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Messages - Laurin

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376
DF Dwarf Mode Discussion / Re: strange mood problem
« on: September 05, 2011, 10:55:21 am »
I just had a weaver get a strange mood and demand stuff that I knew I had (cloth, rough gems, wood, metal bars) and he was still just sitting there.

Then I noticed that he'd tasked the one piece of adamantine cloth I had accidently made.  So I made a second piece, he grabbed it, and then started construction.  So I expect something like a million db adamantine thong to be produced presently...

[Edit: I was close.  He made a turban.]

Looks like clothiers like their turbans. I got one today, too.

377
A statue garden is popular among the dwarven community. If you make it a meeting hall they will visit it and even throw parties in there.

378
DF General Discussion / Re: fps will be irrelevant.
« on: September 05, 2011, 10:31:41 am »
Even if quantum computers existed and they were affordable, Dwarf Fortress would not necessarily run on one.
No, it probably would need two or three. :D

scnr

379
DF Dwarf Mode Discussion / Re: strange mood problem
« on: September 05, 2011, 04:48:32 am »
I always buy everything that is remotely useable because you never no what your next moody dwarf is up to.

380
DF Dwarf Mode Discussion / Re: Lame artifacts!
« on: September 05, 2011, 03:27:57 am »
A catbone pick ...
What can you do with that? Dig through sand?

381
DF Dwarf Mode Discussion / Re: strange mood problem
« on: September 05, 2011, 03:20:24 am »
Buy it from a caravan?

382
DF Dwarf Mode Discussion / Re: How do you guys start a fortress?
« on: September 03, 2011, 06:31:25 am »
If the stones are bothering you, just hide them from view - either individually or via the designations menu:
http://df.magmawiki.com/index.php/DF2010:Hide_Items_or_Buildings

383
DF General Discussion / Re: Which grafics do you prefer?
« on: September 03, 2011, 05:02:59 am »
I love Mayday, perhaps because it was the first tileset I used with DF. I have tried out Phoebus and Ironhand but always go back to Mayday.

I can't stand ASCII and I never could. It's horrible to my eyes.
I have been playing Roguelike games for a good 20 years now, starting with Moria on the Amiga which came with a tileset already.
Later on the PC I was playing Angband with David Gervais' famous and lovely tileset which I am also using for FAAngband.

384
DF Gameplay Questions / Re: creating specific stone type objects
« on: September 03, 2011, 04:42:16 am »
Burrows work well, but make sure the dwarf has access to booze, food and bed ... ^^

385
DF Gameplay Questions / Re: creating specific stone type objects
« on: September 03, 2011, 04:33:56 am »
Is it possible that the workshops are now forbidden because they are made from one of the forbidden stones?

Easiest way to get items made of certain material is a stockpile near the workshop.
The first item will always be made of a material which is nearest to the starting point of the dwarf who gets the job, he will grab something on his way.
Also, dwarfs don't calculate the actual waylength, only the distance in tiles - they may go long ways to fetch some material which happens to be a few z-levels above or below the workshop.

386
DF Gameplay Questions / Re: Farm Animals Keep Starving
« on: September 03, 2011, 03:43:54 am »
You can also make underground pastures once you have breached a cavern and the underground spores fly thoughout your fortress spawning moss and mushroom growth on soil floor tiles.

Grazing animals do afford much more micro management now - even if you have your starting animals pastured and those you bought from a caravan - there will be still those who will come with migrants and be born by your females. You have to look after them and assign them to pastures and watch out that the pastures are big enough and that they still have enough grass during the seasonal changes.
Notably Yaks need very big pastures.

OTOH carnivores need no attention at all as well as all kinds of birds. With birds you can get lots of eggs without to much work.
I tend to keep only a few grazers for milk and hair and an occasional slaughter.

387
DF Gameplay Questions / Re: Honeycomb stockpile question
« on: September 02, 2011, 05:52:52 am »
I have been trying out the beekeeping business for a couple of days.
There are some bugs related to the storage of honeycombs and the use of jugs from normal stone.
Some issues are diskussed here:
http://www.bay12games.com/dwarves/mantisbt/print_bug_page.php?bug_id=4229

388
DF General Discussion / Re: New and lost (Yes, another stupid newbie)
« on: September 01, 2011, 03:07:10 am »
A dwarf should never die from thirst. (Though I have to admit that in my first fortress that might have happened too, before I figured out how to make booze and how to bring with enough for the first year on embark.)
Dwarfs only drink water in times of destitution or when they are ill.

Make sure you have around 80 or so barrels of booze (different sorts preferred).
Early on you should look around for a suitable location for farming inside - a small pool on the surface can be use to water a six times as big farming area one level below.
Set up a small farming plot (8 to 10 tiles will do for the first years) and plant plump helmets every season (you should bring with you around fifty or so on embark). Built a still and let your craftsdwarf make lots of barrels from rock at a craftsdwarf workshop. Brew booze at your still. Booze can also be made from some plants you can gather from outside (d-p). Requires a dwarf with the plant gathering labor enabled.

389
DF Gameplay Questions / Re: Some Mooses
« on: August 18, 2011, 02:29:37 am »
Dig to find a cavern. Once you have opened a cavern spores will fly through your fortress and fungus and mosses will grow on soil floor or muddy stone floor. You can dig out a large soil layer or make a normal stone floor muddy and use as indoor pastures.

You could also use the cavern floors, but that might be dangerous because of underground creatures.

390
DF Gameplay Questions / Re: controlling your swarm of dwarves
« on: August 16, 2011, 02:35:44 pm »
You can also assign an infinite amount of animals to cages.

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