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Messages - Chandrak

Pages: 1 ... 9 10 [11] 12
151
DF Gameplay Questions / Re: Sieges Stop Advancing
« on: October 05, 2010, 07:06:46 pm »
Build some ballistas and just set em to fire at will :) Add a nice row of traps in front just in case they decide to retaliate.

152
DF Modding / Re: Caravan Regularity
« on: October 05, 2010, 07:02:08 pm »
I haven't run into it with a normal Fort (mainly because i havent placed in a location like it), but in my Genesis game I somehow picked a spot that was near like 12 different live civilizations. I had about 5 caravans a year every year from the friendly ones (and lots of ambushes from the evil ones).

Might try deliberately upping the civ count and placing near a big cluster of different groups. I don't know if it how placing near several human towns would affect things - if they would send one caravan, or one for each town; the races I had were all different in my Genesis game.

153
BTW, Warcraft 2 music = win.

154
DF Gameplay Questions / Re: Population Cap
« on: October 05, 2010, 07:59:35 am »
Ok, so the main thing to remember is to save and reload. Thats cool; I was about to update to the new version anyway, I'll do it then.

Thanks for the help :)

155
Just plant your fortress somewhere near a lot of civs - you dont need to mod (unless the concern is for a current fort). I have a ridiculous number of civs near mine - I think theres 12 in the list now, and several of them hate my guts. I get caravans 2 at a time, almost every season, and with them come ambushes and thieves. Makes life pretty exciting - I'm amazed  I still get migrants regularly to replenish the dwarves that die. The more fools they, anyone with military use immediately gets conscripted for cannon fodder :)

I started on a mountain adjacent to dense forest, and the last fight I had caused a forest fire of epic proportions when one of my Obsidian Dwarves breathed fire into the woods. Much "fun" ensued.

156
DF Gameplay Questions / Population Cap
« on: October 05, 2010, 05:11:12 am »
How do you set the population cap for your fortress? (That is to say, what file and heading is it under?)

And does it matter that I've already started a game but havent reached the limit I want to set it to?

157
DF Gameplay Questions / Re: Animal aging
« on: October 05, 2010, 05:06:56 am »
I cant give you specifics for grizzlies, but I know its set for each animal as a number of years. I saw someone talk about it on a thread about whale hunting/cooking, of all things.

I'm wondering what the time for Lions is :/

158
DF Gameplay Questions / Re: Where have all the fishies gone?
« on: October 04, 2010, 01:14:32 am »
I suspect something been bugged. I have massive underground rivers and lakes in my cavern region, and several aboveground pools, and never seen a single fish. Turtles spawn sometimes, but never fish.

159
DF Gameplay Questions / Re: No, Urist! Bauxite, NOT mica!
« on: October 04, 2010, 01:09:24 am »
There's no need to go to extremes to lock people inside rooms. With burrows and quantum stockpiles its prretty easy to force a particular kind of material.

I dug out a special large room for my Masons because I want them to build a lot of things out of obsidian. Make sure to add in a few dormitory beds, and a dining room. Overlaps are ok. Put In a pair of 2x2 custom stockpiles, one for prepared (or not, if you don't cook) food, one for drink only. Then put in some workshops of the right kind and assign the builders to the burrow.

The other dwarves should restock the food/drink periodically, and haulers can come take away anything the burrow dwellers make. If you turn off everything but the job you want them to do, They won't ever need or want to leave, so you don't get cancel spam.You could even increase luxuries to make em happy if it's a concern.

When you want a particular kind of material, just make a 1 square stockpile and put a garbage dump over it, and dump as much of the material as you see fit, reclaiming it once it's been delivered. BAM, you have a 1 square stockpile the masons are forced to use filled with what you need.

You can do this with multiple workshops too, just turning the garbage dumps off/on depending on where you want materiel delivered. Works like a charm in my .14 game.

 

160
DF Gameplay Questions / Re: Dwarven Caviar
« on: October 04, 2010, 12:45:25 am »
Yeah vie seen a lot of meat and fat off FBs. I butchered 2 and ended up with something like 700 cookable parts. The meats not insanely valuable, but for one killvyou sure can feed a lot of dwarves.

161
DF Gameplay Questions / Re: Nobles
« on: October 02, 2010, 05:05:31 pm »
Anyone gotten Count or Duke or any of those? Now that I have a Baron, my fortress jumped straight to King on the next Migrant group that arrived. No other Nobles either, except a few of those Noble 'jobs' like Administrator.

162
DF Gameplay Questions / Re: Nobles
« on: October 02, 2010, 03:34:05 am »
has anyone validated this?

I have. Just tried it, worked like a charm. Its also listed as a fix on the wiki page, so should work for just about everyone.

163
DF Gameplay Questions / Re: Dwarves Wearing Rags
« on: October 02, 2010, 03:33:02 am »
AFAIK, they dont get unhappy thoughts from wearing rags. At least, none of my dwarves have complained of such.

Not that it would matter if they did. My fortress is so ridiculously lucrative that they're all so ecstatic that even when their friends die and thier pets are murdered, they only become happy.

164
DF Gameplay Questions / Re: Forgotten Beast Parts
« on: October 02, 2010, 02:47:39 am »
After my doctor dwarves got their stuff together and began diagnosing finally, it seems that contact with that beast causes rot. I have one dwarf whos arms and legs are all rotting off, and one or two more with individual infected/rotting parts. Horrible way to die, really.

Its the leprosy monster!

165
DF Gameplay Questions / Forgotten Beast Parts
« on: October 02, 2010, 02:04:07 am »
How can I tell what a Forgotten Beast is made up of? They seem to be pretty common in my fortress (Ive gotten 4 so far, 2 in one year), and the last one I wish I hadnt killed.

It was just wandering around minding its own business - dwarves would walk past, and every now and then it would chase one, but never attacked or did damage. Just to get it to stop it scaring dwarves, I had it killed. Much fun resulted: Turns out its blood was made of Miasma or something - now all the dwarves who got in the fight have Miasma spewing off them wherever they go.

As amusing as it is, I'd like to at least be able to prepare for such things in the future. I had looked at its wounds/inventory - it only had 3 body parts, no inventory, and nothing special was listed. I couldve been looking in the wrong place I suppose.

So how do you look at the makeup / abilities of a Forgotten Beast?

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