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Messages - melomel

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346
DF Dwarf Mode Discussion / Re: Chances of 3 Forgotten Beasts?
« on: August 20, 2010, 08:34:38 pm »
It's possible they arrived at different times and were just noticed at once...  I had a game where the FB had definitely arrived, but wasn't noticed--wound up savescumming a couple times due to massive death, but it was the same FB every time.  Later, with the caverns mostly explored, savescumming back to before the FB entered the map resulted in a different FB showing up time.

AFAIK, the FB shows up when the game decides you need one.  You only get the announcements when you actually notice them.

F'rex, I've probably got 2 or 3 running around in my caverns right now, but I haven't gotten the message because I haven't managed to dig down there yet.

Oh, and traps/bridge-crushing definitely doesn't work on them.

347
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 20, 2010, 08:16:29 pm »
Immigrants keep pouring in, and digging them all rooms is bringing my miners close to a nervous breakdown

All 99 citizens of my fort share a "dormitory" that consists of nineteen beds in a dirt hallway.  >_>

They will not get rooms until they prove themselves worthy, and when they do, Mayor Tigerwoman will get hers first.

348
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 20, 2010, 07:18:25 pm »
Btw, why I don't get messages about "struck down" anymore? Not even the combat report sayd anything about the FB been struck down. Dorfs cause those messages just fine but aren't megabeast supposed to cause those too? At least in combat reports?

Either \data\init\announcements.txt has been changed so the message no longer appears, or, FAR more likely:  A bunch of announcements have been spammed at the same time, and DF being DF, the one it chose to display is something about someone canceling "clean self" instead of the purple one about the FB eating its way through your workshops.

This happens especially even if you do see the message about a death--odds are good a bunch of other dorfs bit it, but there was only room to display the one announcement.

You can change the amount of space used to display announcements, IIRC.

[ETA] Also, I don't think you have the option of discriminating between causes of death...  f'rex, you CAN make the game pause, pop up a box, and center on a pet death, and it makes a really good early warning system when that stray kitten falls victim to the FB or ambush, but it'll also do the same thing every time you slaughter a tame animal.

[ETA2] edited for fail

349
DF Dwarf Mode Discussion / Re: strange embark warning
« on: August 20, 2010, 05:43:24 am »
One of the settings in the d_init.txt file is "EMBARK_WARNING_ALWAYS:", if this set to yes you get a warning regardless of whether there is anything of special concern.

Which is handy if you think you might hit "e" by accident.

What Jafanz said.  If there's an aquifer and/or saltwater, it'll say.

350
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2010, 10:07:05 pm »
I wanna name her Baroness.  =3

There's also a wild Tigerman female on my map right now, but she's not going for the cage traps... 

Trying to build a harem? xD

Trying to ensure that no dwarf is ever elected again, ever.  >:3

In other news:  Still no functional metal industry because I can't get to the magma, and I had to savescum in deep disgrace after the Mother of All Sieges descended upon me.  (Two pages of axemen and a hammerlord.  All mounted.  All.  Rutherers and elk birds and about four voracious cave crawlers and bats and GCSs and...  it ended...  poorly.)

Time to frantically smelt iron and spam cage traps.

351
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 19, 2010, 01:26:37 pm »
One of my seeds came up with something perfect for that...  unfortunately, I can't remember which frakkin' one and I have about twenty.  >_>

I'll see if it's one of the ones I haven't deleted...

[ETA]  ...and I not only deleted the parameters, but didn't back up the seed.  Meh.  I've been on a binge trying to get a nice ocean embark; if something appropriate pops up, I'll just edit this post.

[ETA2]
This gives me two 3x3 volcano-and-brook embarks with very high cliffs.  Neither have flux, unfortunately, but both have sand.  One has more granite/gabbro and an obsidian layer, but it's sinister mountains/calm badlands (expect virtually no aboveground trees/shrubs, with a chance of undead giant eagles).  The other is plain old "heavily-forested" neutral freshwater swamp.
Spoiler (click to show/hide)

352
DF Dwarf Mode Discussion / Re: Freezing
« on: August 19, 2010, 11:33:09 am »
Easy way to tell:  Any of the trees/saplings alive?  If no, you're in a high-evil dead zone.

353
DF Dwarf Mode Discussion / Re: Freezing
« on: August 19, 2010, 11:05:13 am »
Only time I've ever seen 100% vegetation death last is in high-evil areas.

354
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2010, 10:30:58 am »
I wanna name her Baroness.  =3

There's also a wild Tigerman female on my map right now, but she's not going for the cage traps...  I'll prolly never know if the gobbos will steal feral/wild tigercubs.

In other news: got a legendary blacksmith now via one of the lamest moods I've ever seen (a platinum splint?!), and I've finally got the cistern walled in (needs ceiling for cosmetics/paranoia) and my irrigation system going...

Year five is almost over, the population is 99 not counting the tigerpeople, and...  Aside from foraging and having a small strawberry plot for a little while at the beginning, I've never farmed in this fort.

I have 2550 units of booze and 1484 prepped meals.  >:\  Way too easy.  May embark on a desert/glacier when I get bored here.

355
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 19, 2010, 05:09:15 am »
Dwarf Fortress blood is a sentient, self-replicating entity.  It's not restrained by the laws of physics and is capable of infinite growth.

My blood infestation isn't as bad as others, but it's still everywhere aboveground, including in my cistern ALONG WITH THE BLEEDING DWARF.

He has a traction bench waiting in a hospital zone, but nobody will move him.  A trapper keeps applying casts but none of them work; I'm thinking I'll just flood it anyway.  If he wants to live, he'll move.  :P

I'm loving Mayor Tigerwoman, though.  <3

356
As far as I know, Tigermen are the only friendly sapients that can be found in vanilla DF.

AFAIK, elves will only bring tamed animals with the [PET]/[PET_EXOTIC] tags, and I think Tigermen are the only things that are intelligent and have any sort of pet tag.

357
Not according to the civ menu/deceased list, unless hidden dead things no longer show until you breach the caverns.

358
The only sapients on my map are the kitties and snail/slugmen.  :[

359
Quote
An orange striped man with the head of a tiger.

She is gigantic.  Her hair is striped orange and black.  Her skin is pale chestnut.  Her eyes are yellow.

Good-bye, native aluminum/bismuth fetishist!  >:D

And in an un-modded game*, too.

(* I twiddled with the phantom spider/sliver barb raws to increase availability, and added in a few new above-ground vermin spiders too, but that's all I've tweaked.)

360
[...] many wierd names stones that i will never use... [...]

http://df.magmawiki.com/index.php/Ore

Absolutely none of these?  It took me a while to realize stuff like limonite could be smelted into iron...

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