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Messages - krisslanza

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826
DF Dwarf Mode Discussion / Re: Too much ore.
« on: September 29, 2011, 04:27:37 pm »
Set ore frequency to Everywhere if you do Create New World or set it as low as possible if you Design a  New World with Advanced Parameters.

You too can have ore out the wazoo!

In my own experience, this tends to result in a lot of variety... but not really a lot of quantity. Just my own experience however.

827
DF Dwarf Mode Discussion / Re: Too much ore.
« on: September 29, 2011, 02:21:18 pm »
Let's just hope no night creatures sneak in...

And anyway, what's this with the revulsion at posing dwarf girls? Am I the only one who wants some high-quality fantasy smut that doesn't pander to the same old boring body type ideals as 95% of all cheesecakes out there?

I think we're more terrified that we can't tell if it would be a female or male dwarf. Beards and all.

828
DF Dwarf Mode Discussion / Re: Dwarfy Construction Materials?
« on: September 26, 2011, 07:28:05 am »
If I ever had the materials, I'd probably use silver or gold in an aboveground construction. That or bauxite, because that blood red looks awesome. The best I ever got was a wall made of bauxite, before an invasion of goblin lashers killed everyone in my aboveground fortress.

There's also the option to pave the roads with gold too. Make a dorfen El Dorado?

829
DF Dwarf Mode Discussion / Re: Names you assign to noteworthy dwarves?
« on: September 26, 2011, 07:24:54 am »
I nickname my starting seven after the colors of the rainbow. The rest are named after people I know in an IRC channel. After that? I start using video game names.

I used to not do this, but then it became difficult to track battle logs sometimes. I mean, how can I tell which Woodworker is the Woodworker in this log!

830
DF Dwarf Mode Discussion / Re: Is this Sadistic or just Dwarvenly?
« on: September 25, 2011, 09:44:27 pm »
There is a difference between sadistic and dwarvenly actions?

831
DF Dwarf Mode Discussion / Re: How do you design your bedrooms?
« on: September 25, 2011, 06:48:10 pm »
I used to make 3x3 sized houses (which really comes out to being 4x4 to have a 3x3 inner I think?), but I've recently just made 2x2-sized houses instead. I haven't had any forts run long enough to test how viable this will be in the long term, especially due to their being limited room to actually build aboveground - unless I make apartment-style housing.

832
DF Dwarf Mode Discussion / Re: Saddest Discoveries *SPOILERS*, probably.
« on: September 24, 2011, 12:40:55 pm »
Finding out you can't build constructed walls on a constructed floor, AFTER putting the first layer of roofing over my fort's outer walls.  I was so looking forward to murder holes and a garrison to rain death down on invaders :(.  I guess I could take out select pieces of floor and rebuild them as walls, but I was rather bummed with my finding all the same

Yeah this was pretty sad to find when I make my aboveground towns. It makes the process a bit more time-consuming as I have to either remember to omit the spots for future walls, or just roof it all then remove the floor tiles and then put the walls up.

833
DF Dwarf Mode Discussion / Re: So I do aboveground...
« on: September 07, 2011, 11:25:41 pm »
Then there's farms, with all those random aboveground stone patches that seem to be everywhere. I read in the wiki you can desiginate a pond to muddy tiles, but that seems to only work if you do it over an area that is channeled, which isn't really aboveground anymore (even if it is for game mechanics).
Build a ramp up to a constructedwalkway, and designate the pond zone in the open space *above* the field you want to irrigate.

This shows my lack of dwarfiness when I couldn't think of that myself. Thanks for the tip!

834
DF Modding / Re: Kroll process to refine titanium
« on: September 07, 2011, 10:23:17 pm »
I could do it, too, I would just need to know how to get the info for shear strength, tensile strength, etc.

This right here is pretty much what is preventing me from trying to mod in new metals into my mod. I thought of doing Cobalt, but I can't seem to find all that info... and then if I try to use magical/mythical metals or something, I'd be going in blind!

835
DF Dwarf Mode Discussion / Re: So I do aboveground...
« on: September 07, 2011, 10:17:47 pm »
Sounds awfully elfy.

I prefer to say humany. I chop down many trees! The elves weep when they come to trade with me.

@Ross:
Hmmmm interesting thought there. I have been starting to lean more to a "Build the keep first" design, I originally tried building a pub first of sorts.

836
DF Dwarf Mode Discussion / So I do aboveground...
« on: September 07, 2011, 10:00:09 pm »
I've done a few fortresses long term, but lately I seem to have this thing of playing them for a short time, and abandoning them for some reason. Usually it has to do with looking at the stones and just being disappointed in general (I'm still hoping one day to find some amazing, flat land just loaded with all the ores I could ever want!)

Although I think most of the time it has to do with the layout and design. Considering the amount of time it takes to make an aboveground building (what with that roof and all) I try really hard to minimize wasting space. Yet I want to kind of give it some kind of logical layout.

Then there's farms, with all those random aboveground stone patches that seem to be everywhere. I read in the wiki you can desiginate a pond to muddy tiles, but that seems to only work if you do it over an area that is channeled, which isn't really aboveground anymore (even if it is for game mechanics).

Anyway, long rant short... any suggestions on a layout or something? I'm half-tempted to look at old games or something, see how those towns are laid out or something... I just wish there was an easier way to make a roof, instead of always having to make staircases everywhere to get up there.

837
DF Dwarf Mode Discussion / Re: Embarking Animals
« on: September 06, 2011, 08:19:42 pm »
That is a good point. It is odd how they cost like an extra 127 points over Rhinos. And in my last fortress, the eggs were never cooked it seems... maybe they are disabled by default.

838
DF Dwarf Mode Discussion / Embarking Animals
« on: September 06, 2011, 06:47:37 pm »
Due to some modding in my custom race, I have a much larger variety of animals to pick from embark. My favorite is when I get a civ with access to rhinos and/or elephants however.

I just got one actually - rhinos only - but in my previous embark I did try cave crocodiles. While I did forget to actually unforbidden the eggs, I did notice in my stocks they do crank out an insane number of eggs. Which would you think is actually better to have at embark? I know from experience you can't request them from the caravan.

EDIT:
I forgot an important detail. I modded elephants and rhinos to no longer have problems feeding themselves. They will not starve to death.

839
Evil biomes, in general, are a pretty big bag of hit or miss. Sometimes you get the really FUN stuff - ogres, harpies, really scary skeletons or zombies, etc. - but I usually just get big dead wastelands with boring skeletons that pose no real problem.

840
DF Modding / Re: Using Runesmith to remove a mood...
« on: September 05, 2011, 02:39:08 am »
I've tried using Runesmith to remove a mood myself, but it seemed to have no effect at all. Does it only work on dwarves? That is, even if you change the race it is modifying, will it actually work?

I tried to un-mood the only thing I had left - the other three were all injured (two since the start of the fort for some reason) - but I couldn't get the mood canceled. In the end he went berserk, and the three all died of thirst. I knew I shouldn't have made that hospital! The only one in there from actual battle only went there once I made it... she was fine going back to duty before I made that darn hospital.

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