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 ... 3683 3684 [3685] 3686 3687 ... 3706
55261
DF Dwarf Mode Discussion / Re: Do Dwarves Ride?
« on: February 12, 2011, 08:53:05 pm »
I should stop trying to keep this on topic. It's hopeless.

55262
DF Dwarf Mode Discussion / Two Random Questions
« on: February 12, 2011, 08:48:40 pm »
1.) How do I get more kids in the fort?

2.) How do I get more fey moods?

55263
DF Dwarf Mode Discussion / Random Suggestion for Military
« on: February 11, 2011, 10:08:15 pm »
Danger room? Bah, never used it. There are simpler ways to train your military...and they ADD to your fort, not subtract!

Here's how:
1.) Have semi-skilled dwarves.
2.) Tell them to ditch their weapons.
3.) Have them attack some non-deadly critter.
I did this and had a legendary fighter and striker in two weeks, with just one camel! You may want to start with groundhogs, though.
4.) Once their levels in fighter, armor user, shield user, dodger, etc, are high enough, give them their weapons back.
5.) Go to step 3.
Optionally, skip to step 2 or 3.

55264
DF Dwarf Mode Discussion / Re: Best training Weapons
« on: February 11, 2011, 09:46:55 pm »
Also, since you have wood, I assume you have a woodcutter?  This woodcutter is equipped with an axe, no?  Take that axe, and give your cutter a training axe, it works, don't ask.  Soldier gets a copper axe, woodcutter keeps going.  You'll need to make your cutter into a miner, so that he'll drop the axe and try to equip a pick, or manually Dump the axe, change the cutter's job, and then assign military.  Bonus points if your woodcutter IS your militia!
:facepalm:

Camels, especially to a legendary fighter, shouldn't bother him much at all.  In fact if he's legendary, I suggest not giving him a training weapon, under the risk he might get attached to it after butchering Camels.
It's not that he's having trouble; before the bear, he attacked a single camel for weeks without killing it. Good training, but not productive. I'm just trying to make him faster at getting the meat and bones and more prepared for ambushes.

55265
DF Dwarf Mode Discussion / Re: Do Dwarves Ride?
« on: February 11, 2011, 09:20:24 pm »
This got derailed fast.
Yup. Sad that dwarves don't mount their [MOUNT]s.

War T-Rex.
:o :o :) :D
Someone really needs to point me towards a dino mod, please...

My idea was admittedly a demented version of the screwpump with additional oscillating serrated discs on the side moved by pedal power and fueled by a tank of booze on the back.

Materials needed for construction, one corkscrew, a throne, two mechanisms, a barrel, a pipe, and a mess of discs.  The barrel to hold the booze.
:o :o :o
Wow. Just...wow. Insane. Deadly. Likely to get someone killed.
Dwarfy.

55266
DF Dwarf Mode Discussion / Best training Weapons
« on: February 11, 2011, 09:09:57 pm »
Due to an incident involving cold weather and an aquifer, I have no stone or metal. Thus my entire fortress defense is a single (legendary) fighter and his war grizzly bear.

I want my soldier to take down the native camels faster. In short: What training weapon hurts enemies the most?

55267
DF Dwarf Mode Discussion / Re: Best Leather Goods?
« on: February 11, 2011, 09:06:55 pm »
I use silk, if available, or pig-tail if not.  Common dorfs don't care, they snag all the socks they can indiscriminately.  Why should the greedy, naked peons get special wares?  Leather, I usually use for my military though, as it's moderately tougher than cloth, so cloaks and hoods for everyone!
Neither is available. Silk requires caverns or evil areas, of which I have neither, and pig tails require underground mud. I also lack that.

55268
DF Dwarf Mode Discussion / Re: Randomly named animals in Legends?
« on: February 11, 2011, 04:53:16 pm »
could have been a pet? ???
Doubt it; it would make sense for it to note that and not settle in an area. Possible, though.
Maybe the game chooses individuals of assorted species to have a chance of doing interesting stuff.

55269
DF Dwarf Mode Discussion / Re: Best Leather Goods?
« on: February 11, 2011, 04:51:34 pm »
I recently tried to freeze an aquifer...but failed to consider that it would also freeze my miner with my only pick. Oops.
If you get a new pick, you can dig out the corpse and retrieve the one frozen in the ice.  Oh, and you will be able to bury the body of your dwarfsickle too.  (And yes, I'm speaking from personal experience there ...  ::)).
What if the ice melted and I can't find the corpse or pick?

You could make a "trade goods pit" directly above the depot, and create a custom stockpile that accepts only your preferred types of trade goods.  The process would be:

(1) Start production cycle, crank out a few dozen leather robes.
(2) Leather robes of Fine-or-better quality get moved to the trade stockpile
(3) Designate the entire stockpile for dumping
(4) Haulers/Dumpers drop the now-forbidden items onto the depot
(5) At caravan time, unforbid the items and select them for "Move Items to Depot".
That is a large amount of work and micromanagement for a small benefit. Kinda like DF in general.

55270
DF Dwarf Mode Discussion / Re: Best Leather Goods?
« on: February 11, 2011, 07:43:54 am »
I recently tried to freeze an aquifer...but failed to consider that it would also freeze my miner with my only pick. Oops.
If you get a new pick, you can dig out the corpse and retrieve the one frozen in the ice.  Oh, and you will be able to bury the body of your dwarfsickle too.  (And yes, I'm speaking from personal experience there ...  ::)).
It's unfrozen now, but I can't see any trace of the pick. Uh, or the miner either.

give the starving hobo what he wants. its not like hes gonna get any more clothes for the next 50 years
If this happens, the "starving hobo" (actually the fort's inhabitants are eating well; a farm of aboveground seeds and a dedicated herbalist, along with a fisher, a river, and plenty of alcohol are keeping 'em well fed) is hurting himself and the fort and therefore may be given "Station yourself here until you fall a few Z-levels to your doom" orders.
you know, random clothing claiming is inevitable in vanilla. every dwarves will lay claim to more clothings then they can wear eventually.
Crud.
...Wait, in vanilla? How do you change that?

55271
DF Dwarf Mode Discussion / Re: Chasm Question
« on: February 10, 2011, 10:27:05 pm »
my marksdwarves shooting at them whilst Urist McDurin holds the bridge.

Before dodging off to his doom.

Gandalf tried that, seemed to work out alright for him.
What's the chance of getting Urist McWhite again after Urist McGray knocked a balrog off a bridge?
...
Has anyone modded balrogs in, on a random note?

55272
DF Dwarf Mode Discussion / Re: Do Dwarves Ride?
« on: February 10, 2011, 09:59:50 pm »
Nope. But buying livestock in adventurer mode is in the next release, and horseback riding can't be far behind that. :D

Then finaly we might get warbear mounts.
Or war elephants, Hannibal*-style!
*I think he used war elephants.

55273
DF Dwarf Mode Discussion / Re: Best Leather Goods?
« on: February 10, 2011, 09:58:46 pm »
give the starving hobo what he wants. its not like hes gonna get any more clothes for the next 50 years
If this happens, the "starving hobo" (actually the fort's inhabitants are eating well; a farm of aboveground seeds and a dedicated herbalist, along with a fisher, a river, and plenty of alcohol are keeping 'em well fed) is hurting himself and the fort and therefore may be given "Station yourself here until you fall a few Z-levels to your doom" orders.

55274
DF Dwarf Mode Discussion / Do Dwarves Ride?
« on: February 10, 2011, 09:56:12 pm »
...Like, horses or elephants or anything? I know that siegers sometimes do, but do dwarves?

55275
DF Dwarf Mode Discussion / Re: Aligators in the sewers
« on: February 10, 2011, 09:55:26 pm »
The great fortress of Osteral, "Foldvessels" is much like Helm's Deep, almost impenetrable defenses (for me it's rows upon rows of weapon traps at the entrance completely stocked with large serrated discs, I refer to it as The Goblin Blender) save one thing, one sewer opening.  Granted mine is more of a tunnel under a lake that supplies the wells of the fortress with water.

It didn't occur to me that this spot was a weakness until some alligators outside suddenly showed up in the grand meeting hall.  They had climbed out of the well and a few were struck down before soldiers could come and dispatch of these vile creatures.  Some engravers felt this something worth carving into the walls, so as to warn all future dwarves, but I thought my troubles were over as long as I kept an eye out for any more alligators.

Spoiler (click to show/hide)
(I would love to see that engraving of the alligator poking it's head out of a well and attacking a dwarf)

But just like Helm's Deep, invading goblins have been exploiting this weakness.  Nearly every units during any given siege are mounted atop Giant Toads.  A few more dwarves died within the grand meeting hall when I first learned of the Giant Toads and their riders also being able to climb through the well.

Now I'm trying to decide whether I should wall off the pond that provides water for the fortress or if I should endeavor to put a grate up somewhere to block invaders and alligators out.

Grate.
Creatures sometimes get shoved through, but if you get rid of flow somehow it's no big deal. Although greenskins won't die when their mounts swim through your sewers.

Alternatively, make a new well. It leads to a river, but the twists and turns along the way mean that when the toad reaches your well, it has a drowned corpse on its back.
Fun.

Pages: 1 ... 3683 3684 [3685] 3686 3687 ... 3706