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Messages - drkpaladin

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136
With this mod, your pretty much unable to dig through stone.  If your real lucky, you might find some copper in a soil layer.  Last time I checked, you could still trade with the capital for the odd "iron bone armor".  But for the most part, your stuck with bone and wood weapons until the baddies drop something better.  I couldn't tell you about the tags in the raws though.

137
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 10, 2011, 02:43:44 am »
Quote
Crutches work since .22

Ah, thanks.

Now I just need to figure out why noone is giving the poor guy one.


I think there is a difference between missing one leg and crutching around, and missing two legs.  I have a legendary axedwarf who had the nerves severed in both his legs.  He still technically has them, but he crawls to sparring sessions, despite the pimp hospital I got going on.  Aside from that case, crutches have worked great the current releases.

138
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 06, 2011, 09:20:41 pm »
A child just grabbed a stack of 114 forgotten beast bones for his strange mood as his main ingredient, I'm hoping for a throne  :D

Edit: aw, a bracelet.  At least it references the founding of my fort along with my artifact gold mace.

139
DF Dwarf Mode Discussion / Re: Weaponizing dwarven babies
« on: May 06, 2011, 07:48:08 pm »
When I read the title of this thread I was expecting that someone finally listened to my suggestions and modded dwarven babies to (instead of a corpse) drop an egg that hatches at room temperature upon death, from this egg hatches a vicious little facehugger monster, which grows into an adult fairly quickly.  Whenever the adult gets wounded, its blood tends to boil right away.

I thought it was a good idea, I think I saw it on a movie once.

140
DF Dwarf Mode Discussion / Re: Got lucky looking at buildings list
« on: May 06, 2011, 07:30:35 pm »
Dang I hoped I would have one on my current embark, thats the reason I made it so large and killed my FPS.

141
DF Dwarf Mode Discussion / Re: The Horror! My King is an...
« on: May 06, 2011, 07:29:42 pm »
On the plus side, I'd try assigning the king to a burrow so he doesn't just get killed by the first goblin to walk by.

142
DF Gameplay Questions / Re: How badass are unicorns?
« on: May 06, 2011, 07:21:24 pm »
Anyone wants to have some Fun, they could mod unicorns to rage the way badgers do.  I haven't seen one in awhile, but an elf siege can come with unicorn mounts. Lets just say that the elves are not the threat there, unless its unicorn mounted archers, its a good thing the ai isn't smart enough to stay in formation and skirmish with those.

143
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 06, 2011, 07:17:45 pm »
I believe that they fire off a bolt or two, then run. This is not first-hand experience, so it could be false.

This would be ideal really, civilians can rarely outrun anything with combat training anyways.


Edit: I don't really want a population full of hunters, I'm more curious if the act of holding a crossbow makes them behave in a more defensive fasion similar to hunters.  I wouldn't mind having 100 dwarves rushing to pick up a sock if they were willing to fire off a few arrows to get it.  I'll test it out later and post up how it works.

144
DF Gameplay Questions / Re: Need help on military
« on: May 06, 2011, 07:09:14 pm »
Restricting civilians to a burrow with an alert just involves 1. making the burrow.  2. Hit (m)ilitary 3. Hit (a)lerts, then next to civ up top, push right a couple times and enter.  You will see (A) pop up next to the burrow, that means all civilians are assigned to that burrow now.

As far as military goes, unless you are using danger rooms, I strongly recommend multiple smaller squads.  I use 2 dwarves per squad and keep them training all year round.  Eventually the unhappy thought from being on patrol/drafted goes away once they are skilled enough, and until then, two dwarf squads will allow everyone to spar alot more often which is its own happy thought.  Since they are on duty 24/7, there isn't the happy thought from legendary dining rooms.  I usually let migrants chill out for a few months so they can eat a good meal and chill in the dining room before drafting them, those happy thoughts stay with them and balance out the unhappy thought from being drafted until they are decent enough soldiers to accept the lifestyle.  I do occassionally deactivate a squad when there is an unexpected unhappy thought, like losing a loved one.  But this involves less micromanaging in the end to deactivate a squad of two for a couple months and then roll them back on duty.

Oh and when using small squads, or really any squad for that matter, be sure to check their (s)chedule and make sure that you don't have more dwarves scheduled to train in a given month than are in the squad.  Again I recommend 2 dwarves per squad with 2 scheduled to train all year, but some people say that 3 or 4 with 2 or 3 works well too.

Edit: As far as iron armor goes, that'll suit your needs just fine for a long time, if your heart is set on steel, but you know it'll take awhile to make it, then what I do is make leather/bone or copper armor so that they can still learn the armor user skill during training.

145
DF Gameplay Questions / Re: How badass are unicorns?
« on: May 06, 2011, 06:59:19 pm »
The last time I embarked in a good biome, I managed to get a herd of unicorns pathing through my dining hall somehow.   :o   They can definately kill some civilians no joke, but are only really a threat to military dwarves when they feel cornered. 

146
DF Gameplay Questions / Re: Need some help with setting up a farm
« on: May 06, 2011, 06:54:54 pm »
That's only true of booze, not food.  When a dwarf drinks, he grabs the whole barrel (or pot) and holds it in his haul pouch until he's done drinking, which takes a considerable amount of time.  But when a dwarf eats, he just takes one meal off the top of the stack, and hauls it to a chair, where he eats it.

Really now? I think I have seen this before. When my military dorfs are training and they get thirsty I see them bring a whole barrel up to the barracks, drink some then leave it there as they go back to training.

Whats the best animal to breed for meat? When I had yaks I think I had one offspring the whole year.


Military dwarves are a little dumb, if they are on duty and you have enough waterskins, they will just fill the waterskins and drink from there.  They don't like to let go of what they are carrying otherwise. 

My two cents, dogs are the best thing to breed for food.  They don't graze, breed in litters, don't adopt dwarves, and give decent returns on meat.  I tend to embark with 7 dogs, 1 male and 6 females.  I kill about two generations of male puppies, and am actually overproducing food in a fort of 200 just with dog meat.  Make sure your booze is not being cooked, thats just a waste of booze.  Pig tails aren't bad because they can't be cooked, only distilled, but I tend to just feed the dwarves meat anyways

Oh and at the craftsdwarf shop, constructing rock pots are just as good as barrels now.  There are other types of pots which are pretty pointless because they involve several more steps to make.  Oh and like someone else mentioned, be sure your cooking lavish meals, its just space efficient.  And also, you can set up a food stockpile that only accepts prepared meals, and then adjust the number of barrels allowed to 0, but now that rock pots are so easy to make, this is also not as big a deal.

Food is really easy once you get the hang of it, your next problem will be overproducing food to the extent that your dwarves can't keep up with the hauling jobs.

147
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 06, 2011, 06:41:31 pm »
I know that dwarves with hunting enabled will defend himself from random goblins fairly well, but would this behavior also apply to dwarves in an inactive squad assigned crossbows?

148
DF Gameplay Questions / Re: Equipping Two Weapons
« on: May 06, 2011, 02:33:30 pm »
I've heard that this actually works pretty well now, I am trying the same thing with my couple of archers, but haven't had a chance to test it personally.

149
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 06, 2011, 04:57:02 am »
My Chief Medical Dwarf just gave birth to her sixth kid.  :o

A legendary miner was sacrificed to burn up some clothes owned by a dead dwarf.

My military numbers 100 strong, and hasn't suffered a casualty in a few years, sieges have been scarce, but the majority have been diligently training for the last 4 or 5 years.

The forges are churning out gold bins, these gold bins are donated to caravans full of goblin clothes and crafts from dead caravans.

Population dropped from 207 to 187, I didn't think a FB would path through a forbidden door while I was playing wii with my kid.  When I came back the FB had nearly been wrestled to death by passerbys on the stairwell, most of the deaths were nicknamed 'slave' and had beds by the magma forges.  My FPS went up to 23 though afterwards, so mostly a good thing.

An axelord was bestowed the title, 'The Gleeful Priest of Spray'  How appropriate. I decided to let him dual wield another axe.
An artifact gold mace was crafted, now mace lord 'Windu' is dual wielding that along with a steel one.
200 dwarves seem to consume 4x the alcohol that 180 dwarves do, so I finally gave in and built my first farm.
My Count was promoted to Duke, his rule is considered benevolent, demanding only millstones and the odd crossbow or copper item.
A tiny ambush managed to scare away the dwarven caravan before a couple soldiers could clean it up. Things seem to be heating up since fortress wealth is increasing due to the large amounts of gold bins.

150
I usually count on cloth from the first caravan too, because I hate to have strange moods I can't satisfy.  Plus I like having an epic hospital, the dwarves can all sleep on the floor for all I care, but my hospital is pimp.

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