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Messages - Torgan

Pages: 1 ... 14 15 [16] 17 18 ... 30
226
DF Dwarf Mode Discussion / Re: Challenge!
« on: March 22, 2011, 07:56:00 am »
If your dwarves are short in vitamin C you can also breed narwhal in your underground ocean!

227
DF Gameplay Questions / Re: Equipping woes...
« on: March 22, 2011, 07:32:06 am »
Never make training weapons, dwarves can train perfectly well with regular weapons.

There's also the problem that they may get attached to a training weapon and you need some jiggery pokery to get them to drop it then.

228
DF Gameplay Questions / Re: War Dogs ... cant train any...
« on: March 22, 2011, 07:26:31 am »
Do you have the dogs assigned to a pasture?  I had some of my dogs there to stop them getting annoyed from being crowded in my dining room and that seemed to make them ineligible for training.

229
DF Gameplay Questions / Re: Broker wont trade
« on: March 22, 2011, 07:22:55 am »
Hauling items to the trade depot and pitting animals don't require any labours so sometimes your broker will do that rather than go trade.  Give him a minute or cancel those jobs and he should go trade.

230
DF Gameplay Questions / Re: Copper sword vs. Obsidian
« on: March 18, 2011, 08:20:58 am »
Stonecrafters can make rock pots which are pretty handy.

231
DF Gameplay Questions / Re: Soldiers Absolutely Owned. Help?
« on: March 11, 2011, 07:26:33 am »
Build archery targets to train your marksdwarves, have all your military training all the time.  There's some unhappy thoughts but they always seem to get cancelled out by good food and drink for me.

I'll assume all your marksdwarves have a crossbow, quiver and bolts which they need to shoot.  If you've set them up with crossbows in the military screen they should automatically equip quivers.  Bone and wood can be used to make bolts if you're short on metal but it's not too effective against armoured goblins.  The combat/training settings for ammunition don't work at the moment (maybe next version going by Toady's most recent update :O) so they'll just use whatever ammo is around unfortunately.

232
DF Dwarf Mode Discussion / Re: Vicious, vicious dog
« on: March 10, 2011, 10:41:29 am »
Too bad he couldn't have gained Legendary "Shaking things by the head" skill.  He'd be one tough mother and I'd draft him.  He'd single-handedly crazy-shake a whole siege apart, head-by-head.
The perfect hydra defence!

233
I've had the same with forgotten beasts made of flame, a bit of flame that was lopped off was stored in my refuse pile.

I guess I should have really made some sort of shrine to the eternal flame thinking about it now.  Or at least use it as a memorial to military that were melted by it when it died.

234
DF Gameplay Questions / Re: Dwarves won't haul dead animals
« on: March 09, 2011, 11:20:19 am »
If they were pets I think you'll need to build coffins rather than a refuse stockpile.

235
DF Gameplay Questions / Re: fishing a thing of the past?
« on: March 09, 2011, 05:41:32 am »
I was getting plenty of fish from my 31.19 fort alongside a brook, even mussels for the first time ever!  Mussel shell armour seems slightly silly though.

A lot of other forts never seem to have much fish though, cavern fishing doesn't seem too successful either.

236
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 09, 2011, 04:34:30 am »
Jesus is there a summary of all the new changes from 3.18e? i mean in terms of vanilla DF cause the whole vein thing surprised me and now theres talk of fucking feeding animals and a shitton of other stuff. I swear you look away for 1 week and DF has evolved into a completely new game.
The announcments folder should show all the changes for each version in each new release thread here here.

237
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: March 07, 2011, 03:24:49 am »
Has the Genesis mod modded out silver hammers? If so I might need to mod them back in in my version.
Pretty sure it has, I've never been able to make them.  There is/was so much metal I never found it a big deal though.

238
DF Gameplay Questions / Re: Help with an Artifact...
« on: March 01, 2011, 11:00:05 am »
He wants:
Wood - (forest)
(Already gotten)
 - stacked cloth
 - shining bars of metal
 - square blocks
 - shining bars of metal
 - a quarry
The only thing that I can imagine is that he wants cave spider cloth instead of pig tail cloth, which I have. Any suggestions?
It could also be that he wants a specific type of metal bar, I've had one dwarf waiting in the workshop until I made a black bronze bar which was one of his likes.  After that he rushed over to loot it and gathered the rest of the material.

Happens pretty rarely but then of course you won't notice if you already have the specific item type he wants.

239
DF Dwarf Mode Discussion / Re: Pots?
« on: March 01, 2011, 10:51:43 am »
Has anything else come of this thread and large pots?  I have a bunch of large stoneware pots, which aren't supposed to require glazing, sitting around in the kiln.  As far as I can tell none of them have been used for anything, nor have they been moved out of the kiln, which is irritating. 

A side note, I've noticed my dwarves using the clay as stone.  A couple of my dorfs have clay cabinets in their rooms.  I'm wondering how that works out for them since there was no indication that they were fired at any point during the creation.  Just big, sticky, gloppy cabinets.
Toady's fixed the masons using clay issue for the next version - http://www.bay12games.com/dwarves/
There's some other pot issues fixed as well, guess wait for .20 and see how it turns out.

240
DF Dwarf Mode Discussion / Re: Why the foot
« on: March 01, 2011, 06:06:05 am »
I could swear I had a dwarf with a broken leg recover and go back to work after six to nine months ...

Unfortunately that game was eaten when I upgraded to 31.19.
Yep, I think I've had leg injuries be healed up alright.  The problem here is that the foot's been struck and nerves have been severed and nerves never heal so your dwarf can never walk again.  It doesn't show in the health screen of the dwarf other than 'ability to walk lost'.  It does show in a combat report though.  I think if you can navigate the z-screen health page then it might show injuries in more detail, I haven't bothered in ages as it's never seemed that useful and shows all your pets as well.

It is pretty annoying, seems to happen a lot to me as well.  I don't know what all the whining about crutches is for though when we could use rollerskates instead.  That would strike fear into the black hearts of the gobbos as militia commander Urist McWheely lead the Shields of Perpetuity in a downhill attack strike at 60mph. 

Of course he would be tripped up by the corpse of a fluffy wambler and there would be a massive pile up at the bottom of the hill.

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