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Messages - GhostDwemer

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241
I can't make earthenware articles out of sandy clay anymore. It still counts as a clay for the purpose of making colored bricks. I made several earthenware statues and some earthenware bricks, then it simply stopped working. It isn't forbidden. I now have a ton of the stuff lying around, because the collect clay job didn't cancel, while the pottery jobs did.

242
The wiki says that valuing knowledge is essential for a scholar or scribe. Makes sense to me. I bet those who value knowledge would tend to read more, too. Looking through my current population of 100, I found three who value knowledge.

243
Masterwork DF / Re: What's happening in your Fort.
« on: October 03, 2016, 04:17:47 pm »
These poor giant skinks just can't catch a break. They never attack anyone, never hurt anything, they are about as timid as a regular skink. And yet, everything in my fortress wants to murder them.

 I just had five dwarves gang up for a serious skink beating session. They stomped the poor thing into oblivion before I could even send my military over to finish the job so they could get back to work hauling logs.

244
I just got a succubus liaison. I imagine it has to do with a succubus civilization conquering or being conquered by my civilization. I had normal dwarven liaisons for the first three years of this fort.

245
How do you go about it? is there a good way to find the right person for the job? Is it true that having a tavern keeper will cause drunken fights and alcohol poisoning? No, really, have you personally seen it happen or is this just another DF forum rumor that people keep spreading without any proof?

246
DF Gameplay Questions / Re: How to translate the ASCII?
« on: October 03, 2016, 02:27:04 pm »
Erm, how can your GPU not handle LNP? It's just a front end for adding in graphics packs and turning options on or off. It is the easiest way to get better graphics.

247
Masterwork DF / Re: Masterwork: Pros and Cons?
« on: October 03, 2016, 02:22:33 pm »
Masterwork has a very active developer who works hard to squash any bugs, and listens to player input to achieve balance. It's not perfect, but then neither is DF itself, as you mention. It is one of the older mods, and has been under active development for a long time, so it is pretty stable and balanced. IMHO, this latest version is the best yet. The previous version was a bit too "and the kitchen sink.. no wait, TWO kitchen sinks!!" The latest version has some of the more "steam-punk" elements stripped out. I'd recommend it to anyone.

Pros:
*The caverns. Oh wow, the caverns. Just wait until your first breach, I won't spoil it. Keep going and look at them all, though.
*Simplified leather and wood. Just four kinds of leather, and only a few types of wood VASTLY cuts down on stock screen nightmares, and boosts FPS somewhat.
*Dwarfier pets. Specific, dwarf themed animals for you to raise.
*More challenging enemies. More races, including more playable races, some quite evil.
*Greatly expanded workshop options, with custom workshops for each playable race. Make things from blocks to save on stone!
*Overall, better "late-game" options to keep your interest up longer. You won't feel like you've achieved everything the mod has to offer for a long time.

Cons:
*Requires dfhack, so will always lag behind the latest DF release somewhat.
*A lot of new things to learn, if you consider that a con, and not a pro, but then what are you doing playing DF in the first place?

248
DF Gameplay Questions / Re: Can dwarves walk over beds?
« on: October 03, 2016, 02:04:49 pm »
Watching them, when they run into another critter, they repath. When there is NO other path, the will crawl over/under each other, but if there is any other path, even one that goes 100 tiles out of the way, they will take it. With a 2 tile wide hall, they will usually be fine making a 1 tile detour around the other critter.

249
DF Gameplay Questions / Re: Specific Workshop Order?
« on: October 03, 2016, 12:48:10 am »
Wow. This is a very useful feature that I had not even noticed. Managers just became a whole lot more practical for me!

250
DF Gameplay Questions / Re: Can dwarves walk over beds?
« on: October 03, 2016, 12:47:03 am »
"may cause" is incorrect here.
"will cause" is more proper.

While the rooms can be 3x3 and have single tile doors, any area that is regularly used needs to be at least 3 tiles wide.
Dwarves will often attempt to 'dodge' in order to avoid sharing tile with another dwarf, especially if the other dwarf is carrying something.

Yeah, but no. Have you watched dwarves using their rooms? Unless you have dwarves walking through other dwarves' rooms to get to theirs, you won't have any repathing due to collisions. Even with rooms shared by couples, they almost never occupy the room at the same time. In fact, due to the limited time each dwarf spends in their room, and the limited number of times per season they go there, I don't even think the corridors leading to rooms need to be wide. I usually do make them three tiles wide, though, for aesthetic purposes if nothing else.

251
Masterwork DF / Re: What's happening in your Fort.
« on: October 02, 2016, 10:32:33 pm »
One of my original seven, Rakust Stakudonul, the chief medical dwarf of the dwarven Town of Adlogem (pop. 100), just had a polite discussion with local rivals and now I have to build a royal suite. I really had not planned on becoming the mountainhome. Well, he likes statues and shields, so no real problems there. It's only my third year! Oh well, I can still order things from the humans.

252
DF Gameplay Questions / Re: Any good FPS guides?
« on: October 02, 2016, 03:50:38 pm »
Under 30 is unplayable? You may as well just give up on anything big then. Most people consider 20-30 perfectly playable, 10-20 as slow, and under 10 as unplayable. Do only 1x1 micro embarks, generate worlds with only one cavern level, limit yourself to 20 dwarves, only use quantum stockpiles, and don't make more stuff than you need, and you should be able to keep things over 30 indefinitely.

253
Given enough idle dwarves with the "clean" labor enabled and access to the tiles in question, they should get cleaned eventually, which I believe is actually safe to do. If you have dfhack, you can always do it the cheesy way and just "clean all" which gets rid of contaminants instantly.

Otherwise, you can wall off the contaminated area. Many famous fortresses have had 9 out of every 10 tiles contaminated by some sort of vile stuff. You could also leave a path into your fortress, blocked most of the time with a raising bridge, and try to get invaders to path through the stuff. Might be a bit tricky.

254
Might want to change some book names in the scriptorium/libraries. In the mechanics and metals section, "Turrets are your friends" and "Salvaging Clockworks - Part IV" don't make sense in the new version, as there are no turrets, or automatons. Same thing in Farming with "Boozebelly goats - a guide."

255
DF Dwarf Mode Discussion / Re: Artifact weapon thing
« on: October 01, 2016, 03:55:30 pm »
Artifact weapons give an x3 "to-hit" modifier, and maces are actually pretty good weapons, they can break bones and pulp heads even through armor, especially the iron armor most goblins are going to have. You got yourself a keeper, there! I once got an aluminum artifact mace. Not so good, hehe.

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