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Messages - Varnifane

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151
DF Dwarf Mode Discussion / Do wild animals reproduce?
« on: October 03, 2012, 05:40:08 pm »
I trapped some wild elephants in one of my underground tree farms.

Will they have baby elephants?

Do they graze?

Will they kill my saplings when they walk on them?

152
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 03, 2012, 12:05:29 am »
What happened to the bismuth bronze legging wearing dwarf?

He took them off and lost a leg. At least that's what I think happened...

153
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 02, 2012, 11:13:07 pm »
Make sure your hammerdwarf that is currently in combat isn't wearing bismuth bronze leggings when you designate all bismuth bronze leggings to be melted from the stock screen...

154
DF Dwarf Mode Discussion / Re: Cullings
« on: October 02, 2012, 10:51:53 pm »
I haven't had tantrum issues since I started lining the main hallway with masterwork gold statues and gold nugget slabs. Also I have started making all bedrooms 5 tiles and including a statue, lever (made with mw metal mechanism), coffer, cabinet and bed.

If a dwarf gets an unhappy thought at work he has a happy thought on the way to the drink stockpile, one from the drink, one on the way to the food stockpile, one from the food, one from the dining room and then one about his/her bedroom.

So as far as culling goes, in my forts it involves adding three red-shirt squads to mirror my actual squads. The red-shirts go in first.

Or, if it really only takes watching 50 deaths to desensitize your dwarves...  Set two burrows. One in a gallery with a central 3X3 non burrow space. 10 levels up set a 3X3 retracting bridge as a second burrow.  Send all of the dwarves you want to keep to the first burrow. Send the dwarves you want to get rid of to the second burrow. Pull the lever and see if you can insta-shock your dwarves into insensitivity.

155
DF Dwarf Mode Discussion / Re: Cullings
« on: October 02, 2012, 10:37:29 pm »
How many puppies to desensitize?

156
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 01, 2012, 12:55:14 am »
Oruksmata.

16th Galena, 7

Into summer of year two. I have the magma forge complex churning out iron weapons and armor for mass militarization. Three squads set up an axe, a hammer and a spear.  I've redone the entrance, which will remain open from now on. Setting up my first minecart ore dumping operation and I hope to re-purpose half a dozen dwarves to making steel.

All boring stuff right now. But I got a visitor in one the caverns, a gaunt, eyeless monkey with a large trunk and noxious secretions. I watched him swim about for a few minutes and noted that the secretions froze as he left them behind. I'm thinking these noxious secretions might take a little more than penicillin to clear up. I'll pay him a visit later. His will be the first skull in the road of skulls.


157
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 30, 2012, 03:23:41 am »
Spent an hour and a half laying out where the different parts of the fort are going to be. Dante's Gate. The road of skulls. The king's castle. The pump stacks, the reservoirs, the candy mining access points, the magma forge complex, the masonish temple, the mine cart paths, the castle, the five pillars of dwarfdom, dante's gate, the road of skull and the king's castle.

24th Limestone, 6

Got the magma forge complex dug out. Lost a dwarf to magma. In my defense he looked faster than he was. Cut down a shit-ton of trees for various reasons. Mined out two different magnetite deposits. Making big disks for trade. Trader should be along any time now. Once word of our awesomeness gets out we will get huge migrant waves. Yes!

159
DF Dwarf Mode Discussion / Re: The Fate of Firegears--YOU make the call!
« on: September 29, 2012, 03:26:51 am »
Create a path to let it get to the surface.

160
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 29, 2012, 03:11:46 am »
Oruksmata. Year 6. Age of Myth

Found a spot with a sheer (almost) cliff face next to a jungle/marsh (I don't know but it has tons of palm trees and snakes). 

This time I'm going to do it right.

Granite.

Breaking earth.

I heard there was clay and sand here but looking around I see only sand. Lots of sand, and palm trees. But no beach. Or tiki bar.

Got everything under ground. Why aren't the farms going? It appears I brought along a "plant processor" instead of a farmer. Great.

Starting to dig down and what do you know, an aquifer. Supposed to have clay. Supposed to not have an aquifer. Alrighty then. Lets dig under that huge wall of rock instead of the jungle. It can't extend all the way to the edge of the map. Can it?

It doesn't. It appears I have one of those convenient, friendly, aquifers. And looking around it is a little quirky too. It seems to extend up a rock spire above the jungle. Interesting. I'll have to figure out how best to capitalize on this opportunity without flooding my entire fortress. Hatch covers will solve all my potential problems. I'll make six of them, just in case.

Beds. Check. Tables. Check. Chairs. Check. Brewery. What?

So my non-farming plant processor doesn't brew. I'm pretty sure brewing is similar to plant processing. So I give him the job. Urvad "Lifewheels" member of the Virginal Trade. Weak, quick to tire, bad spatial sense, poor focus, socially inept (hence a member of the virginal trade), clumsy, likes horse hoof and enormous corkscrews. I guess that's why they made him the expedition leader.

Slate.

Set up a wood furnace, a couple of smelters and a metalsmith's forge. Making charcoal, coke and bronze bars.

Miners Digging down. Bump. Cavern 1. Adjust. Bump. Cavern 2. Adjust. Bump. Cavern 3. Good gravy! Candy, and lots of it. I have to find out the facts about candy and determine how best to proceed....

Felsite.

Found the magma sea and four more candy canes. Not seeing coal or lignite anywhere. Guess I've got to char all of those trees in a wood furnace instead of with a magma and booze fueled wild fire. The booze is for the explosions, and there's nothing better to do with all the crappy hooch the pig ears bring each spring.

Found three good spots for magma pump stacks. Got an aquifer for limitless power. A huge rock wall. A jungle. A quiet jungle. Sand. 28 separate magnetite deposits I can see from the cliff face. Marble. Tons of trees. Five candy canes that I 've found, so far.

Gotta take a break and do a little planning.

161
DF Dwarf Mode Discussion / Re: ........Vampires.... So MAANY!
« on: September 27, 2012, 05:31:45 pm »
http://www.bay12forums.com/smf/index.php?topic=112189.0

Probably the easiest way is to capture a necromancer, introduce him/her to your bone remains stockpile and then pay attention to which dwarves don't get attacked by the undead.

162
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2012, 05:27:18 pm »
I keep DF running behind whatever I'm working on at work and leave the top peeking out so I can keep track of idlers and pause-worthy events.

Just now I checked in on the dorfs to find half of them looking for vermin. I check the food (z) and it is sitting at 1500, but come to find out it's all seeds. By brewer had been working overtime. I decided not to stew my seeds in beer for food but rather sent the dwarves topside...into an ambush.

The ambush made short work of a number of vermin hunters before my military got there. Thankfully 16 (not-so-hungry-they-were-hunting-vermin) migrants showed up just then and gathered enough plants to get the rest of the fortress to stop hunting vermin and bury their dead before somebody acted out their frustration.

It's less than a month later and everyone (but one) is content or better due to three pieces of artifact furniture and a lever made with an artifact mechanism along the path from the food/booze and the legendary dining room.

The brewer is wounded and if he doesn't die I'm going to starve him to death; which is justice in my mind. And we  we got a better brewer in the migrant wave anyway.

163
DF Dwarf Mode Discussion / Re: Cutting the bull
« on: September 25, 2012, 01:41:21 pm »
Thanks all.

I'm not seeing a preferences screen, but I'm going to slaughter them all.  This is my first time with water buffalo, and as Sutremaine suggested, their eating/space requirements are troublesome.

164
DF Dwarf Mode Discussion / Cutting the bull
« on: September 25, 2012, 10:29:35 am »
I have four Water Buffalo Bulls. Three of them are skinny and the last one is gigantic.

I want to butcher the three skinny ones, but how do I select those specific ones for butchering and not the gigantic ones?

165
Should've named one of your dwarves Alice and sent her out to deal with it. Or built a titan-sized hookah...

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