45376
Roll To Dodge / Re: Roll to Velociraptor
« on: October 14, 2012, 04:13:48 pm »
Finish running to assist.
Assist.
Come on, don't make me feel useless...
Assist.
Come on, don't make me feel useless...
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Yup.
Do I start with any supplies of metal or have to gather them all from the beginning?
And what supplies do I begin with?Let's say you start with a year's worth of minerals, plus or minus a year's worth of standard trade.
Yea like your heavily armored army that has no access to metal or smiths unless you can find something to trade for itOf course, if the knightly orders actually have royal support, they'll probably have enough gear..
So your entire armed force will be out classed by every person who has mines unless somebody should choose to give you better equipment.
Yak hair (et al.) can only be spun into thread, not woven into cloth. It can be used for sutures, but nothing else.Shorn wool is different, and the topic at hand. I also doubt the general content of this statement.
I recently started to (successfully) use adventurer mode, and now I'm wondering what sort of stuff you can do to have the two modes interact?You have to end one game to start another, so not a lot directly.
With my adventurer I found lots of "exotic" materials like human/elf/dwarf meat, bones, bone meals... hundreds of cut gems... thousands of coins from different civs... can I drop these in a fortress and use them to craft stuff?Yes.
can I build a hide-out in fortress mode to use as a base for adventurers?As much as you can use anything as a base. The biggest difference is the lack of living inhabitants. Adventurers can also loot old fortresses.
that sort of stuff...Well, in some circumstances (specifically, a dwarven adventurer retires in a Mountainhome), you might get an old adventurer as a migrant. Deeds done in one mode might appear on images in the other...I'm not sure about any other interactions, though.
how about having the option of choosing to leed immigrants with the benefit of having them be more numerous and arrive faster, thus having it be a choise that effects your fortress, without haviing it be that leading the immigrants and the journey effecting them as one thing to turn on or off.Sounds sensible, if there's a good reason why your fortress would be leading them, such as if it sent out a guide or the party was actually being lead by your adventurer or something.
Literally troll the files.None of those are possible. You can, however, make dwarves randomly turn into [CRAZED] trolls.
Make trees at embark turn into trolls. (And any trees that grow turn into them.)
Make every 50th stone dropped turn into a troll.
Make trolls invincible.
And so on.
Mod dwarven children into trolls. Don't know if you can specifically choose newborn babies, but having trolls come out of the dwarves would be a fun shock.Unless normal dwarves were also trolls, not possible.
One would think that noobs aren't prepared for HFS.Because you can't remove FBs, even with advanced worldgen parameters. Unless you removed caverns.
I think that's the cause, demons must be disabled there. (Though really I don't get why there are FBs in that case)
It lets you dig up, not just down.Arched ceilings.
d-r will be our friend.
Sorry, I don't understand how designating ramps will help us build arched ceilings. Could you elaborate please?
Not in the pyramid!I have a feeling you should fear them.That rhyme's been said GWG, we wouldn't want to wear them down eh?