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Messages - MonkeyHead

Pages: 1 ... 433 434 [435] 436 437 ... 443
6511
DF Community Games & Stories / Re: HardBiscuits the dwarven seaport
« on: September 10, 2010, 11:33:44 am »
I quite fancy being responsible for the many ballistae - siege engineer please...

6512
DF Gameplay Questions / Re: dumping rocks - noob question
« on: September 10, 2010, 11:32:10 am »
when assigning uniforms, shift+enter should assign it to whose squads. check the top bar in the militry screen - it contains many useful functions.

6513
DF Dwarf Mode Discussion / Re: Awesome fights
« on: September 09, 2010, 03:31:07 pm »
thats kinda scary...

6514
DF Suggestions / Re: Firefighting Labour
« on: September 09, 2010, 02:59:31 pm »
I forsee a problem when the economy kicks in and firedwarves are paid per fire they put out...

Tobul McMayor: "So Urist, I see you earned 5500 DB's this month..."

Urist McArsonsingedbeard: "Well, there were a lot of Unexplained Fires to put out... *hides !!kitten!!*"

6515
DF Dwarf Mode Discussion / Re: Awesome fights
« on: September 09, 2010, 02:45:45 pm »
possibly a typoed GCS.

this is more less cool than werewolves inserting pig tail gloves into the brains of dwarves.

6516
DF Gameplay Questions / Re: military
« on: September 09, 2010, 02:43:25 pm »
by upgrading to 30.12? thats my advice.

6517
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 09, 2010, 02:41:58 pm »
Spoiler (click to show/hide)
This is an attempt to make plump helmet farm gone horribly wrong. At first it was a 7x7 square. They were filled up to 3/7 almost instantly. Then i tried digging drainage channels. There were little effect (my dwarves becoming novice swimmers). I grossly underestimated the rain- on this embarkit rains 24/7, 7 days a weekthe whole year. I finally constructed floor above the lake, though with well-timed merchant caravans, black bear attacks and water freezing and unfreezing it took too long and expanded reservoir was full once more. Even when water at last was 1/7 it showed no sign of drying. Then there were more expansions of reservoir and now it seems plump helmet farm will be finished.

But the goddamn rain isn't stopping.

water locks. that is all.

6518
DF Gameplay Questions / Re: CAVETIME (can't touch that)
« on: September 05, 2010, 03:50:31 pm »
the depth number gives a value relative to what is considered ground above it. so you could be at -150 if beneath a big hill, but this could jump to -25 if you scroll out from under this hill...

6519
DF Gameplay Questions / Re: Help a noob?
« on: September 05, 2010, 03:20:41 am »
Remember the 2 rules that many people follow...

1: If something is hard its not worth trying.

2: If you arent good at something straight away, then quit.

This is why there are so many games out there that are generic, formularic, derivative and ultimatley unfulfilling. Count how many first person shooters there are as a good example.

6520
DF Dwarf Mode Discussion / Re: Dealing With Undead Prisoners
« on: September 05, 2010, 02:06:11 am »
drop them into hell? that would be amusing.

6521
DF Gameplay Questions / Re: Armor Not Registering
« on: September 05, 2010, 02:01:07 am »
there is a mythbusters style thread (in general discussion i think) that would be interested in this - it seems that allowing your military regular clothes under thier armor seems to reduce the effectiveness of thier armor (as if the game assumes one layer being pierced means all of them must). when assigning uniforms, ensure you set it to be instead of clothes (replace) instead of over clothes... option is in the top bar of the assign uniform screen. i can confirm without much scientific rigour that nude + armor (i use a lot of bronze) suffer signifigantly fewer casualties than clothed and armored.

6522
DF Gameplay Questions / Re: Do Masons need Stone Hauling?
« on: September 05, 2010, 01:51:10 am »
no trades require the hauling of raw materials for them to go get the needed stuff (they go get it anyway)... e.g. masons and stone, or carpenters and wood.

material hauling is only needed for chumps you want to cart the stuff into stockpiles. so this applies if you want the workshop emptied - so its a good idea to leave furniture hauling on for masons if you do not want the workshop to end up *clt*

6523
DF Gameplay Questions / Re: 2H Sword, Great Axe, Maul, Halberd.
« on: September 05, 2010, 01:48:35 am »
well, not so much "trying" as assuming if they wanted a big shiny great axe, they may forgoe the shield without my input...

6524
DF Gameplay Questions / Re: 2H Sword, Great Axe, Maul, Halberd.
« on: September 05, 2010, 12:45:41 am »
so seeing as i specify a shield as part of a soldiers gear, they wont use a multigrasp weapon? will have to try specifically giving a big weapon sans shield to see if it gets picked up... and then try adding a shield.

6525
DF General Discussion / Re: Insanely Durable Dwarfs
« on: September 04, 2010, 10:18:51 am »
thats really not that bad a looking injury - just a largeish cut. no guts are popping out, and no bits are missing. check the heath screen for that dwarf, and check the relvant info on any diagnosis, treatment or outstanding problems...

anyway, why wrestlers? even traning weapons would be better...

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