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Messages - FleshForge

Pages: 1 2 3 [4] 5 6 ... 81
46
DF Gameplay Questions / Re: Dwarves dropping food in their quarters
« on: November 03, 2010, 05:36:07 pm »
Yeah they're all apparently in the military, although none of them have those labors enabled probably some of them have at various times - I've also been modifying their uniforms from time to time as bluemetal stuff gets made.  I'm a bit concerned that they won't actually be carrying their food while they ARE on duty, I guess I should check their inventories.

47
DF Gameplay Questions / Re: Defending against marksman
« on: November 03, 2010, 05:01:39 pm »
While I do have a few traps in my current fort, it seems the best way to deal with archers without totally cheesing them is to force them to path through a region in which they have no range advantage, e.g. a series of diagonally staggered wall tiles:
Code: [Select]
x_x_x_x_x
_x_x_x_x_
x_x_x_x_x

This also tends to keep your overzealous melee guys from running too far forward of the kill zone, unless they're chasing a fleeing enemy.

48
DF Gameplay Questions / Dwarves dropping food in their quarters
« on: November 03, 2010, 04:58:09 pm »
What is up with this?  I've seen them bring food to their quarters and drop it on the floor.  I make sure every quarters has at least one chest, and sometimes they'll actually put the food in the chest but usually they just drop it on the floor.  Some of these guys have three or four food sitting on their floors - I kind of thought the were storing their military provisions there while off duty, but I only have them set to carry two food, so I don't understand why that's happening.  I've looked at the food items and they're actually owned by the dwarves who put it in their quarters.  Sometimes the food is of a type that rots and stinks the place up, which makes them unhappy.  The stuff that remains is prepared food.  What's going on there?

49
DF Gameplay Questions / Re: How long do goblins last?
« on: November 03, 2010, 04:31:25 pm »
Pretty sure you can build pumps on constructed floor, which means you could drown them if you really wanted to, but in answer to your question, they'll never starve or die of thirst.  Maybe die of old age, I don't know about that.

Getting dwarves of lower archery skill to shoot through fortifications seems to require that you get them to stand right next to the fortification tile, although in my experience sometimes that still won't work.  For future attempts there's no particular reason to do this with fortifications, put them in a 1-deep hole with no ramps.  Since they're disarmed anyway it doesn't really matter, they can't flick their boogers or anything.

50
DF Dwarf Mode Discussion / Re: Volcanos Vs. Using the Magma sea
« on: November 03, 2010, 04:13:39 pm »
If anyone was still wondering, I didn't see this mentioned: no, the magma sea is not "sourced", and magma drained from it is never replaced as far as I've seen.  E.g. if you cast some magma into obsidian, that volume of magma never comes back.

51
DF Dwarf Mode Discussion / Re: How long did your seven last?
« on: November 03, 2010, 03:18:05 pm »
12 years in and I just went back and looked at my First Settler mayor (I keep appointing him manually) - his last name happens to be "POWERSTAFF".  Legendary fighter, wrestler, herbalist and appraiser, while the skills I embarked him with, 2 in each medical skill, are all pretty nearly what they were when he started.   ::)

52
DF Dwarf Mode Discussion / Re: who else thinks horses are a bit too strong?
« on: November 03, 2010, 01:19:33 pm »
Even high quality bluemetal armor doesn't make you invulnerable, basically it prevents amputations but pretty much all bets are off otherwise.  Perfect shield skill probably makes a dwarf a pretty hard nut but just being heavily armored doesn't matter as much as you might think.

53
DF Dwarf Mode Discussion / Re: who else thinks horses are a bit too strong?
« on: November 03, 2010, 11:46:01 am »
So you build a small wall and fortify as early as possible, it's not like you can't manage these with walls and traps.  If you still want hunting and fishing, there's tons of stuff to hunt in the caverns, and you can capture a section of river and some pools with your walls.  It doesn't really take much room to wall up some farm area also.  When you have some more serious armor and other gear manufactured, you can try to take back the surface if you still want to at that point.  If you embark with a working soil layer that will grow cavern stuff, you don't even have to farm or leave the caverns open at all, after you breach them, you can just dig out a large section of cavern and have a few herbalists running around picking shrooms, and you'll have plenty of wood.  Your only issue (not a very big one at that) is a safe entry, which you can pile traps in whatever variety and quantity you want.

54
DF Dwarf Mode Discussion / Re: How long did your seven last?
« on: November 03, 2010, 11:25:39 am »
In my current fort, five out of the first seven - the two miners I embarked with got nailed almost immediately by a group of foul blendecs.  The survivors are (perhaps not surprisingly) pretty awesome.

55
DF Dwarf Mode Discussion / Re: who else thinks horses are a bit too strong?
« on: November 03, 2010, 10:03:27 am »
Really if you think horses and camels and stuff are nasty, try undead elephants.  I hear undead whales are really horrible also.

56
DF Dwarf Mode Discussion / Re: who else thinks horses are a bit too strong?
« on: November 03, 2010, 09:12:57 am »
On the friendly side, bulls make very good door guards for the same reason.

57
DF Dwarf Mode Discussion / Re: Urist McThoreau
« on: November 02, 2010, 08:07:00 pm »
If you have magma, rig a dropper bridge for a proper dwarven greeting; at worst just a bridge to crush them and their garbage would do, but for me that's not as satisfying.

58
DF Gameplay Questions / Re: Uniforms?
« on: November 02, 2010, 07:59:09 pm »
Look at the top three lines when defining a new uniform, it's all up there.  "A" to pick body armor (breastplate, shirt, cloak) "L" for legs (greaves, leggings) etc.  After you have selected a given piece's type you can hit "M" to force a specific material for that piece.

ps: setting specific equipment is very nearly useless unless you're dealing with only a couple of dwarves, or with very specific items like artifacts, because after assigning a specific item to one dwarf you're still allowed to assign it to any other, with no way to tell it's already assigned (sort of like assigning dwarves to squads but at least you can nickname squaddies)

59
DF Gameplay Questions / Re: Adventure and Fortress running simultaneously
« on: November 02, 2010, 07:57:00 pm »
This only matters when considering save files; you can have what you're thinking of in terms of the same worldgen, but not within the same save files.  The game is designed for a single continuous experience in whatever mode you're playing, with a single savegame file set.  If you wanted to go fool around with a different mode without abandoning/retiring, you'd have to copy the fsave files and have their histories diverge.

tl;dr no

60
DF Gameplay Questions / Re: Overacheiver?
« on: November 02, 2010, 07:54:22 pm »
I tend to think he just has a very large and strong right hand, with a withered little left hand that he can only use for delicate tasks like picking lice out of his beard.

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