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Messages - Internet Kraken

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751
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 20, 2010, 07:21:12 pm »
Well right now I'm very happy. On my most recent embark, the ocean actually has a substantial amount of fish in it! I don't even need to bother with farming right now with this much fish.

752
Yes it does. So long as you edit the raws in your save games, you can make any animal trainable without having to regen. I did so to create war deers.

753
DF Gameplay Questions / Re: Skeletal creatures
« on: June 20, 2010, 07:02:29 pm »
A skeletal groundhog? That sounds like the least threatening abomination of nature possible.

754
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 20, 2010, 05:09:35 pm »
Well now I feel stupid. Upon embark, I noticed a cliff wall that touched the ocean. I thought this was nice, since normally there's a shoreline between the ocean and the cliff wall. So I decided I would make this my fortress spot. I dug through the wall, exposing it to the ocean, in preparation for the construction of the fort. Then I remembered why I built my fortress entrances on top of cliffs rather than in them. Water immediately began flooding into the fortress. Now I have to abandon, or else my dwarves will drown.

755
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 20, 2010, 02:32:03 pm »
Well the settlement of Galleypunches has been founded on a tropical ocean. One thing I immediately noticed upon embark was that, despit the information given to me on the post embark screen, there were plenty of trees to be found. So I won't have to be to dependent on the caverns. I'm still going to tunnel into the early since I don't want to set up an irrigation system (at least not right now).

I also found a good location for my fortress right away. There is a cliff wall that connects directly to the ocean, with no shore in between the two like in most areas. This means I can connect my fortress to the underground without needing to touch the surface. So I'll build my entrance around that and then just use a drawbridge for surface access for trade caravans.

756
Couldn't you just change the [INVADERS:YES] tag in the d_init file?

757
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 20, 2010, 12:44:12 pm »
THE THAW.

WE ARE SAVED.

Praise be to the gods.

Spoiler (click to show/hide)
as of right now, Much to do still

Edit: went to irrigate my farm chamber:

HOLY %#&*! an 11X13 room filled to 7/7 INSTANTLY  :o

on the plus side there's no way in hell anything is getting to my fortress.

Wow... either i'm over doing it with putting 3x3 bedrooms or your a ripoff xD

I'll be giving them real bedrooms eventually, to start with I just needed them to get everything below the surface post haste before it thawed out and drowned everyone. Most of those bedrooms even have doors now!

My tree farm is also underway.

Bedrooms are pretty low on what I consider to be necessary in my fortresses. I just dig one large room, throw a few beds in, and have the dwarves sleep there for years. It doesn't bother them to much. I feel like making them their own personal rooms would waste to much time and stone at the beginning.

Also I just genned a new world for my fortress. I was looking at legends and I noticed there's a Kraken called "the leather hide". Weird name.

Now I just need to decide which ocean to build my fort on.

758
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 20, 2010, 10:45:33 am »
Question:

Does the [NOSKIN] tag still work in DF2010? I'm trying to limit which creatures can be used to make leather stuff (cows, etc.) but I'm still seeing dog and cat leather items in the embark screen.

As far as I know, it should work. I had to give my Octopre's the bone tissue for their mouths to work properly, but giving them the [NOBONES] tag stopped them from producing bones at the butcher. So I'd think [NOSKIN] would also work.

However, I recall there being a tag that prevented a creature from producing leather. I can't remember what it was though.

759
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 19, 2010, 11:06:59 pm »
Back on the subject of the Tigerman I acquired earlier. About a month after acquiring it, the Tigerman died of thirst. Yes, I made sure to release the Tigerman from its cage. It spent its time in the meeting hall. I had 2 wells and plenty of booze available, so I'm not quite sure why the Tigerman died of thirst. Anyone know more about the nature of Tigermen and why such a thing would happen?

760
DF Gameplay Questions / Re: Help with Farm Plots?!
« on: June 19, 2010, 10:56:59 pm »
Soil needs to be irrigated in the current version before it can be planted upon. If a tile does not have any mud on it, you can't plant there. Use this as an indication when you need to irrigate. As far as I know, the only subterranean areas in which soil doesn't need to be muddied is the caverns, since all soil is permanently muddy.


761
DF Dwarf Mode Discussion / Re: Bellock (384-388)- a post mortem
« on: June 19, 2010, 10:51:38 pm »

You can also avoid the trapped-builder problem by setting a wall to be built where you don't want them to stand, and then suspending it. They'll avoid standing on the designation.

Is this reliable? In my last fort I had a big problem with stupid dwarves attempting to remove floors whilst standing on tiles that would plunge into the ocean as a result of the deconstruction. So a way to keep them off of these tiles would have been great.


EDIT: Nevermind. I just remembered that walls can't be built on constructed floors.

762
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2010, 10:47:04 pm »
I'm pretty certain of this, but as it is vital to my city's survival, water cannot seep in through a corner between walls on different Z levels can it?

~~
~#
#_

Kinda like that, with this being a side view.

Edit: Nevermind, Found it on Pressure, Not the water Page of the wiki.

Hey! I was going to try building my next fort underwater with glass! Now it's not a cool and original idea  :(

All joking aside, you might as well just assume it does. Better safe than sorry, right?

763
DF Dwarf Mode Discussion / Re: Aquifers
« on: June 19, 2010, 10:39:33 pm »
On the subject of removing aquifers, does anyone know if this has any effect on the ability to fish? I ask this because despite embarking on ocean biomes my dwarves always catch next to no fish. On my old maps before I removed aquifers, I would get plenty of fish out of just murky pools. I know it's probably just a coincidence, but I just want to make sure.

764
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2010, 12:56:44 pm »
I was getting really bored with my fort. I wanted to do a basic megaproject, but everything was just going so slowly. My dwarves were disorganized, the fortress was a mess, and everything just felt cluttered and sluggish. Had I done some things right from the beginning, I doubt I would have gotten this feeling. At least not until a few more years. Plus, there were a lot of creatures I wanted to try modding in and that would require a new world gen.

So I decided to collapse it into the ocean.



Now I need to decide where I want my new fort. I could just build over the ocean again, but I'm tempted to try something in the caverns.

765
DF Gameplay Questions / Re: Last dwarves in the world?
« on: June 19, 2010, 11:46:48 am »
I don't think I've ever managed to get a world in which dwarves were wiped out, despite several people claiming that it happens far to often. The only civilization I find that dies out to quickly is the Darners, but they're my own custom civ so it's probably just my fault.

Anyways, I believe starting without a dwarven civilization means that you will get one or two waves of migrants, and that's it. You can trade with other species, but no dwarves will ever come to your fortress.

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