Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3666 3667 [3668] 3669 3670 ... 3706
55006
DF Dwarf Mode Discussion / Pasture Size
« on: April 10, 2011, 03:50:20 pm »
I remember there being a table somewhere about how big a pasture needs to be to support so many of this kind of animal.

Where is it? Or, failing that, how do you determine how much pasture you need?

55007
DF Suggestions / Re: Designation for cleaning.
« on: April 10, 2011, 02:19:18 pm »
Suggested, discussed (Dozens of times), declared a good idea. On the eternal suggestions list #203 with 2 votes.
...Well, then.

I really like this idea, but more for aesthetics. I occasionally (31.18) flood more than the farm plot and would like to have my dwarves clean the mud from my nice tunnels. I suspect this will be the case again once mud becomes a farming prerequisite again.

55008
DF Dwarf Mode Discussion / Re: .18 and the Newest Version
« on: April 10, 2011, 08:46:18 am »
They may not be herbivores, but you can still tell them to stay in a pasture when they're tame.
...Metal is a nothing-vore.

(Quotes help people know what you're talking about.)

55009
DF Dwarf Mode Discussion / Re: Idlers...
« on: April 10, 2011, 08:45:27 am »
In case you still have a problem...
Draft them (metaphorically) into a masonry force. Have them build a massive execution tower, a dozen z-levels above ground and a score below. The tower will be used to see how deep a goblin needs to drop to get it to burst into Xgoblin skullXs and Xgoblin meatXs and such!

Then calibrate it with your next migrant wave and any leftover idlers.

55010
DF Dwarf Mode Discussion / Re: .18 and the Newest Version
« on: April 10, 2011, 08:39:45 am »
OP: I'm surprised nobody mentioned it, but make sure to turn the mineral scarcity setting down. The default of 1,000 is very, very limiting in my experience. It would be a shock to you coming from .18 to have such few minerals. Most people seem to play around ~500 scarcity (lower is better).
Gotcha.

...Come to think of it, I don't actually use metal that much...

55011
DF Modding / Updating a Minor Mod
« on: April 10, 2011, 08:24:23 am »
How do I update these guys to the newest version?
Edit: Aside from egg laying, of course.

55012
DF Dwarf Mode Discussion / Re: How to get many goblins?
« on: April 10, 2011, 08:22:21 am »
Mod in a reaction to produce some expensive material and/or object for free.
Masterwork cotton candy large, serrated disks work well AND are useful against goblins!

55013
DF Dwarf Mode Discussion / Re: BEAK DOGS RUUUULE!
« on: April 10, 2011, 08:20:26 am »
Og course, this brings up the question of why. If a natural animal is brightly colored, it is either warning predators that it is toxic/venomous/poisonous/stink-throwing/whatever or trying to attract a mate. Beak dogs are the top dogs (pun intended) of the predator world, as my first post shows [EDIT: 5-on-five against alligators has five dead beak dogs  :( and five alligators with yellow and brown wounds, one unconscious-all the more reason to stay hidden until someone makes them venomous.]; therefore it seems to be to attract a mate. However, that would imply that only the males (or maybe only the females) are garishly colored; for females (or maybe males) there is no reason to be garish, and in fact it is a disadvantage-how many swamps do you know that are rainbow-colored?

Yes, I know, get my science out of your fantasy.
(Or this:
They're so badass, they WANT everyone to know they're comin'.
Makes no biological sense, but this is DF.)

55014
DF Suggestions / Re: legends mode
« on: April 10, 2011, 06:45:01 am »
Once something dies, the function it fulfilled is gone forever.  The game is built on a massive amount of entropic decay.  Societies cannot function, they can only collapse.
...That is really dark.
I am so glad that that's not what the real world is like.

55015
A.) So that I don't have to remember to butcher it when it decays.
I thought butchery of eligible skeletons was automatic as well?
Butchery of dead corpses is automatic?

55016
DF Suggestions / Re: Allow designating building of walls, floors, etc.
« on: April 10, 2011, 06:40:08 am »

A. The horse and buggy has some advantages over cars. Ask any environmentalist

Off topic, but this is very wrong.

http://www.enviroliteracy.org/article.php/578.html

"The normal city horse produced between fifteen and thirty-five pounds of manure a day..."

"Citizens frequently complained about the "pulverized horse dung" which blew into their faces..."

http://www.banhdc.org/archives/ch-hist-19711000.html

"Benjamin Franklin complained in the late eighteenth century of the “thundering of coaches, chariots, chaises, waggons, drays and the whole fraternity of noise” that assailed the ears of Philadelphians."

http://www.skytran.net/18EnergyEff/Relative%20Pollution.htm

"Feeding each horse consumed 5 acres of land per year."

"In 1880, an average of 41 dead horses (1,300 pound each) had to be carted from the streets each day (15,000 annual)."
Global.
Warming.
And gas prices. For farmers, letting a horse graze on a few acres of land might be cheaper than buying gas, and the manure for when the horse is off-duty helps fertilize the land for when it is no longer fallow.

I didn't say that horses-and-buggies were superior, just that they weren't inferior in every way. Just like books have some advantages over computers even though computers have more advantages, or how spears have some over swords.

And if you disagree, I'll shut up and get on topic if you do.

55017
DF Gameplay Questions / Re: Military Question
« on: April 10, 2011, 06:32:25 am »
Squad of 3, train minimum2, means 2 dorfs will do military things (indiv. combat drill, dabbling biter demonstration, maybe spar) while the third will be a civilian.  Which 2 will be "training" will vary, unless you set 2 of them as preferred under the "Active/Train" alert in their schedule.  If you set the squads alert level to inactive, or change the order to no scheduled orders, then all three will do indiv. combat drill.

You might want to try setting a kill order on some easy wildlife like foxes, rabbits, and groundhogs.  It will give them much more experience.

JMZ
They can't find a path to the halibut.
Oddly enough, though, that's how I normally train military.

Wait, you have dwarves that refuse to jump in a river and fight a fish? :o  Are you SURE you're playing Dwarf Fortress? :P

JMZ
A. No, I have dwarves that refuse to swim several z-levels in salt water to fight a fish.
Salt water stings.
B. Yeah, I'm sure; I got a few worthless dwarves who refuse to station themselves on my bridge to drown themselves.

55018
DF Dwarf Mode Discussion / Re: Oh dear...
« on: April 09, 2011, 09:59:05 pm »
Channel out a second path for the water to take. I had the same issue you have and that solved the problem.

However it created a new one, as it hasnt stopped raining on my map all year. Now a large portion of it is covered in water. But at least the fortress is safe.
I now have a use for that aquifer-pit!
MINERS, STOP HAULING STONE(I know, tell them to stop, that's what that was supposed to represent.)

55019
DF Dwarf Mode Discussion / Re: BEAK DOGS RUUUULE!
« on: April 09, 2011, 09:57:11 pm »
Beak dogs are basically big velociraptors. With beaks. So they're more like beak velociraptors, really. Beak dogs is shorter though.
"Raptor"?
I read somewhere that they're supposed to be based on shriekers from Tremors.

...Is this thread getting off topic?

55020
DF Gameplay Questions / Re: Military Question
« on: April 09, 2011, 09:43:22 pm »
Squad of 3, train minimum2, means 2 dorfs will do military things (indiv. combat drill, dabbling biter demonstration, maybe spar) while the third will be a civilian.  Which 2 will be "training" will vary, unless you set 2 of them as preferred under the "Active/Train" alert in their schedule.  If you set the squads alert level to inactive, or change the order to no scheduled orders, then all three will do indiv. combat drill.

You might want to try setting a kill order on some easy wildlife like foxes, rabbits, and groundhogs.  It will give them much more experience.

JMZ
They can't find a path to the halibut.
Oddly enough, though, that's how I normally train military.

Pages: 1 ... 3666 3667 [3668] 3669 3670 ... 3706