, 09:57:53 am »
Confusing? No, not at all.

I usually group floors up by the "type" of workshop that will be inhabiting them. Foodstuffs on B1, Stone and Woodworks on B2, Metal and Glass on B3, and so on.

If it's confusing, it's because you're organizing your things poorly.

248
I imagine the raws can still be edited to that purpose.

249
DF General Discussion / Re: This game needs a tag line
« on: April 01, 2010, 10:16:28 pm »
Dwarf Fortress: Magma has the right of way.

Dwarf Fortress: It's not a bug, it's a feature. Use it as you will.

250
DF Dwarf Mode Discussion / Re: You know what this game needs?
« on: April 01, 2010, 09:19:45 pm »
Well, seeing as magma is molten rock, and gold ore is a type of rock, you could just dump some native gold into it every now and then. And it would technically be a pool of molten gold.

251
DF Dwarf Mode Discussion / Re: A great magma sea
« on: April 01, 2010, 09:15:03 pm »
Wouldn't that cause a total collapse on embark?

252
I've got a Magnetite cluster with Limonite and Hematite veins running through and out of it. It's silly.

253
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 01, 2010, 05:34:24 pm »
You really weren't kidding about toughening up megabeasts in worldgen. I'm on year 923 of the Age of Myth!
I had to stop it in year 808 when I saw there were only 4000 people alive, compared to the 7000 people a few hundred years prior.

When I got to the Embark screen, I saw that the elves were extinct. Possibly the Goblins as well, but it's possible that Toady has simply chosen not to list the always-hostile races on the neighbor list anymore.

I can't wait to actually fight one in Fort mode.

254
Elves are easy to please. Fortunately, I like my dwarves social (tantrum spirals are the only threat to my fortresses these days, and I LIKE it that way), so I usually can get away with buying off an entire caravan, elven or otherwise, for a profit of ONE... once the broker has sufficient Appraisal anyway.

If all else fails, I just offer to trade the elves' wooden items back to them once the important trades are out of the way. Actually I do that anyway so they'll leave my trade depot quicker.

Unfortunately I haven't gotten anything more impressive than a grizzly from them, but I usually get the animals in good health. Usually. One time I got seven dead animals in cages, including two Cougars (ah, what could have been). Hey, free meat/skins/bones.

255
DF Dwarf Mode Discussion / Re: JUST KILL MEEEE
« on: March 12, 2010, 11:51:55 pm »
Try building something large and unnecessary. Draft plenty of Masons and don't be careful in its construction. The inevitable, periodic casualties you get from dwarves being trapped on the other side of the wall, or having something removed from under them should slake your thirst.

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