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Messages - Zaik

Pages: 1 ... 12 13 [14] 15 16 ... 41
196
DF Dwarf Mode Discussion / Re: adamatine veins
« on: October 12, 2010, 07:47:41 am »
I just found some adamantine right before my brother comes over, so I save the game and show him what's going on -- I want to show him hell so I dig and dig and dig into the adamantine and it's solid -- is this a bug?


The whole vein all the way down to the botton z level was totally solid? If i had to guess, i would say that sounds like the world generation option "Bottom Layer(Forces Magma)" was off, which i'd think would prevent hell from being generated at all.

If you've hit it in other places in this world but it isn't where you are now, then yeah, that's definitely a bug i've never heard of before.

197
DF Dwarf Mode Discussion / Re: Sand Collectors
« on: October 12, 2010, 07:44:07 am »
I would assume it is either furniture hauling or item hauling.

198
DF Dwarf Mode Discussion / Re: Military setup and defense.
« on: October 12, 2010, 07:41:02 am »
I've found that medical skill hasn't really saved any of my dwarves from dying or caused them to die.

On this note, i used the Higher Learning mod to raise a dwarf for each medical skill up to legendary+5, and aside from actual medical tasks finishing near-instantly, the only bonus I saw is no dwarf ever got an infection. I had available soap and a well, which helped, but poorly skilled surgeons/suturers/bone setters/wound dressers can cause infections, and i think that a crap diagnostician will not properly have infections fixed.

199
Right.

After fighting with it for god knows how long, i found the best way to do it is to have them all broken into single dwarf squads with a barracks right near an archery target surrounded by an ammo stockpile. They won't be able to waste time with biting demonstrations if they're alone, and they won't practice with one quiver full of bolts per season either.

200
How did you get them to equip rocks?

I've had it happen before, but i can't reproduce it.

201
DF Dwarf Mode Discussion / Re: adamatine veins
« on: October 12, 2010, 07:18:06 am »
I dig down stairs into the magma sea to reveal stuff, then immediately build floors over them. works well enough, i guess.

202
DF Dwarf Mode Discussion / Re: wooden shields
« on: October 12, 2010, 07:05:36 am »
Hrm, 40d throwback thoughts.


Time to play around with the arena then.
Also, equip all your dwarfs with 2 shields.

Legendary misc object users = win

203
DF Dwarf Mode Discussion / Re: wooden shields
« on: October 12, 2010, 06:45:24 am »
What with bucklers being worse, what's the point of them? Why would I ever build a buckler instead of a shield?

2 handed weapon + buckler.

or 1 handed weapon + shield.

Important for shootydorfs.
What's the difference would that make? Does markdorf refuse to pick up crossbow or shield if i've assigned them that 2?

Marksdwarves can wear shields and shoot just fine. I thought the same thing until i actually said to hell with it and tried it.

204
Did this place die? >.>

205
DF Gameplay Questions / Re: Stopping Migrants
« on: October 12, 2010, 04:28:58 am »
I've read somewhere that the population cap doesn't take effect until the liaison (and/or ?) trade caravan returns back home and reports on your current population.  I have no idea if this is true or not.

I'm currently running a game where the original 7 dwarves sealed themselves in the mountainside with a cave-in.  After the first two waves of immigrants, no more came.  I still get liaisons and trade caravans, which get wiped out by the multiple ambushes of goblins and kobolds that wander frustratedly around the mountainside.  There's a lot of trader cruft lying around out there, which makes my stock levels rather inaccurate.


If you forbid it all it'll show the correct numbers, though looking through for specific items will still be screwed up.

206
DF Gameplay Questions / Re: Some times the game is to easy
« on: October 12, 2010, 04:27:52 am »
http://www.bay12forums.com/smf/index.php?topic=62874.0

Not ashamed to admit I nerfed my copy a bit.

That would be my suggestion, but definitely NOT before you've worked out a method of using the military that works for you. Just building a bunch of traps really isn't enough for that mod.

207
DF Gameplay Questions / Re: Merchant Stricken By Melancholy?
« on: October 12, 2010, 03:54:41 am »
Your home civ won't attack you or anything, the next caravan will probably be smaller though.

208
DF Gameplay Questions / Re: Training marksdwarf skill?
« on: October 12, 2010, 03:47:09 am »
The only way i've been able to train a marksdwarf in any remotely reasonable amount of time is to put them in their own squad with absolutely no other dwarves at all, build an archery target and a weapon rack(designated as the barracks) right near each other, and set an ammo stockpile around the whole thing. Set the squad with the lone marksdwarf to train at both the barracks and the archery target.


It sounds to me like you got the target part set up but not the barracks. Without both you'll either end up with a hammerdwarf or a marksdwarf that trains with one full quiver every season or so.

209
DF Gameplay Questions / Re: Stopping Migrants
« on: October 12, 2010, 03:39:31 am »
As far as I can tell they must be hard coded to come when you are at two or below. 61 dwarves have died trying to get in so far and show no signs of stopping, unless a caravan gets destroyed and a few manage to live off it until i remember to forbid it.

210
Aw, i got demoted

I would consider it a promotion. Sure you don't need a big fancy room (but you can keep it), but you get to eventually be the leader of our military instead of the dwarf slaughter squad.

besides I don't feel like having you give someone a beating while equipped with adamantine axe.


Actually that is a good point, though i think i had some metal chains made to set up a jail, and never got around to it.

As a matter of fact, they should be made of whichever pewter the mayor has a weird obsession with.

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