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Messages - proxn_punkd

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751
Okay, so I seriously just genned a fort with the name of Ablelagesh.

"Bustcontests"

Hope you ladies packed your wet T-shirts!

752
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2010, 10:52:03 pm »
* The Proxian deletes Paddlepasses: Taken by mood.
* The Proxian withdraws from society...
* The Proxian sketches pictures of gathered dwarves...
* The Proxian sketches pictures of a barren landscape...
* The Proxian works furiously!

753
DF Gameplay Questions / Re: Grates
« on: November 29, 2010, 10:37:28 pm »
Gates, or grates? And I think that depends on the grate's positioning and the enemy type. Building destroyers can smash grates on the same levels they are, for instance.

754
DF Gameplay Questions / Re: Starting builds?
« on: November 29, 2010, 10:27:32 pm »
A set I've found works involves 2 skills per dorf at 3 ranks each:

Spoiler (click to show/hide)

I also like AlBravo's idea of sneaking free barrels by diversifying meat supplies.

Try genning worlds, making embarks, playing as long as you can, and then abandoning or deleting and starting over until you find a set up of supplies/skills/embark that suits your play style! Part of the joy of Dwarf Fortress is that everybody plays differently (the rest is "Losing is fun!").

755
DF Gameplay Questions / Re: ok, what do i do with a dead elephant?
« on: November 29, 2010, 10:07:27 pm »
Corpses created by the military, on the other hand, have to be very close to the butcher's to be processed. God knows why.
The reason being refuse haulers will find job nearest to them and killed elephants, being out in the wild, is usually far away from your fort. If you have lots of idling haulers and especially a refuse stockpile for corpses, they'll get grabbed and butchered in time.
Don't forget to turn on outdoors hauling first! |o| |r| |o| !

756
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2010, 07:29:32 pm »
CHIMPS

CHIMPS EVERYWHERE

also turns out I had silk thread handy so all I needed to do was build a loom.  :-X

757
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 29, 2010, 05:19:21 pm »
On the artifact side, my recently-possessed leatherworker just made a leather piccolo. As in, a literal skin flute. *facepalm*

Edit: checking the name, it is called "Calmbit"

I got one of those, too. It's called "Glistenmetal". Couldn't be more ironic if it tried.

758
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2010, 03:46:17 pm »
Hatchetbrew has a cavern complex going up to z -6. The main living complex is on z -4, for reference (though I'll probably stick a tree farm on z -2). I actually cracked the sucker while burrowing down in search of marble for steel.

Meanwhile, the elephants are breeding profusely. I started culling the adults and promptly used six stacks of elephant meat (100+) to buy out elf, human, and dwarf caravans for a year. I also have a plentiful amount of chimpanzees, mandrills, gibbons, a leopard, a giant leopard, dogs, cats, donkeys, bulls, a horse colt, and goblinite.

I dug out a magnetite vein/cluster and built a food stockpile there. It's already filling up. Skill faster, cooks!

ETA: Metalcrafter got a strange mood and seems to be calling for silk (he already nabbed some iron bars, stone blocks, and cut gems, and that's the last thing on his shopping list, so...). Let's go spelunking!

759
DF Dwarf Mode Discussion / Re: My first forgotton beast.
« on: November 28, 2010, 04:22:03 pm »


IT'S A GUINEASAURUS REX

760
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 28, 2010, 04:20:33 pm »
It never fails, whenever I embark on a map with frozen water some dwarf stands on the ice when it defrosts and drowns because of it. Is there any way to forbid dwarfs from standing on ice? There was no item on the ice, and essentially no reason for him to be standing on the ice outside of pathing to a job.

Sure, set up a meeting area somewhere else, so he'll hang out there between jobs.

761
DF Gameplay Questions / Re: Trap and contraption help
« on: November 28, 2010, 04:18:02 pm »
so, an airlock is simply something to keep everything outside (for as long as possible)?

I'm thinking it would be two bridges hooked to the same lever, to close things into an area, such as preparation for a drowning or magma trap.

762
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 28, 2010, 04:05:30 pm »
Yes, find the dwarf(s) with the incompatible jobs and either disable the civ job or kick them out of the army. Also, backpacks and waterskins/flasks for everybody.

Can't get the owned food back, but more food won't be randomly claimed.

763
DF Dwarf Mode Discussion / Re: My first forgotton beast.
« on: November 28, 2010, 04:03:17 pm »
I did a double-take and then a bunch off high-pitched baby-talk babbling at the thought of an FB guinea pig. I WANT ONE.

764
DF Gameplay Questions / Re: cavern elvel 2 trees in -1 z level farm?
« on: November 28, 2010, 03:38:08 pm »
Subterranean "trees" will spread spores through your fort once their original cavern has been breached. They will grow on underground soil or muddy tiles, including underground farms.

765
DF Gameplay Questions / Re: Trap and contraption help
« on: November 28, 2010, 03:36:48 pm »
I've had trouble with making traps, too! My fortress defense system amounts to tons of cage traps, three or four chokepoints and a well-trained military.

ETA: Wait, I do know what an airlock is.

Anything can walk over a bridge when it's down, but when it's up it acts exactly like a constructed wall and can't be destroyed.

So you set a chokepoint and put a bridge raising towards the exit down there, and hook the bridge to an easily-accessible lever. Then when trouble comes knocking, burrow everybody inside and have someone pull the lever to raise the bridge, locking out the enemy.

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