Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - thegoatgod_pan

Pages: 1 ... 127 128 [129] 130 131 ... 134
1921
Thanks for the input!

1. Man, I was hoping there was an easier way than manually sorting the trash

2.  My soldiers are dropping them--just why?  Will they pick them up again? Am I obsessing over nothing?

3. Didn't know about the hole in the middle-for windmills-can you build over said hole?  I never seem to be able to (which might be the horseshoe shape I've been using, as opposed to the circle you seem to be proposing), but I've been building over constructed buildings so that might be it too.

4.  i love the idle dwarves will train suggestion, will definitely try that.

5. Hopefully a pack or two will roll in any day now :(

1922
DF Dwarf Mode Discussion / Re: "Winning the game" fortresses
« on: January 30, 2011, 03:59:03 pm »
I don't see how it is more fun to discover HFS on accident. 

There is a fine line (OR a very thick line) between, "well now my fortress is finally set up, I'll dig up some of this stuff the miners found (bless them), ooops now everyone is dead, and I've abandoned, there goes three months work--fun"!  and "I've planned for this for 6 months, everyone is trained, spike hallway ready, cave-ins ready, let's let this fortress go out with a blaze of glory--FUN!"

 fun vs. FUN! It's not like giving away the ending, it's letting people know the option exists.  Also many people get into dwarf fortress after reading something like Boatmurdered.  Where they tap hell.  Or they just confused from all the clown talk and google "dwarf fortress clowns" and find out immediately. 

1923
DF Dwarf Mode Discussion / Walling off cavern undwarfy?
« on: January 30, 2011, 03:50:58 pm »
Many people seem to habitually wall-off their caverns.  Why?  A safe fort makes Jack a dull boy!  And all the cool creatures are down there, and Forgotten beasts are sweet!  I have half my forts stage their meeting area in the middle of the caverns. Granted, they don't often last very long, but if they do, the inevitable plague/tantrum makes for a more emotionally stable (read: traumatized) populace.  Who else has happy memories from an executive decision not to wall off, but to inhabit embrace and probably lose a few limbs or an organ or two to the Rot.

1924
1.  How one loots only weapons (and not armor) from captured gobbos--my stocks screen midgame is a nightmare of 170+ iron spears, most of them lying around my fort, I have no clue which ones belong to the goblins in the cages.

2.  Why I keep finding various named blue weapons lying around forbidden, outside the barracks stockpiles while their owners are off duty--do dwarves forbid the weapons they name or chose--should I not unforbid them?  Is it a bug?

3. How do you set up a functional windmill-based power network--I tried the horseshoe wall with a gear in the middle but the game won't let me build without "solid ground", and if I just build windmills no amount of gears or axles between them seems to transfer power

4. How do people make marksmen work?

5. How do you catch Giant cave spiders--I went as far as to set their population equal to regular cave spiders and give them the travel-in-packs data of the naked mole dog and I still haven't seen one, even despite a massive cavern based lumber project, intended to lure one out.

1925
DF Dwarf Mode Discussion / Re: war animal questions
« on: January 30, 2011, 03:38:21 pm »
Werewolves are also good, and make great nobility, but tigermen are better (faster learners and available without modding--if you get elves to settle in a jungle by chance or design)

1926
DF Dwarf Mode Discussion / Re: Strange message?
« on: January 30, 2011, 03:36:21 pm »
It makes sense that it is an engraving as opposed to an object--consider when speaking about art in real life-- e.g. thieves stole a Picasso, a Michaelangelo was damaged by a maniac etc.

1927
Wait wut? You can deplete enemy civs by slaughtering them?  There must be literally thousands of goblins then.  Humans I can believe, after the 3rd siege where the general died in my last fort they started sending little skeleton crews instead of proper armies against me.

1928
DF Dwarf Mode Discussion / Re: I love duplicate raws.
« on: January 29, 2011, 11:03:48 pm »
Age of one means there is one megabeast left, just as age of three means there are three, and age of legends means there are too many to count.

1929
DF Dwarf Mode Discussion / Re: Man, recovering a Fortress really sucks.
« on: January 29, 2011, 10:58:01 pm »
Build metal bins next time--the heavier they are the less likely they'll move far from your stockpile.

1930
DF Dwarf Mode Discussion / Re: "Winning the game" fortresses
« on: January 29, 2011, 10:56:13 pm »
I lost epically today-- I was following the Lovecraft thread and tried to build an large, magma spewing Cthulhu (octopus-dragon) into a volcano, whereupon my dwarves would dwell in comfort.  Since my last fort was a humdrum 17 year fort guarded by 30 blue-equipped legends I had utterly forgotten that goblins do more than explode into bits upon encountering a member of my military.  I also discovered that sieges can come after your population has already dropped a whole bunch. 

First, to stop a raid, I blew open a magma chamber near my farms sealing half of my fortress away with magma.  Unfortunately the goblins were in the half with all the food.  And as I mentioned the farms were knee deep in magma. So I sent my entire population to beat the goblins to death.  We made it, losing something like 30 dwarves in the process.  Now I have 50.  Then the tantrum starts.  I now have 25.  A good portion of those are mad.  Then another siege comes!  Many, many crocodile riders. So I pull the levers--magma pours out of all of Cthulhus tentacles--three dwarves melt as do a bunch of goblins.  Magma is running off the mountains and into the real world.  Somehow the bastards make a beeline through it and kill everyone but a child, who runs around a while NOT pulling a lever which would seal off the volcano (children!).  When I tried to reclaim--still a dozen goblins and every square inch outside my fortress is covered in magma. After one f.p.s. death after another I consider this a win!

1931
DF Dwarf Mode Discussion / Re: things to do to increase FPS
« on: January 27, 2011, 01:49:30 pm »
I can testify objectively; when I found out about dfclean and cleaned up blood my fort went from 10 f.p.s. to 25 fps, when I ran my dwarves under a shower and dfcleaned I got a steady 30, so yes, objects and blood spatter eat up fps, and magma stacks do so more than water stacks because the game is keeping track of temperature, and magma stacks rapidly change the temperature in a lot of stone.

1932
The food dropping/rotting thing is weird though--maybe its a case of being short on flasks and backpacks--they normally store their rations in those in my fort.

1933
DF Dwarf Mode Discussion / Re: Surviving Seiges
« on: January 26, 2011, 04:13:05 am »
I find the cheapest and easiest way to survive sieges early on is a 10(W)x2(L) bridge filling a hallway and wired to a lever. The bridge is literally all width, and fills the hallway totally.   Get someone pulling the lever on repeat and the siege will be wiped from existence--maybe a goblin or two will make it and give your military some risky but doable practice.

1934
DF Dwarf Mode Discussion / Re: sealed evil in a can
« on: January 26, 2011, 04:06:57 am »
He isn't trapavoid, however he is the native resident of the map. In cases such as that megabeasts otherwise quite catchable, cannot be caught in traps. 

1935
DF Dwarf Mode Discussion / Re: Curious Caravan Behaviour
« on: January 24, 2011, 10:41:26 pm »
It is simple--caravans enter by the available topside route, but exit by the shortest route available to the edge of the map--which in your case is via the caverns--consider using this as a feature and making your quickest route lead out through some camped F.Bs, or just forbid doors to the cavern, when they are about to leave

Pages: 1 ... 127 128 [129] 130 131 ... 134