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Messages - Aachen

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421
DF Gameplay Questions / Re: Machine Power for Floor Spikes?
« on: March 19, 2010, 10:58:52 am »

For bonus points mod in Amontillado as a brewable drink.

Not to mention bone-block walls.

422
DF Gameplay Questions / Re: Destroying constructed things...
« on: March 19, 2010, 09:39:47 am »
Yes.

423
DF General Discussion / Re: The Jasper of Infinity
« on: March 17, 2010, 10:06:50 pm »
Given the mention of "plus-to-damage" and "plus-to-value," what exactly would a fractal-bonus be? Extra extra?

424
DF Gameplay Questions / Re: Where my Traders at?!
« on: March 17, 2010, 09:57:49 pm »
Regarding that "Immigrants .... danger .... we'll just go elsewhere" message, have a lot of the folk been dying lately?

425
DF Gameplay Questions / Re: size 10 and bridges
« on: March 17, 2010, 09:53:31 pm »
How about a floor-bars-linked jury-rig? I'm not even sure how far one can extend floor bars. Only recently started messing around with 'em, so the largest area I've covered is two-by-two. Pitifully small, to be sure. And floor bars will use quite a few more mechanisms, if that's an issue.

426
DF Gameplay Questions / Re: Multiple Tables in Dining Rooms
« on: March 17, 2010, 09:46:47 pm »
And what if you don't mind or, in fact, desire those parties?

It's not like there's an end to time, after all.

427
DF Suggestions / Re: Traders reminding you of their requests
« on: March 17, 2010, 09:43:06 pm »
Yeah, you can review the current agreements with your trading partners in the civilization screen. Where would that information be placed on the depot/trade screen? Seems like it would crowd the present data a bit? Or would you just want (essentially) a hotkey to the agreements page for the relevant civilization?

428
Spoiler (click to show/hide)

This is pretty much what I want to do, but how do you get them to switch from silver weapons to iron, steel?

O! Sorry, I misunderstood you.

I try to at least have a set of leather+chain, giving them time to grab their under-armor first. and a shield for each recruit in a squad I'm raising (I typically go with pairs, rather than larger squads). If possible, I go chain > plate directly, instead (Heavy?Deal with it, Edem).

Turn 'em loose to train wrestling/etc. as long as I feel. I usually only bother up to the range of proficient-talented for melee fighters. I know a lot of people will train 'em all up to legendary.

Weapons are sorted into separate stockpile rooms with doors based on composition (intended-for-training and post-training being my categories). When I decide a "class" of recruits is ready for weapons training, I put 'em on duty and station them in the former of the two stockpile-rooms. I lock the door, and tell them to use whichever weapon. They stay there till they get the idea.

When training is done(here's when I train them until they're a ledgendary foo), I order the squads back to the to Trainee Storage and disarm them (command them to fight unarmed). Then I send them over to Duty-Issue Storage and lock 'em in till they're equipped.

If I have to, at some point, get something out of a warrior's hands, I order them to have neither shield nor weapon, and order the offending item(s) dumped.

Of course, I think that a lot of this will be obsolete in the coming version.

429
I don't swap weapons back and forth, honestly. I train groups, and the trainees get silver weapons (hopefully lower quality) until I no longer want them to spar. I try to upgrade the various squads' armor as it becomes available. I play the game vanilla, so YMMV.

430
Been keeping a log of the world generation? It would probably help establish the main parameter-culprits. init.txt has the option to log rejections (defaults to "OFF," I b'lieve).

431
Isn't there a minimum bound (twenty or so, from what I've heard) to the population cap?

I'd think part of the fun in a hermit challenge would be the heap of skulls Urist Loner collects .... his compensation for all the artifacts he'll never see?

[edit]

Which is to say: I think they'll stop coming when they stop dying; granted, immigrants may be frightened off for awhile by the body count. Don't think there's a permanent solution, though.

432
I read somewhere that it takes about an 8th of an acre to support one human being.

I also came across some numbers from a guy trying to live off the grid....



What farming methods is that assuming are used?

433
DF Dwarf Mode Discussion / Re: The Goblin mentality
« on: March 14, 2010, 11:35:06 am »

But can you catch them all?   :D

My DF is broken. I can't find any workshop task "Construct [material] Poké Ball." Whereisit?

434
DF Dwarf Mode Discussion / Re: When do you throw in the towel?
« on: March 13, 2010, 06:44:02 pm »
Probably related to the FPS death, but mine's more laptop heat-death frustration. Spend a season busy work work working .... forget SESO .... sudden shutdown. After the fifth or sixth time it sets me back a few months, I've typically just started from scratch.

Happily, d19/2 has vastly better performance on this front. Current fort is in yr 13. Nothing indicates I'll have the same issues as earlier builds thus far (perhaps in the far future of the fort). I'm hoping to keep Rockmachine active till I've got the new version to toy with.

435
DF Dwarf Mode Discussion / Re: Legendary Stonecrafter.
« on: March 13, 2010, 03:06:12 pm »
I like to add mechanics to the list of moodable skills I expect suggest somebody run around with. Those ultra-valuable mechanisms are great for dining rooms, quarters and weapon traps. I also tend to be sending mechanics running all over the map trying to get linkages complete before "Gawd this is thirsty work" or "NAPTIME!" so having a lot of ranks is vital for Getting Stuff Done.

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