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Messages - Jelle

Pages: 1 ... 101 102 [103] 104 105 ... 111
1531
DF Gameplay Questions / Question about the caverns and blue metal.
« on: February 28, 2011, 08:16:19 am »
Hey I have a quick question if you guys mind answering, I'm new to this version and just found out something interesting in my current embark.

It's literally a new embark, haven't even spend 5 minutes in it, but I plan on habitating the caverns below so I dug my way down below to start making the place dwarf worthy, when I am given the information that I struck 'blue metal'.
This is no deeper then say two dozen stone layers deep, is it normal to find the stuff this high up this version? Seems kind of odd to me, but I'm not complaining. Kind of strange that the first metal I would mine this embark is 'blue metal'.
I forgot to add, this is probably the first cavern layer, although it could be the second aswell.

1532
DF Gameplay Questions / Re: An excess of idle dwarves.
« on: February 22, 2011, 01:34:26 pm »
I've been playing dwarf fortress again as well recently, and yes I do think the migrants come to fast personally.
If it troubles you there's always the option of setting a new max amount of dwarves in your fortress and changing it to a higher number once you think you're ready to manage.
Or you could play a microfort and leave the number low if you prefer.

1533
DF Gameplay Questions / Re: Project aquarium
« on: October 17, 2010, 05:43:56 am »
Oh does a single bag of sand have multiple uses then? I thought it used up all the sand in one bag like one unit of sandbag and one unit of fuel and one unit of pearlash.

1534
DF Gameplay Questions / Re: Project aquarium
« on: October 17, 2010, 03:23:16 am »
I've seem to run into my first difficulty now. This is the first time I've set up a glass industry so this is all new for me.

The problem is in the sand collection. I keep getting spammed with a message saying 'Urist mcDwarf cancels sand collection, job item destroyed or missplaced' or something in those lines. The dwarves aren't actually collecting sand either.
Does this have something to do with the bags or the activity zone? The bags are still in the glass furnace from their first use (when they actually did collect sand) but they're not picking them up. Also I've tried making different activity zones for the sand collection incase the previous was somehow inaccessible.

Also when making glass items do you first make the raw glass and then make an item out of it, or do you order an item right away? I've made some raw glass and wanted to make them into windows, but I got a message saying I needed a sand bearing item.

Any help is appreciated, so far I've satisfied the first moody glassmaker, but at this rate I won't get more glass made for construction!

1535
DF Gameplay Questions / Project aquarium
« on: October 16, 2010, 12:34:32 pm »
Hey dwarvenfolk, I've decided to delve back into this game with a brand new fortress. I wasn't sure what to make but a little bit of improvisation and short term planning gave me an idea what to do.

My embark is one of the more interesting ones I've seen, mostly because of the unique landscape, and the fact that I haven't embarked in such warm climates before. I'm at the foot of a big mauntain, and there's is this monstrously high cliff of about 25 z levels high and nearly fully vertical. At the bottom of the cliff is a small plateau of grassland and beyond that a shoreline in the shape of a bay.

My plans so far are the following:
-Build a harbor at the bay, forcing seawater a little deeper into land once I've finished the masonry of the docks. After that ofcourse I'll make a ship or two.
-Make some sort of cliff city where the houses have a glass window vieuw of the outside, houses luxuriously large and stacked ontop one another.
-Build a freaking huge aquarium filled with wichever maritime life I can capture.
-Capture and domestic the local wild elephants.

What I need help with is the third. This is my first embark at the sea so I'm not sure how to handle this. So far I've noticed my fortress can survive soly on fish as far as food is concerned, wich is nice considering the theme of the fortress. What I want to do now is, not capture the fish for eating but capture them alive.
I know there's an option to capture live sea animal in the fishery works, and I assume that, like the capture live land animal task it'll capture and cage roden sized fish. I want bigger fish aswell.

So my question is, how do I capture these big fish (big as in sharks and other huge fish) and then release them in my aquarium. Land animals I know  how to capture with cage traps, but setting up cage traps underwater doesn't seem very practical. The only way I would be able to do this if I could flood and drain a part, and place traps when it's dry then let the fish in but I've no idea if this would work.
So wise dwarves how do I go about doing this?


P.S Im thinking of building a castle at the bottom of the aquarium where a royal throne room and luxurious dining room will be located.

P.S.S. Just a funny thing that happened just now I thought I'd share. One of my miners clumsy as she is dug the soil underneath her where she was working on the harbor. When she crawled back out the water she was holding a ray in her hands. I asume she fell ontop of it and took it with her for food  :P

1536
DF Dwarf Mode Discussion / Re: Trying to start a new fort but....
« on: September 12, 2010, 02:56:22 pm »
I simply can't bring myself to kill those innocent dwarves! I know I'm not very dwarfy, I hardly kill anything I don't have to. I even often take a liking to many of the monstrous cute titans I manage to capture and contain.
Killing dwarves...I can't do that  :(

1537
DF Dwarf Mode Discussion / Trying to start a new fort but....
« on: September 12, 2010, 01:50:16 pm »
I keep getting put off the game for the same reason every time.

Let me elaborate. My first real succesful fotress was quite enjoyable, and promised to become a marvel of a city. Sadly though it died less then halfway in construction due to fps.
Now fps death isn't the problem I want to point out right now. I have a quad core so naturally it's not that good at running DF. Anyway after the fps death I gave the game a break for a while until I have inspiration for a new fort.

And I did try a few new forts. I've got a nice design in mind wich will surely make for an epic fortress. Yet everytime the same problem: Immigrants.
They just come to quickly to many. You have a fort of 6 dwarves then suddenly there's 50 of the buggers.
Managing all those new dwarves is such a pain esepcially if your fortress is still young and the industry is still starting up. There's to many freaking dwarves!  :o

So I don't know I thought I'd throw a suggestion out there on the whole immigrant problem. Well for me atleast it's a problem I don't know about the rest of you guys.
What if the amount of immigrants in an immigrant wave was related to the amount of dwarves you already have? Let's for example have an immigrant wave bring 1/5 rounded up of your current population as immigrants.
The population of your fortress would then go up exponentialy instead of the crazy linear increase right now.
P=P0*1.2^w Where P is population P0 starting population (7 right?) and W the number if immigrant waves passed.

I think an increase like this would be far easier to manage, especially in the start of your fortress. That and it doesn't make much sense that a band of 7 dwarves would encourage the whole 10 immigrants to migrate. Lots of people go to big cities, only some carve out a home in an outpost far away from home right?

P.S. thought I'd do a bit of calculating, after a year of every season an immigrant wave your population would be twice as much as you started with. Sounds reasonable no? That would make it 4 to 5 years or so to get a population of 200 I'd say roughly. For me a number like that could work, I'd go for even slower maybe!

1538
DF Dwarf Mode Discussion / Re: The Grand Mountainhome
« on: August 30, 2010, 02:30:41 am »
Supersize everything you have planned by making the floors 4 z lvl high each.

1539
DF General Discussion / Re: Just found out about DF
« on: August 28, 2010, 06:10:24 am »
It pays off to have a temporary housing block for early game to house say 50 dwarves. Before that though I usually have a design in mind, and once I'm set to handle more immigrants I start constructing the real deal.

So nope I manage to keep everything tidy. I usually abandon because of FPS issues.

1540
DF Dwarf Mode Discussion / Re: I genned a world with only dwarves
« on: August 27, 2010, 12:33:02 pm »
Don't have easy acces to watter sadly, I might find some in the caverns but there's absolutely none outside.
As a result my dwarves are mostly eating whipe vine biscuits with strawberries and longland beer. But I definatly want to go underground at some point.
Obsidian casting is out the picture for now, who knows though I could pump a lot of water from underground if  the source is infinite.

1541
DF Dwarf Mode Discussion / I genned a world with only dwarves
« on: August 27, 2010, 08:53:09 am »
So I did a little tinkering with the worldgen option for my new fortress. Was my first time I didn't use a standard worldgen, and the results were quite interesting.

Now it may be because the map was awfully small (pocket region) and I doubled the amount of megabeasts to keep things interesting that caused this map to be not quite as interesting as I hoped.

See every civ has been whiped out but one, the stout dwarves. They stand alone against the tide of titans and forgotten beasts.

So question to you guys: What do I do? Do I leave the map because no other civ might be boring, or do I work hard to construct a fortress that will herald the age of dwarf!

Also if you convince me to do the latter give me some inspiration for a fortress design. I currently have a rough idea what I want to do but I need more ideas.
Currently I have a 4 z level high channeled space in mind with a grand hallways elevated one z level, and with a path of magma coming out of the nearby volcano.

Inspire me, go!

1542
DF Gameplay Questions / Re: How do you destroy floors?
« on: August 17, 2010, 06:13:55 am »
Put your butcher near the food stockpile and make sure the stuff can be put in empty barrels, nothing should rot in the first place. The bones shouldn't rot anyway so the refuse can wait.

1543
DF Dwarf Mode Discussion / Re: New fort, any ideas?
« on: August 17, 2010, 05:36:02 am »
My recent fort is constructed in a similar way, I dug out three z levels and constructed everything out of obsidian blocks.

I should warn you though hauling all those stones, constructing them into blocks, hauling them to the construction and ultimately constructing them is labor intensive. I had about 60 masons.

1544
DF Gameplay Questions / Re: Found a cavern.
« on: August 14, 2010, 11:03:52 am »
Aslong as you have a way of stopping the beasties from coming out it shouldn't be a problem. My problem with the caverns is usually my dwarves wanting to go down there to do whatever.
If you leave the caverns open make sure your dwarves have no reason to go down there. As soon as you kill something  you have to forbid it etc.
Also make sure you have a pet impassable door, or the cats will go happely explore and get eaten up by troglodytes. Their owners don't like it when that happens to say the least.
Whenever I open up the caverns I do it from outside, so cavern life and surface life can mix up. Was quite funny seeing wild horses go down the second cavern layer

1545
DF Gameplay Questions / Re: Fun things to do with hydras?
« on: August 13, 2010, 11:06:27 am »
I used mine as an arena combatant. It died. Then I caught another stronger one, wich also went to the arena. It now only has five working heads.

I don't think it's useful for anything. Atleast dragons have the [MOUNT] tag last I checked. I guess you could allow it to be adopted just to see who would want it as pet.
Alternatively you could sell it.
No idea wether you can breed them if you have both sex of them, might be fun to have a squad of hydra gaurds instead of gaurd dog.

Whatever you do, have fun with it. And if it dies make hydra leather boots out of it. And hydra soap, filthy hydra soap   :D

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