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Messages - Lagslayer

Pages: 1 ... 273 274 [275] 276 277 ... 283
4111
DF Gameplay Questions / Re: A few questions
« on: December 21, 2010, 09:35:50 pm »
If they leave hazardous blood on the ground, then you can protect your dwarves by having them wear shoes. however, getting them to put on new clothes is another story entirely.

4112
DF Gameplay Questions / Re: A few questions
« on: December 21, 2010, 08:47:35 pm »
1. I think if you catch them in a cage trap, you can build the cage and designate their items for dumping.

2. If you designate a dumping zone next to a cliff, they will throw it off, however, it will not disappear from the map (unless it falls into magma and is destroyed). Magma-safe materials will only be destroyed int his fashion by falling into the magma sea.

3. There are other animals which can be trained, but certainly not all of them. Here's a list. http://df.magmawiki.com/index.php/Kennels

4.No, but if a bridge is lowered onto a sufficiently large creature, the bridge will break instead of atom smashing it.

5. Not that I'm aware of. even if it is made pet impassable, they can still go through when a dwarf opens it. The only way to fully prevent animals going through is to restrict use of that door all together.

6. Did you designate the zone as a hospital? Do you have a "chief medical dwarf" noble? Do you have the proper furniture in the room? You need beds for the patients to rest. You need containers as well to hold supplies (though, this is bugged right now). Having tables next to the beds will let operations be performed on them so less blood gets on the floor. Traction benches next to the beds allow your doctors to do work on bones. Having casts and splints is also important for bone work. You need soap to clean infections, but there are bugs related to soap currently, so you may get some cleaning errors to deal with. Thread is needed to sew up wounds.

7. Not yet.

4113
DF Dwarf Mode Discussion / Re: Really quiet Site
« on: December 21, 2010, 08:33:13 pm »
Well, if I knew your dogs could breathe dragon fire, I wouldnt attack you either!

4114
DF Gameplay Questions / Re: Daemonic Caravan
« on: December 21, 2010, 08:14:58 pm »
Hmm... if your leader will meet without an office, try sticking him in a burrow on the surface where noone else will go. This will help keep everyone else from walking through the slime. You can deconstruct the trade depot and the caravan will keep away as well, but you still need to deal with the diplomat. I suppose you could order them killed by your marksdwarves...

4115
DF Dwarf Mode Discussion / Re: Zombies in my cavern
« on: December 21, 2010, 02:23:01 am »
I already made a walled off part near the top of the cavern, so it would be easy to make fortifications.

4116
DF Dwarf Mode Discussion / Re: Zombies in my cavern
« on: December 21, 2010, 01:43:16 am »
Thanks =D.

4117
DF Dwarf Mode Discussion / Zombies in my cavern
« on: December 21, 2010, 01:27:26 am »
I have a zombie troll in my cavern. it can't reach me, but it's producing tons of miasma. How far can the miasma reach? And can it cross z-levels?

4118
DF Dwarf Mode Discussion / Re: A very dwarfy embark. with save download!
« on: December 20, 2010, 11:14:03 pm »
Either way, it's going way too slow, and those obsidian cave-ins are getting very irritating. Someone with more patience will have to work on this embark. on the upside, I got to beat the crap out of 2 harpies :).

4119
DF Dwarf Mode Discussion / Re: A very dwarfy embark. with save download!
« on: December 20, 2010, 10:07:15 pm »
Hmm. There is another problem. It would seem I do indeed have my copper picks and now a wooden training axe, but neither my miners nor my woodcutters will do their job. Additionally, my furnace operator wont make charcoal.

4120
DF Dwarf Mode Discussion / Re: A very dwarfy embark. with save download!
« on: December 20, 2010, 09:59:26 pm »
All the aquifers are emptying into the pit...

4121
DF Dwarf Mode Discussion / Re: A very dwarfy embark. with save download!
« on: December 20, 2010, 09:05:38 pm »
It took some time, but the dwarves are finally moving more than one square every few minutes.


Eventually caverns start collapsing left and right and now I see the cotton candy veins.

It would also seem that I do not have my picks... I was sure I left with 2 of them. I suppose that's why we got the steel bars.

4122
You need to build a well over an hole. If there is solid ground between the well and the water, it will not work.

4123
DF Dwarf Mode Discussion / Re: Corpse fell into water. Forever there to rot
« on: December 20, 2010, 03:12:01 pm »
Try making a slab and walling off the area. The slab will prevent ghosts and the wall will both keep the other dwarves from seeing it and contain the miasma.

4124
DF Dwarf Mode Discussion / Re: A very dwarfy embark.
« on: December 20, 2010, 12:40:10 am »
http://dffd.wimbli.com/file.php?id=3580

Did it work? I've never uploaded anything before.

4125
DF Dwarf Mode Discussion / A very dwarfy embark. with save download!
« on: December 19, 2010, 11:54:28 pm »
http://dffd.wimbli.com/file.php?id=3580

I've just embarked in a terrifying area and it is very... interesting. There are 2 HUGE pits with what appears to be magma falling out of the sky and I think they go all the way to the magma sea, and possibly further. There is a very, very tall and deep slade pillar. Both pits are perfectly rectangular in shape and the falling magma exists only above those pits, right up into the corners, no less. No sign of cotton candy, though. All of the murky pools are dry, which has me worried about the heat the magma is producing. There is also a river (with carp, alligators and hippos), an aquifer, and plenty of trees and plants. it is a 4X4 embark. I have yet to unpause the game.

I can post the save, but I don't know how or where to do it.

You will start with:
2 proficient miners
1 proficient weaponsmith
1 proficient grower
1 proficient wood cutter (no axe on embark, I was just going to make a training axe first thing)
1 proficient mason
1 proficient axedwarf
2 hematite and 2 marble (was going to make a steel axe for my axedwarf)
a few gneiss (to make the metalsmith's forge and smelter, and in case there was trouble with the aquifer)

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