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Messages - CapnUrist

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661
You mean creative or roundabout methods to seemingly simple things?

662
DF Dwarf Mode Discussion / Re: A few questions...
« on: December 22, 2010, 07:38:30 pm »
It's random, so there's no telling when you'll get your first FB. I got two titans (okay, one titan and one SMB) before my first FB showed up for my current fort.

663
DF Dwarf Mode Discussion / Re: It's quiet...Too quiet...
« on: December 22, 2010, 07:36:49 pm »
Sometimes it takes a while, especially if all the snatchers you've encountered have died instead of escaping. Another factor is the wealth of your fortress; the higher it is, the more attractive a target it is for ambushes (and sieges, though those won't come until after your fort has at least 80 dwarves).

664
DF Dwarf Mode Discussion / Re: Most Useless Immigrant You've ever had
« on: December 22, 2010, 07:31:47 pm »
Sadly, I don't assign my dwarves any other labors than what they come with. Too much management, even with The Rapist. So I usually end up with a LOT of idle dwarves, usually about 60% of them. I just let them chill in my epic dining hall and when I need something moved (such as, say, the 50000 units of stone I'll have produced with the giant mining operation in preparation for my new project), they all jump to it like eager beavers.

665
DF Dwarf Mode Discussion / Re: I just won the game. Period.
« on: December 22, 2010, 07:24:23 pm »
Yeah, the one time I opened up the HFS I got exactly 100 clowns. Popped up at once, and proceeded to swarm the fortress and slaughter EVERYONE. But at least they didn't destroy the entry hall waterfalls.

666
What's the fey dwarf's highest skill? Usually that's the workshop type he'll want. If it's not the highest, then the highest with a specific workshop type. Otherwise, it's either a mason or craftsdwarf workshop.


667
Pretty sure it wasn't, as I've had woodcutting done with a wood axe in .18 myself. Is the woodcutter equipping the axe? Try forbidding and unforbidding it, or redesignating the area to be cut.

668
It's not so much random as it is instant. I always restrict traffic over freezing rivers and build a bridge marked for high traffic. Only animals and traders walk across it then.

669
DF Gameplay Questions / Re: Water replicator - would this work?
« on: December 22, 2010, 12:09:45 pm »
You can produce water easier by freezing and melting it. 3/7 water or higher freezes to an ice wall, which melts to 7/7 water.

I already do, in my current fort I made a moat from murky pools, and now its full. Its jut that not every biome is freezing, and this method needs large channels on the surface for anything water-intensive, like obsidian. A replicator would be safer and "dwarfier".

I honestly don't think that moat is going to be any use during the winter.

Unless you pipe magma beneath it while the enemy is walking over it. *SPLOOSH*

670
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 22, 2010, 12:08:23 pm »
Is there any way to mark a specific animal to help identify it in assigning it to a chain? I have 55 war dogs piled together into a dog-bomb cage, and I want to select the best two male and female specimens to chain up nearby for breeding, but I haven't seen any way of specifying which dogs I want on the chain short of butchering the rest or trial-and error (and with 55 animals to sort through that will not be a quick process).

Science answered my own question. For anyone else who wants an answer, the list order of animals is identical between the z-Animal menu and the creature list under (u). So I found the animals I wanted, marked them for butchering in the z-Animal menu, then intercepted the butcher and assigned the animals to chains.

671
DF Dwarf Mode Discussion / Re: First FB
« on: December 22, 2010, 10:42:50 am »
9000 hours in MSPaint later: Your FB.


672
DF Gameplay Questions / Re: Artifact jems
« on: December 22, 2010, 09:13:26 am »
Artifact gems sit and look pretty, like most artifacts that aren't weapons, armor, or furniture. ON my latest (and longest lasting) fort I've made a "viewing chamber" for my useless artifacts that lets civilians see them regularly while keeping them out of the hands of thieves:


673
DF Gameplay Questions / Re: Water + magma trap.
« on: December 22, 2010, 08:58:20 am »
Well, if we're looking for needlessly complicated and redundant check systems, pressure plates covering the floor activated by creature presence that isn't dwarves along with a lever attached with a mechanical AND gate could help prevent lever-pulling mishaps.

And be careful mixing water and magma; one tends to get obsidian that way.

674
If you're not gonna use magma, then the caverns will probably be your only source of water.

You can wall off the path the bucket will travel down to prevent flying cavern creatures from popping out of it, but if they can swim as well as fly there's probably nothing for it. A floor grate would prevent you from having a working well.

675
DF Gameplay Questions / Re: Rare Animal Pets
« on: December 21, 2010, 09:22:33 pm »
You can put your caged animals in the middle of your dining hall for your dwarves to enjoy, or a separate rooms designated from the cage as a zoo. That way the dwarves get happy thoughts, and you don't have to worry about pets pathing everywhere.

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