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Messages - Hans Lemurson

Pages: 1 ... 72 73 [74] 75 76 ... 85
1096
DF Gameplay Questions / Re: Taming Horses
« on: September 13, 2010, 12:22:37 am »
Wait, there are wild horses?  I guess I shouldn't be so surprised.

1097
DF Gameplay Questions / Re: This,Good sir is madness
« on: September 13, 2010, 12:21:44 am »
Or fill all your traps with wooden training weapons so that you'll be facing legendary goblins by the time they make it through.

1098
DF Gameplay Questions / Re: A fell mood question.
« on: September 13, 2010, 12:19:52 am »
And if it did somehow happen, all you'd end up with is two dead dwarfs.  Strange moods end when you die.

1099
DF Gameplay Questions / Re: Archery
« on: September 13, 2010, 12:18:49 am »
Have you set the archery target to be a training ground for your marksdwarf squad?  How many do you you have set to be on duty at any given time?

1100
DF Gameplay Questions / Re: Map creation
« on: September 13, 2010, 12:16:37 am »
Well, did you look at the screenshot? I do not mind a few of them, and it's true they are useful as water source and fishing place. But the maps I get...there is simply too many, it gets really annoying building stuff on the ground or digging, if you dig you're gonna end up with no ceiling in half your rooms cause you had to dig into the ponds, so you have to build wooden ceilings which make everything quite...ugly. I suppose I am a bit too perfectionnist, but I'd simply love a clean forest with few ponds and no aquifer, there's no way I can find that with the initial settings.

Then dig deeper.  You're not seriously expecting your dwarves to live in DIRT are you?  Dig down into the bedrock and carve out halls of stone!!!

Remember vertical distances have the same cost as horizontal ones.  Don't be afraid of staircases!

1101
DF Modding / Re: Seed Brewing Workshop
« on: September 12, 2010, 11:26:49 pm »
Where in the file "entity_default" do you put the additional information?

Would you be so kind as to provide installation intructions in the initial post?  Not everybody interested in using a mod knows all the necessary modding skills.

1102
DF Dwarf Mode Discussion / Re: Best way of getting rid of a pet's owner?
« on: September 12, 2010, 11:12:15 pm »
What I do is I cage all the cats that I can, and the ones that I can't I just let them roam freely performing their vermin-hunting services.  Every time a kitten is born, it's off to the cages with it!

Cat-control problems are largely obsolete myths based on older versions of the game, and will only come about through a lack of planning.  Cage your surplus animals, and you will have no problems.

1103
DF Dwarf Mode Discussion / Re: Give me a nightmare.
« on: September 12, 2010, 11:07:27 pm »
What's wrong with aquifers?

Also, why are you asking for a "nightmare" and then adding a bunch of caveats to make things easier?  Isn't that counter-productive to creating a challenge for yourself?

I can understand not wanting to be "crippled in the long run" by a lack of flux stone, but you can request flux, steel, and pigiron from the dwarven caravan, and you can also trade with everybody for bags of sand.  You even get a free bag with every purchase of sand!

But seriously, do you want a challenge or do you not?

1104
DF Dwarf Mode Discussion / Re: Uninspiring Embarks
« on: September 12, 2010, 10:51:38 pm »
I too have suffered from the "Blank Canvas" problem.  You can spend a lot of time "looking for inspiration" and getting nowhere because of one tiny little detail:

If you don't have a good idea of what you're looking for, then you won't know when you've got there, now will you?

My advice here is have a sort of "checklist" of specific tasks you need to accomplish to get your dwarves settled in.  While you're doing this you will get a good general "feel" for the place and can start planning your dwarvenly plans.

1105
Currently I have cobalt
No, you don't. Cobaltite isn't an ore of cobalt.
Just like Bauxite isn't an ore of Aluminum.  It's just that cobalt metal doesn't even exist in the game, since historicly it was an impurity of nickel...which is itself a largely worthless metal in DF.

1106
DF Modding / Re: Seed Brewing Workshop
« on: September 12, 2010, 09:13:37 pm »
What things would I have to edit in order to correct the typo and make it distill seeds?

Also, is it referred to consistently as a "Seed Brewery" in-game?

1107
DF Gameplay Questions / Re: Question on training dogs
« on: September 12, 2010, 09:08:17 pm »
Is there any reason NOT to train all the dogs in your fortress?

1108
DF Gameplay Questions / Re: Question on supports.
« on: September 12, 2010, 09:05:40 pm »
To quote one of my dad's friends about a large fish that refused to bite a fishing lure: "He didn't get that big by being stupid"

1109
DF Gameplay Questions / Re: Archery
« on: September 12, 2010, 09:03:00 pm »
Nor will they differentiate between usable and un-usable ammunition.  If you allow your crossbow dwarves access to arrows, then they'll fill up their quivers with useless ammo and then stand around drooling.

Also, they will not respond to a "Kill Target" order if they can't actually walk up to the target and bludgeon it to death in a melee fashion.

1110
DF Gameplay Questions / Re: Idler phobia?
« on: September 12, 2010, 08:59:02 pm »
What's wrong with idlers?  All you are losing is the POTENTIAL to have them transform their dwarven labor into wealth for the fortress.  Given how ridiculously easy it is to create wealth (either food or trade goods) with a small amount of labor, the reason you have idle dwarves is because you don't NEED them to do anything.  The labor of one dwarf can provide food clothing and shelter to about 4-5 of his compatriots.

Since the default DF social structure is a communist utopia, there is no such thing as unemployment, only free time.  From each according to their abilities: your legendary dwarfs do all the important work, And to each according to their needs: everybody has food when they are hungry, drink when they thirst, a bed to sleep on when tired, and a doctor to [eventually] mend their bones when injured.

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