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Messages - NewSheoth

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301
(This advice not applicable to elves, who, due to a glitch, bring more valuable things when cheated repeatedly)
That glitch was fixed in 31.01.

Technically, the only "glitch" is the way caravans pack up their goods (namely, binned goods first) - since pack animals had rather low carrying capacity back in 40d, it was easy for them to try to bring so much crap that they simply ran out of space before loading up the cloth. Once pack animal trade capacities are made to be more realistic in 0.31, this behavior will probably reappear unless Toady futher fixes the binned goods problem.

Though it would be awesome for the elves to have some means of bringing their caravans' carrying capacity to the levels of dwarven and human caravans. Preferrably using some sort of large animals instead of wagons.
or lots of animals.

But huge elephants as large as wagons are just plain cooler.
Lots of huge elephants bigger than wagons ;D

Which are trainable. So you can capture them and unleash them upon the next caravan.

302
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 06:17:18 pm »
A Dwarf in a strange mood probably came within inches of going crazy before I finally figured out that he needed more bones, which is why he wasn't collecting all the other stuff I made for him.

Also, The second level of the caverns are apparently home to things called Elk Birds, which I've never encountered before. They haven't killed anybody yet, but they're hostile. I'm considered cancelling all subterranean wood cutting until the Elk Birds have been lured to the surface and caught in my ring of cage traps, along with my caged troglodytes, giant Olms, the cave crocodile, and various other subterranean beasties that I can't figure out how to safely get into a pit to drop Elves into.

At least they're flightless. Otherwise it would've been more unpleasant than that.

Indeed. They're all caged, now, and I have also developed a method of at least getting the Caged Troll in the right place so that I can unleash him on the Elf Merchants. Getting him back in the cage may be a little harder. Merchants don't get caught by cage traps, right?

Unless they're properly stunned/unconscionized, no.

Meanwhile at Starhalls, a stonecrafter's gone secretive and demanded gems... right after the dwarf caravan left. Had to sift through the rock below the fortress and breach a cavern in order to reach some gems. As a bonus, I got emeralds as those gems.
The cavern is full of magma pools. Guess I've embarked on a volcanically active spot.
Just as the emeralds were about to get cut, the stonecrafter went moody. Strange, he didn't spend that much time in his mood.

303
(This advice not applicable to elves, who, due to a glitch, bring more valuable things when cheated repeatedly)
That glitch was fixed in 31.01.

Technically, the only "glitch" is the way caravans pack up their goods (namely, binned goods first) - since pack animals had rather low carrying capacity back in 40d, it was easy for them to try to bring so much crap that they simply ran out of space before loading up the cloth. Once pack animal trade capacities are made to be more realistic in 0.31, this behavior will probably reappear unless Toady futher fixes the binned goods problem.

Though it would be awesome for the elves to have some means of bringing their caravans' carrying capacity to the levels of dwarven and human caravans. Preferrably using some sort of large animals instead of wagons.
or lots of animals.

But huge elephants as large as wagons are just plain cooler.

304
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 08, 2010, 05:49:27 pm »
Urist (yes, his name actually was Urist this time) got a strange mood and demanded cloth, stone blocks, bone, and wood. I got him his stuff, wondering how they'd be used together.

I ended up with a mule bone gauntlet. Nothing special about it whatsoever, no images, no spikes, nothing.

What I want to know is what on earth happened to the wood, stone and cloth.

I read that bone artifacts are bugged, their decorations always disappear. :( I got one too.

Had this happen quite a lot. Just like now: a dorf got posessed and snagged my crafts workshop right when I was frantically making stuff to get seeds off the elves (they're nice to me again despite the horrible deforestation of the map) and demanded two units of bone and one of cloth. I had to butcher a donkey and a mule to get him what he wanted, and all I got was an undecorated bone bin worth less than some of the stuff made outside of moods. Probably the posessors took the rest of the stuff away.

305
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 05:46:09 pm »
A Dwarf in a strange mood probably came within inches of going crazy before I finally figured out that he needed more bones, which is why he wasn't collecting all the other stuff I made for him.

Also, The second level of the caverns are apparently home to things called Elk Birds, which I've never encountered before. They haven't killed anybody yet, but they're hostile. I'm considered cancelling all subterranean wood cutting until the Elk Birds have been lured to the surface and caught in my ring of cage traps, along with my caged troglodytes, giant Olms, the cave crocodile, and various other subterranean beasties that I can't figure out how to safely get into a pit to drop Elves into.

At least they're flightless. Otherwise it would've been more unpleasant than that.

Meanwhile at Starhalls, dumping the kobold's corpse into the volcano revealed a curious thing - the magma sea is darn high up. Semi-molten rock is as high as -45z. All the previous worlds with the same parameters had it begin around -100z.
Also, a possible source of !!fun!!: a huge cavern lake, possibly refilling from the edge of the map, is only separated from the volcano by one tile of rock.

306
DF Dwarf Mode Discussion / Re: Best way to keep segregated populations?
« on: November 08, 2010, 05:32:09 pm »
When one of the gladiators is knocked off a platform and into !!Lignite Standing Spikes!! I'm worried he might marry the dwarf who drags him off to the hospital =<

But honestly, would you judge him?

Of course you would!

307
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 05:23:57 pm »
Exactly what I'm planning to do :D
I've reached the 2nd caverns, and there is a forgotten beasts with noxious fumes walking around the 1st ones. I'm not sure what it is waiting for. It must know there is a bunch of marksdwarves behind fortifications to take it down.
Meanwhile, I'm redoing the whole exterior of my fortress to make it aesthetic at last. One wounded dwarf who got infected during her fall! And she's a skilled doctor. Everything is going to get worse soon.
Just as planned.
My fortress will become dwarfy or will not be! Also, why the frig is it not a barony yet.

Maybe because of the barony bug? Try keeping the outpost liaison occupied until the caravan leaves the map, then he will offer you to become a barony. Just don't let him conduct a meeting with the leader.

Meanwhile, my new fortress, Starhalls, is doing fine. I finally installed Dwarf Therapist and it's making my life much easier. The carpenters of the fort are slow for some reason.
Got a few farms up, some with aboveground crops, some with underground. Dug out an entire hill next to the volcano-in-the-ground and hollowed out a room around the edge of the volcano for future use. Going to start magma industries nearby. Preparing an obsidian caster in the meanwhile, a 20x20x2 chamber (it's actually bigger, but the 'operational' area is such). It's almost complete.
The first kobold thief followed the first human caravan but made the mistake of jumping in front of my chained dog swarm (two adult dog and a ton of puppies). He was struck down in a couple of frames.
Completed the wall around the volcano. Planning to erect a tower, will start once the obsidian caster is operational.

308
As per someone's sig: On Bay12 forums we can turn any topic into a discussion of any other topic.

Sigging your sig quote.

Well you're really misquoting him.  According to your sig he said it and no one else did... which isn't true =<

Someone else definitely did. But only one guy put it in his sig.
And a misquote qualifies for being a different sig!

309
DF Dwarf Mode Discussion / Re: Best way to keep segregated populations?
« on: November 08, 2010, 04:03:21 pm »
I figure I could lock each team's area with a floodgate or something.


Im not so sure about the not letting doctors reach them.  Another point of pointless gladiator fights is to have a full-time awesome hospital.

There's no other way of stopping the doctors from talking to them. Except imagining that they keep silence.

310
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 04:02:16 pm »
It's been 18 years or so, and I still haven't even reached magma. Or HFS.
It's time to fix that.
This fort needs more blood.
I now have a perfectly running 12-year fortress with 81 living, 7 dead, 17 steel-clad training-room-trained legendary soldiers (no candy!), a duke, 246 dead goblins and about 4839953 created wealth. My civ relationships are running smooth, goblins are sieging twice a year but are always killed without landing a single blow (on dwarves), I am currently working on a gigantic outdoors trap-laced fortress out of strip-mined obsidian, my dwarves are so happy their moustaches are mistaken for sideburns, and the queen should pop up any time soon, should she be able to.

Time for fun.

Better post the stories of your long runners' downfall.

311
lol these forums... the guys asked a simple enough question and one guy answered, out of two pages.

The rest of us gave (nonsense) advice on how to treat the war leader in question. As well, somehow the topic turned to Medieval 2.

As per someone's sig: On Bay12 forums we can turn any topic into a discussion of any other topic.

312
DF Dwarf Mode Discussion / Re: Dare I wonder
« on: November 08, 2010, 03:59:24 pm »
maybe in the DF world the soul connects the upper body to the lower body...and when you die the soul breaks out and rips the body apart >.>

Dwarf Fortress: where souls double up as explosives.

313
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 02:08:26 pm »
Meanwhile, I found an awesome embark. A volcano that is essentially a magma pipe with magma one z-level below the ground, the entire surface only spanning two z-levels, with tons of water and wood. Warm and no aquifers. I think it will be mostly an abovegrounder, but with obsidian.

314
DF Dwarf Mode Discussion / Re: Best way to keep segregated populations?
« on: November 08, 2010, 01:46:52 pm »
Hey, I'm finally making a fort again but I've got a few questions:

I wish to isolate small groups of dwarves into gladiator teams.  Groups of no more than five or so that train and live together but most importantly live separate from the general population and other teams.

The less contact they have with the other dwaves the less unhappy thoughts their grizzly death will cause, yes?

What's the best way to accomplish this?  I understand that I might restrict dwarves movements to keep them in a boroughs but then how will I keep them from interacting with food/drink haulers?

Perhaps I could dump food/boose through a pit into their living area, then have a garbage dump for them for seeds or whatever... then include a servant dwarf or too to haul their shit around (and inevitably go crazy when they die) but that seems rather annoying.

Also, how do I stop the doctors from talking with them when they're in the hospital?

That's right, burrows. How to stop their interactions with food haulers? Food/drink chutes: dig a shaft down to their quarters, designate a dump next to it, order some food and drink close to it to be dumped, then reclaim it once it's down there. As long as the quarters are closed only the dwarves down there will have access to them.
Same for the doctors - if the quarters are closed, they simply can't reach them.

315
(This advice not applicable to elves, who, due to a glitch, bring more valuable things when cheated repeatedly)
That glitch was fixed in 31.01.

Technically, the only "glitch" is the way caravans pack up their goods (namely, binned goods first) - since pack animals had rather low carrying capacity back in 40d, it was easy for them to try to bring so much crap that they simply ran out of space before loading up the cloth. Once pack animal trade capacities are made to be more realistic in 0.31, this behavior will probably reappear unless Toady futher fixes the binned goods problem.

Though it would be awesome for the elves to have some means of bringing their caravans' carrying capacity to the levels of dwarven and human caravans. Preferrably using some sort of large animals instead of wagons.

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