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Messages - FleshForge

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1006
DF Dwarf Mode Discussion / Re: Do you change dwarf speed?
« on: August 24, 2010, 04:15:56 pm »
Why should you worry about what others think about something like this? There are people modding all kinds of silly stuff in, I think this is definitely on the shallow end of the cheese pool.

1007
DF Dwarf Mode Discussion / Re: RAGE / Help with Farming
« on: August 24, 2010, 01:48:09 pm »
Build a butcher and preferably define a refuse stockpile and a food stockpile.  If a hunter is interrupted while "returning kill", the corpse is considered "refuse" and won't be picked up again unless you enable o-R-o (gather refuse from outside).  Might want to also build a tanner (to make leather) and kitchen (to cook the meat and render fat), although these are not required.

1008
DF Dwarf Mode Discussion / Re: RAGE / Help with Farming
« on: August 24, 2010, 01:16:29 pm »
Lack of food is probably the easiest thing to fix.  Assign some to fishing/fish cleaning if you have any pools or a river that are not frozen and you'll make it.  This is simplest because it requires no tools - if you have wood, then you can fairly quickly make crossbows and ammo and set some hunters up.

oops ps: if fishing, build a fishery too.

1009
DF Dwarf Mode Discussion / Re: Newbie Irrigation issue
« on: August 24, 2010, 11:40:35 am »
From what I can tell, the "freezingness" of a given tile is pretty much dependent on where it is at map creation time - I don't think surrounding it with magma make it warm enough to keep it melted.

1010
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 11:14:34 am »
I think I've figured out the easy way to get a larger proportion of a given climate, warm or cold e.g.  Just set the Temperature Weighted Range (X%-Y%) to 10000 for whichever band of temperature you really want, e.g. I want a lot of "Warm" so I set 60-80 to 10,000.  If you want a lot of cold tiles, set the 0-20 range to 10,000 and leave the others at 1.  The ranges appear to be 20% increments between the min and max temperatures.  I genned a couple of worlds set this way and it seems to be consistent.  This doesn't result in an excessive number of rejects either.

I expect all the weighted ranges work this way, if you want to raise the odds of having an underground volcano pipe or higher savagery average or whatever.

1011
DF Dwarf Mode Discussion / Re: Farming plot plumbing
« on: August 24, 2010, 10:07:24 am »
So, umm, considering you only need to muddy once (AFAICT), what do you do with your vertical irrigation system afterwards?

If you ever reclaim that spot you'd need to do it again.

1012
DF Gameplay Questions / Re: ENLARGE YOUR PENIS 100% GUARANTEED
« on: August 24, 2010, 09:55:41 am »
I am greatly disappointed at the complete lack of any penis enlarging techniques.

1014
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 24, 2010, 12:37:24 am »
Edit1: Just realised, you don't actually provide sufficient information to find the embark site shown, HALP?!?

Well, aside from the actual save of the embark itself - if there was a trivial way to get coordinates I'd provide that.  Since I don't really know what a given embark is going to really look like until I land, it's not easy to capture this as far as I know.

1015
DF Gameplay Questions / Re: Executing Problem Dwarves - If and How
« on: August 23, 2010, 11:10:36 pm »
Personally I think it makes your fort a lot more colorful to just let bad stuff happen occasionally.  Let the guy have his tantrum and kill a few (dozen) dwarves in their sleep, you'll appreciate it in the artifacts and engravings that will bloom from that humble little seed of, uh... mass murder.

1016
That's a good point about the caverns being bare rock after reclaim, although it can be fixed eventually if you just water them.  The surface pools always seem to be okay when I reclaim though.

1017
Hematite, duh (literally "blood stone")

1018
The site finder doesn't seem to work correctly in the current version, it seems a lot les painful for me to just browse around manually.

For your second thing, just abandon and reclaim that fort with a different crew.  Their starting junk will be strewn everywhere, which is funny and not as really useful as you might think.

1019
DF Gameplay Questions / Re: Alloys not working
« on: August 23, 2010, 09:15:07 pm »
This doesn't sound quite the same, but you might look at whether there is a burrow defined that covers the smelter:
http://www.bay12forums.com/smf/index.php?topic=64425.15

1020
DF Gameplay Questions / Re: Ahh! Diplomats!
« on: August 23, 2010, 09:09:13 pm »
It's really hard work being a mayor, three times a year you have to meet with a guy and talk about stuff.  Nobody appreciates it.  "An unhappy citizen complained to him recently."

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