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Messages - rephikul

Pages: 1 ... 139 140 [141] 142 143 ... 152
2101
DF Gameplay Questions / Re: Soap making.
« on: October 27, 2010, 01:30:52 pm »
No,no. This is the whole problem. My lye production is great. Everything is working fine, it's in barrels, everybody's happy. my soap makers know the lye is there, they just refuse to make soap with it.
That's exactly the issue. They never complain about lye bought from caravans.

2102
DF Gameplay Questions / Re: Soap making.
« on: October 27, 2010, 01:24:00 pm »
lye production seems to be buggy. I just buy them lye barrels from the caravan.

2103
DF Gameplay Questions / Re: Pitting enemies in 31.16
« on: October 27, 2010, 01:06:19 pm »
Yes combat units are honourable and will not resist dragging. I simply just drop them 10+ levels onto my depot and claim the stuff when the caravan arrive. Do remember that they wont die if there's a huge pile of goods cusioning the fall. A linked hatch on the way will solve all that problem.

If you attempt to move resisting creatures, remember that pitting task is done by everyone but caging is only done by animal trainers. Thus you can minimize damage potential by smart use of burrows, troops and cages positioning. Furthermore, you can also quickly handle many goblin thieves in one go if done right.

Extreme methods (lever linking to cage in fortification & magma) should only be reserved to powerful creatures. Thankfully, there arent many of them.

2104
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2010, 08:11:57 am »
Training some recruits and got my first body flying event

2105
DF Dwarf Mode Discussion / Re: How do YOU organize jobs?
« on: October 27, 2010, 08:07:45 am »
I have most jobs on automation with manager or on repeat, depending how often i need to intervene. Haulers are also militia and train siege operation or mechanics on their free time. Since I'm military focused and dont have many industries (no mansories / stone detailers / glass makers etc) I have lots of haulers and usually manage fine with clutter. Since most dwarves have item hauling / refuse hauling enables I can generate a large amount of work just from pushing goblin prisoners off my towers. The only guy that idle most of the time is a low stat dwarf whom i nicknamed "Joker". His job is chatting and make friends so I can use his death to get people used to tragedy later.

As for nobles, I only have 2: Leader/manager/broker/bookeeper/architect and a doctor which also do refuse hauling in his free time. Inferiorly bred dwarves are usually sent on suicide missions so there're always work for doc.

2106
DF Dwarf Mode Discussion / Re: Hardest surroundings?
« on: October 26, 2010, 02:24:21 am »
mod civs to start with 1k+ people and embark on one of the cities. It will kill anyone's determination to play. Thus... hardest.

2107
DF General Discussion / Re: Will we defend the Toady?
« on: October 26, 2010, 02:21:13 am »
I would station myself in the burrow outside Toady's royal apartment complex wielding my favourite battle axe and wearing my favourite armour/sock combination.
If you do that his neighbors will call the cop on you.

2108
not sure about your question, but a child is lighter then an adult and that already imply they need to fall greater distance to achieve the same amount of impact.

2109
DF General Discussion / Re: Will we defend the Toady?
« on: October 24, 2010, 08:56:51 am »
if you are disgrunted with the current state of the game, you can always contact toad, invest a few millions of dollar onto the project and set it fly.

2110
DF Dwarf Mode Discussion / Re: How many kobolds???
« on: October 24, 2010, 05:54:07 am »
If your fort has all civ access and kobold is not extinct you will get kobold visitors. Kobolds can be extinct if there are too many competition for caves like FBs.

2111
DF Gameplay Questions / Re: Iron logs?!
« on: October 23, 2010, 11:37:32 pm »
If I can make iron and flux to grow on trees I'd go the elven way too.

2112
DF Dwarf Mode Discussion / Re: Um...What just happened (siege)
« on: October 23, 2010, 06:33:57 am »
last siege's death toll didnt clean up properly, you probably killed some of the caged prisoners in between the sieges. The new siege somehow counted that into their own death toll and left.

2113
DF Dwarf Mode Discussion / Re: Quick question about state of things
« on: October 23, 2010, 04:08:14 am »
I embarked on a tropical region carrying 2 polar bears from my mountanihome. To my surprise, the spoiler fortress has a bunches of zombie polar bears in it. I guess 1) doesnt apply anymore.

2114
DF Dwarf Mode Discussion / Re: That satisfying feeling...
« on: October 23, 2010, 04:04:50 am »
Sending 2 dozen naked immigrants to fight goblin ambushers and sell their stuff as they die.

2115
DF Dwarf Mode Discussion / Re: How old is old?
« on: October 23, 2010, 04:01:33 am »
dorfs live about 250 years old unmodded indeed. However remember they also give birth, get killed during world gen and stuff, the remains are which your fortress pool from. I've modded the game so they live forever and my 100 year world gen give dorfs around 200-250 years old.

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