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Messages - proxn_punkd

Pages: 1 ... 34 35 [36] 37 38 ... 71
526
DF Dwarf Mode Discussion / Re: No Gypsum, any way to add some?
« on: April 12, 2011, 06:38:02 pm »
Couldn't you also ask the caravans for plaster?

527
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 11, 2011, 07:03:15 pm »
Crundles, crundles, everywhere. My dwarves are up to their beards in *crundle (body part) roasts*, my bone carvers are working night and day on *crundle bone bolts*, and my dominatrix leather daddy leatherworkers are turning out *crundle leather helms* as fast as my baroness can mandate them. And still, the crundles arrive, horde upon horde, as if the entirety of Craftgates were inundated in crundlenip.

So naturally I'm contemplating methods of exploiting this new resource.
- "crundle bombs", cages packed with crundles placed where building-destroyers can find and unleash them.
- "crundle lunchboxes", cages of crundles tucked away in my dwarves' bolt-holes to provide emergency rations.

Also, beginning to plan out a road and a royal keep so that Craftgates can become a mountainhome.

528
DF Gameplay Questions / Re: Will these Elfs/Goblins attack me?
« on: April 11, 2011, 04:03:31 pm »
Well, you might get megabeasts.

529
DF Dwarf Mode Discussion / Re: my fortress is turning into cavern?
« on: April 11, 2011, 02:16:49 pm »
Why would you want to cover the soil? Just put doors on all the entrances to rooms so trees don't trap people inside their rooms and workshops, and you have easy access to wood and plant.
Trees+Hallways= -_-
Regular woodcutting, plant gathering, and traffic should keep that down.

530
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 11, 2011, 01:41:01 pm »
I apparently have an emo dwarf. She has no friends or pets, never has, and is in fact one of my recent immigrants at Craftgates, but she has the "getting used to tragedy" note in her profile.

531
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2011, 05:25:43 pm »
Locked four cats (1 male, 3 female) in a 1x1 square (inspired by somebody earlier in this or another thread). Let's see how fast they breed. If I get over a hundred, I'll dig a hole in the ceiling and drop my prisoners in to be mauled by dozens of cats. What a humiliating way to die.

EDIT: Oh God, The cats are killing each other.

Animals don't need to be able to touch to breed, and being crowded will cause them to fight. Lock each one in its own 1x1 square and remove the kittens to a cage as soon as they happen.

532
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2011, 04:35:43 pm »
Wasn't looking close enough when I started hauling trash to the trade depot for the elves, got booted from trade over a wooden crutch. Whups. Here's hoping they don't wage war on me until I have enough steel for all the new recruits.

533
It also affects butchering returns. Fat animals produce more fat, muscular animals produce more meat, and enormous/gigantic animals produce more everything.

534
DF Gameplay Questions / Re: Can anybody tell me if this is normal?
« on: April 09, 2011, 03:26:43 pm »
It used to say "cancels Render Fat: needs unrotten glob", but in more recent versions I've got the "needs unrotten RENDER_MAT" messages, too. I also get "cancels Tan a Hide: needs unrotten TAN_MAT" messages. It's nothing to be concerned about, IMHO, it just means someone else took the glob or hide my dwarfs were planning to work with.

535
DF Gameplay Questions / Re: Feeding my Yaks?
« on: April 09, 2011, 12:02:43 am »
Starved animals can't be butchered.

Anything that needs more to eat than a cow has issues with eating enough to stay alive, even in a full grassy pasture.

536
DF Dwarf Mode Discussion / Re: What's your best map in 31.25
« on: April 08, 2011, 08:59:48 pm »
I've got a site right now called Squirtedpaint. Sand in three colors, clay, volcano, (salt) aquifer, tetrahedrite and gold as shallow metals, hematite and galena farther down, and plenty of stone. My only complaints are the scorching temperatures and lack of flux, and even those are minor complaints compared to how much new stuff I have to play with.

537
DF Dwarf Mode Discussion / Re: Strange Gods
« on: April 08, 2011, 08:52:34 pm »
I don't have the screencaps or even a name to go on, but at some point I had a hoary marmot god of "war, fortresses, and wealth" in one of my civs.

- - -

One of my current civs has a deity I'm rather fond of for no particular reason. Not very strange or even malicious, I just like this for some reason:

"Dubmith was a deity in the myths of The Adventurous Kingdom (human). Dubmith was depicted as a female cardinal and was associated with the wind and hospitality."

This is a sketch of Dubmith, a deity of the wind and hospitality, in the form of a female cardinal on sketchbook paper in graphite pencil by The Proxian. Dubmith is flying. Dubmith is glowing.

538
DF Gameplay Questions / Re: barrels obsolete?
« on: April 08, 2011, 07:53:59 pm »
Hang on, you can make pots out of stone?  :o -scrambles to churn out a few dozen of those- Sieges will have even less effect on me! Mwahaha!
I though you could only make them of clay... *doing the same thing as Lielac*
Thirded, brb.

The clear glass industry always needs more wood. Plus I like the more exotic underground wood so I make huge tree farms in the soil.
Tree farms? How do you plant trees?

D:
You don't. Underground "flora" reproduce by spores, so once you open a cavern, fungus and "trees" start growing wherever there is mud or soil. Underground tree farms are effectively big empty rooms with natural dirt (or muddied natural stone) floors where stuff from caves is allowed to grow freely.

539
DF Dwarf Mode Discussion / Re: FPS death on embark
« on: April 08, 2011, 10:49:25 am »
There's also the possibility of a glitch involving the Magma Sea, the HFS, or both.

540
DF Dwarf Mode Discussion / Re: Starting Points?
« on: April 08, 2011, 10:33:07 am »
He wants to discuss trade options. Just cancel your leader's tasks and they'll eventually talk.

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