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Messages - GhostDwemer

Pages: 1 ... 90 91 [92] 93 94
1366
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 20, 2010, 11:52:09 pm »
Can you fill a created cavern and fish it for cave fish and lobster?

1367
DF Gameplay Questions / Shad in the waterworks
« on: November 20, 2010, 10:06:13 pm »
So I built a little covered hut for my fishermen. I made it big enough to dig a channel for my main water inlet as well. Now the main pressurized portion of the water inlet is inhabited by a very large school of shad. Perhaps being near an active fisherman when I channeled down sucked them in. I don't really know how vermin fish work. I want to dig out an aquarium and deposit the shad therein. Is this possible? Are the shad really there, being vermin fish, and will they get sucked into and stay in an aquarium? I could make the aquarium (made with glass windows) permanently connected to the brook, would vermin fish spawn in it?

1368
DF Gameplay Questions / Re: Fox in box? The fox got loose!
« on: November 20, 2010, 03:04:30 pm »
Very easy way to trade with caravans: create spiked balls for traps, even copper average quality unit costs around 1000, steel masterwork can worth even 10000 IIRC, build few in few seconds, and sell the happy hippies/dwarves/humans for half of their caravan, and no 9000 crafts left and right anymore :D
Yeah, sure, for the second year. But this first year my smelters and forge are focused entirely on steel armor and weapon production, getting my first squad equipped and I don't really need to trade for anything, since the fort is already self sufficient. Plus, I think early high value exports make a fort grow too quickly and attract too much attention, but I may be imagining things. The RNG in this game can play tricks on the mind.

First year trading should be many small value items to train your broker, IMHO. And normally, that would be cheap stone crafts for meat, but with all that obsidian laying around, rock swords sounded too tempting and you don't get multiples of those, so fewer things to trade. Thus, the fox cage and ensuing hilarity. I did queue up Yakkity Sax, because I had to form up a militia on the spot, and watch them chase it around until they cornered it and wrestled it to death. All the while, dwarfs canceling jobs left and right, "Eeek! It are A FOX!"

1369
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 20, 2010, 02:04:05 pm »
Will dwarves clean paved roads if they're indoors? Or just regular/smoothed rock floors?

I believe I have seen them clean indoor roads, but cleaning is pretty buggy anyway. It might be faster to deconstruct and reconstruct the road.

1370
DF Gameplay Questions / Fox in box? The fox got loose!
« on: November 20, 2010, 01:46:16 pm »
New fort, first trade caravan, I've been focused on fort-building, making defenses, and getting my steel industry going. Nothing much to trade, though, and I don't want to get rid of my cut gems, they are for encrusting. Okay, we can foist off the low quality obsidian swords, and hey what's this? A fox cage? I caught a fox? Okay, sell that sucker!

"Urist McJustabouteverybody interrupted by fox."

No selling untamed animals?

I think I just figured out a way to let a bunch of things loose at once, hehe. Stockpile all the wildlife you want slaughtered near your militia and when the next trade caravan comes, move all the cages to the depot. Play "Yakkity Sax" during the ensuing chaos, as civilians run screaming from the terrifying deer, bolts fly in every direction, and wrestlers bite the heads off of raccoons.

1371
DF Dwarf Mode Discussion / Dumping rocks on my farmer
« on: November 20, 2010, 12:21:59 am »
Starting a new fort, really nice embark, heavily forested obsidian and limestone, woot! Digging down, I get to the point where I need to designate a garbage dump to clear out stone. No sooner do I do so and start dumping than my farmer decides to take a snooze on that exact square. So everyone is dumping rocks on him. Which is hilarious. I love this game.

1372
DF Gameplay Questions / Re: Why won't they trade?
« on: November 19, 2010, 08:28:09 pm »
Also, the skill increase is per trade. Many small trades will raise your trader's skill quickly. If you produce many small value items, like stone crafts, and they have many small value items, like wood, you can easily train up a novice to the point that they have functional trading skills in one trade session. IIRC it takes about 30-40 individual trades, but YMMV depending on the dwarf's characteristics. Set your depot to 'anyone may trade' to train up some replacements in case your broker gets himself killed. Set your trade agreement to emphasize logs the first fall, then next year, trade one cheap stone item at a time for logs, repeat until your current trader can read their intent.

1373
I have seen a dwarf, in single combat with goblins, use two weapons consecutively. Crossbow: bash, bash, bash, goblins run. Thwap, right in the leg. Then he whipped out the axe and finished off the last guy. This was just the other day, with 31.17. Now, the thing is, there was a delay during which the dwarf wasn't fighting anyone, he was running after the limping goblin. I do not think they will change weapons in combat, and I do not think they will use more than one weapon at once.

1374
Goblin ambushes have been a pain in my arse since day one (which was back in 40d). Is there some way to turn off the ambushers in the settings? Forgotton beasts, titans, cave monsters, sieges, fine, I need something to fight after all, but the ambushers taking out migrants and lagging my game is downright bothersome.

Pick an embark location with no goblins. You won't get any sieges until you decide to piss someone off, though. Or, pick a location far from goblins, and where you are not actually at war with them. I get about one ambush a year with my current fort. My civ has been at peace with everyone for six hundred years, and my fort is half a map away from goblins. If you are at war with them, you will get LOTS of attacks.

1375
DF Gameplay Questions / Re: Croc in the brook and a baby in the cistern
« on: November 18, 2010, 01:26:53 am »
Oh no. Now there's dead baby gas bubbling up through the well into my meeting hall. The parent is probably going to have a 'suffered the decay of a child' bad thought.

I literally can not stop laughing at the thought of dead baby gas. Does that make me a sick person?

1376
DF Gameplay Questions / Re: Croc in the brook and a baby in the cistern
« on: November 18, 2010, 01:03:41 am »
Already got the slab built. Pretty sure the parent was ecstatic before this, they are fine now. Good to know dwarfs don't mind a few baby chunks in their water. The croc is worrying me, though. They can't attack or move through brook floor, can they? My squads got one that went for the inlet, where there is a slope down, but walked right over this guy. He's going to bide his time and pop up right in the middle of a party or something, won't he? I'm going to have to seal up my cistern and build a new one with a fortified inlet. Good thing I left two z-levels free for plumbing. Yay for halfway sort of thinking ahead. Protect your water inlets, folks, or eventually suffer baby eating cave crocs popping up out of your wells. Grah!

1377
DF Gameplay Questions / Croc in the brook and a baby in the cistern
« on: November 18, 2010, 12:49:02 am »
This is why you build drainable cisterns, and put grates or fortifications in your water inlets. Darn it. Stupid cave croc invader is hanging out in my brook after drowning his goblin. Two more came up my well. Now there's a dead baby down there and I can't get it out. Does rotting dwarf baby in the water make dwarfs sick?

1378
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 17, 2010, 06:17:10 pm »
Is there a way to make a squad particularly focus on one combat skill? Specifically, biting?

I dunno, but I just saw a wrestler bite a kobold's head off. More specifically, he bit the kobold on the head, then shook him. His body flew off, leaving the kobold's head in the dwarf's mouth. So, biting, yeah. Pretty cool.

1379
DF Gameplay Questions / Re: Dairy Ranching Chaos
« on: November 17, 2010, 06:11:40 pm »
@Lord Darkstar: That is pretty much what I had settled on doing, except about twenty ropes because I have a lot of animals and enough dwarfs to handle them in bigger lots, I think.

1380
DF Gameplay Questions / Adamantine clothing
« on: November 17, 2010, 03:29:49 pm »
Is it worth it to make and layer under armor?

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