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Messages - Arekis

Pages: 1 ... 8 9 [10] 11 12 ... 17
136
DF Dwarf Mode Discussion / Re: Dealing with gore
« on: September 04, 2010, 09:08:49 pm »
If you're lucky enough to have lots of rain, a tile will be cleaned of various blood/liquid if it gets hit with rain.  Otherwise the dwarves will not clean blood outside.

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 03, 2010, 07:46:45 pm »
Helmssinged has just hit it's 10th year anniversary! 

The population is up to a 16, though the labor force remains at 11.  The desolate fort is in the terrifying plains and is the last bastion of the great dwarven civilization in this world.  Between the frequent ambushes (up to 6 at a time) and the skeletal beasts roaming the plains and caverns, each life is precious.  The elves visit in the spring and bring with them some booze and berries as well as more ambushes.  So far we've been able to provide safe passage for the traders and take potshots at the passing goblin groups.

The fort has been relatively free of tragedies.  One child fell to an ambush and a legendary axedwarf got his head crushed by a skeletal elephant.  Two marksdwarves got shot up by an elite goblin marksman, but luckily were patched up with no critical injuries.  The cat lady's pets are both gone, one eaten by skeletal warthogs and another passing away of old age.  Without the cats, the rats and lizards have established a stronghold inside the food stockpiles.  A forgotten beast in one of the caverns has contaminated the entire water supply with its goop before we could stop him.  Had to dig deeper to get a clean source of water.

The gates of the outer perimeter are holding so far and the meager fort is deemed not worthy of goblin sieges.  Once they decide to bring trolls and approach in numbers, we'll see how long the fort's gates, traps, and the 4 dwarf military will hold.

138
DF Gameplay Questions / Re: Already dead pets and coffins?
« on: September 03, 2010, 02:47:57 pm »
Same deal here.  Death of old age means the pet doesn't get buried properly.  I gave it the burial in the ol' magma sea and the owner stopped having bad thoughts about the pet decaying, I believe...

139
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 02, 2010, 09:17:34 pm »
Well... Not that i got anything to prove it with but I have had at least 30 elven caravans total and not a single cat or kitten ever. Dwarves do bring them.

Humans will also bring cats. Strange you should have the opposite problem I'm having. If you want some cats, take them, I can't slaughter them fast enough!

I never expected to be in this situation either.  Both the dwarven and human civs are gone in this world, so I'm stuck with the cat-less elves.  I tried using small animal traps, but I didn't catch anything except a bunch of miasma.  Any tips on using small animal traps correctly to get rid of vermin? 

Alternately, anyone know if it's possible to mod the elves to bring cats without having to regen the world?  What tag would I add to their civ?

140
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 02, 2010, 11:12:29 am »
Well... Not that i got anything to prove it with but I have had at least 30 elven caravans total and not a single cat or kitten ever. Dwarves do bring them.

Then as a followup: are there other vermin-hunter creatures that the elves might bring?  Or are cats the only vermin hunters?

141
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 02, 2010, 12:44:30 am »
Anyone know if elves bring cats by any chance?  So far it's been about 5-6 years of elf caravans and not a single cat with them.  The two I brought on embark have passed on and there are no dwarven caravans coming...

142
DF Gameplay Questions / Re: Detecting invisible enemies
« on: September 01, 2010, 06:25:13 pm »
Kobolds will sneak by traps, but goblins or elves will not. Scattered weapon traps around your map are enough to detect an ambush. I forget if it will uncloak the ambush, but you will definitely see blood around the weapon trap, and maybe also a corpse. The corpse will not be invisible.

The problem with weapon traps is that there's no announcement of an ambush and no visuals besides a blood splatter (or corpse like you mentioned).  So if you're not careful or are occupied elsewhere, the ambushers may be injured or thinned out, but still get into your fort.  Or you have a dwarf wander out to reload a trap if it's not forbidden.

143
DF Gameplay Questions / Re: Detecting invisible enemies
« on: September 01, 2010, 05:59:36 pm »
An interesting side-effect I noticed when embarking on terrain with undead or skeletal wildlife is that ambushers will attack that wildlife, giving away their position.  If the entrance to your fort is locked, they'll wander the map killing creatures.  Thieves will still ignore em, however.

144
DF Dwarf Mode Discussion / Re: SO. MUCH. TALLOW.
« on: September 01, 2010, 03:06:06 pm »
In case this wasn't mentioned, you can also request lye from the trade caravan.  It is delivered in buckets and is ready for soap-making.

145
DF Gameplay Questions / Re: Substitute to gypsum?
« on: September 01, 2010, 02:25:08 am »
I wonder if there are injuries that require plaster.  So far I've only used splints and the medics have yet to demand plaster to actually do their job.  I'm sticking to splints exclusively for now; yes, for me splints have been an excellent workaround.

146
DF Gameplay Questions / Re: Substitute to gypsum?
« on: August 31, 2010, 07:29:27 pm »
Avoid gypsum.  Use splints instead.

147
DF Gameplay Questions / Re: effective distributions of jobs to workshops
« on: August 31, 2010, 05:10:28 pm »
As far as I know, this is the only way the manager assignments will work.  I've given up on the idea of efficient distribution of labor across my forges.  Now I just wait on those 30 lead bins to get finished before the work on the armor and weapons get started...

You could assign the jobs in smaller increments: 2 bins, 2 armor, 2 weapons, 2 bins, 2 armor, 2 weapons, etc.  This'll give you some interlacing but it's almost as much work as assigning them manually at the forges.

148
DF Gameplay Questions / Re: MEND HIS BONES, YA DWARFY BASTARD!
« on: August 31, 2010, 01:41:12 pm »
Plaster doesn't seem to work for me either I just use splints, made at the carpenters workshop.

A fortress or two ago I decided to have no plaster at all and have been much happier since.  Splints work much more consistently/effectively.  Are there any jobs that *require* plaster that can't use splints?

149
Hah, with that epically named copper axe he almost did.  Sadly, I have no immigrants coming to replace that fool, so he has to stay alive: if anything, to repopulate the dwarven race. 

Trying to deal with #2, my current solution, while not a good one, is to simply take the dwarves off duty completely.  They (all 2 of my axedwarves) have already hit legendary and their occasional individual drills keeps their skills sharp without resetting all the labors.  Doesn't really work if they have to train other cadets.  Alternatively, I guess I could create a Dwarf Therapist profession and just reassign it every time he comes back off of duty, but even that is tedious.

150
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 30, 2010, 06:03:18 pm »
Not sure about the kitchen menu, but I know seeds that are planted are reported as part of your stocks in the stocks menu.  Maybe those 50 are already in the ground?  If you go to the stocks, seeds, hit tab (you need a bookkeeper), then select a seed and hit z, it will take you to the location of that seed.  If I recall, the color of the seed will also be blue if its currently planted.

Is it uncommon to have no rain for years on end in a temperate biome with a wet season?  I get messages like "the wet season is here!" and not a drop of water.  It did rain quite a bit a few years into the fort, but no so much the last couple.

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