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Messages - WrathNail

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136
DF Gameplay Questions / Re: Exotic Breeding
« on: October 18, 2010, 03:29:36 am »
I see. Should've googled that. But good, I like "scorpling" better than "larvae" anyway.

On a side note, capturing these pests is pretty damn hard. I thought to use children as bait, but the scorps just run away from them. I caught one by chasing it with two one-dwarf squads and funneling it into a cross made of walls with cage traps in the middle. But that takes far too long.

And the elves aren't bringing any tame ones either. Just useless monkeys.

137
DF Gameplay Questions / Re: Other Civilizations
« on: October 18, 2010, 03:16:50 am »
Right I'm playing here for about half a year now and I hit c accidently and it comes up with a list. Of one dwarf civilization. My quesiton is...Do I have to discover other civilazations for them to show up? Or did I just get really unlucky and all the others died out...I'm just a bit parinoid I guess. Anyway what do you know about it?

Elves should come in the first spring, humans in the first summer. I they don't, it means you set up shop too far away from any of their treevillages/towns. With goblins, it depends on how quickly you can generate wealth. If you're (un)lucky, you could have gobos in the first year.

138
DF Gameplay Questions / Re: Dwarf the harpoons!
« on: October 18, 2010, 03:13:22 am »
If you have an aquifer somewhere (ocean = you do), channel out some tiles of it on the lowest level you can and put a bridge that is larger then the hole, connected to a lever.  Surround this bridge with cage traps, connect this room to the ocean and include floodgates or something to close it back off.  Basically, the aquifer acts like a singularity when the lever is pulled all the ocean water is pressurized into the aquifer, and the continuous flow should push water creatures into the cage traps which you can later collect.  I built one directly under an ocean that froze in winter, and the thing would suck up all kinds of fish and mermaids and stuff.

I like the sound of this.

Alas.. The world map SAYS I should have an aquifer, but when I dig down into the beach I can't seem to find it. The other biome is an evil sand desert, and doesn't have one either. Guess I'll have to resort to pumps instead.

139
Yes, if you abandon a fort in one region you can select a different location for a new one.

140
DF Gameplay Questions / Dwarf the harpoons!
« on: October 17, 2010, 05:45:18 am »
If was going to name this thread "Moby Dicking", but since this is a child-friendly board..

Anyway, first embark on/near a (non-frozen) ocean. I've got two whales near the coast (and an opah, too.) Catching both would mean enough food to last for decades. But.. since dwarven engineers haven't come up with harpoons yet, how am I going to do that?

I've tried setting fishing zones near them, but that doesn't seem to work.

141
DF Gameplay Questions / Re: What are the current big bugs to be aware of?
« on: October 16, 2010, 07:19:13 am »
Giant cave spiders. They're big, they're bugs, and they're dangerous.

Also, giant desert scorpions. Not really a bug, but nasty.

Um no. Neither of them are bugs, that is, insects. They are relatives, belonging to the class of arachnida, or eight-joint-legged arthropods.

Wait.. that didn't sound too geeky did it?

142
DF Gameplay Questions / Re: Titan oh sh-
« on: October 16, 2010, 06:13:45 am »
Probably shot its shell off. Had a similar jungle titan pop up, also a blob and with a shell, and one of axedwarves killed in a single blow. Apparently by hacking the shell in two.

143
DF Gameplay Questions / Re: Humans alongside Goblins
« on: October 16, 2010, 06:10:14 am »
Don't be surprised if you see an entire "goblin" army composed of humans, elves and even dwarves. It's entirely possible for kidnapped foreign races to almost completely replace the native goblins population of a dark tower.

144
DF Gameplay Questions / Exotic Breeding
« on: October 16, 2010, 06:05:53 am »
Trying to build an army of giant desert scorpions. I know how to make them tameable and trainable, but I have a question about their breeding behavior.

I assume it's a simple matter of adding the [CHILD] tag in there, but:

a) is that necessary or will they breed on their own? And
b) how can I tell how large the maximum number of.. eggs/larvae will be?

This is what I added so far (say I want to have them mature in 3 years):

Code: [Select]
[CHILD:3][GENERAL_CHILD_NAME:giant scorpion larva:giant scorpion larvae]
[PET]
[TRAINABLE]

145
DF Gameplay Questions / Re: Refuse Piles getting REALLY full
« on: October 15, 2010, 09:21:25 am »
Skeletons will revert to a pile of bones and a skull after a while. Which can then be used for crafts/totems/bolts. Not sure how to speed up the process itself though.

146
DF Gameplay Questions / Re: Refuse Piles getting REALLY full
« on: October 15, 2010, 09:11:45 am »
Some things like hoofs, teeth, cartilage, hair and such will never rot. You can ad the [SHELL] tag to their description in the raws so that they will be treated as, well, shells.

147
Dear Immigrants,

Gates are closed until you learn skills that are actually useful. Thank you.

Yours sincerely,
Not your Mayor

P.S: Loitering near the outer walls will be punished by bolt through the head.

148
DF Dwarf Mode Discussion / Re: Caverns: Now armed with candy?
« on: October 15, 2010, 08:58:13 am »
So I was going through my stocks today, just looking through the weapons and designating all the ones I'd 'won' off of Kobolds for melting, when I suddenly see a master-crafted adamantine short sword in there! I was intrigued! I zoomed in to its location:

In the top left corner of the swamp map (where my fortress is in the bottom right). 24 levels underground. In unrevealed rock.

Now I'm wondering, is this is a mystery I REALLY want solved?

Well if you must know all about it, go to the link below. And do keep in mind there's reason I'm putting this in spoiler tags. Even the link itself holds a spoiler.




149
DF Gameplay Questions / Re: Foreign weapon taboo
« on: October 15, 2010, 04:26:44 am »
Mauls, giant axes and pikes (not sure about halberds, but I think they act like axes) are basically larger, more powerful versions of the hammer, ax and spear, resp. So yes, only the strongest and largest dwarves can use them.

Usually you can equip these on migrants that are already skilled in such weapons (Pikedwarf e.g.)

150
DF Dwarf Mode Discussion / Re: A question about channels and ceilings.
« on: October 15, 2010, 04:17:43 am »
Yeah safe channeling requires a lot of micro-management and a constant eye on the spot. It helps to have only a single miner channel at a time in the really risky areas by using burrows.

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