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Messages - Wolfius

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256
DF Gameplay Questions / Re: Containing my herd
« on: October 02, 2008, 12:23:06 pm »
Or, utalising your current setup, leave the door locked unless you want to butcher some, leave it pet-locked until you have the cows you want to turn into McUrist Meals, and then pit any that got free.

Also, you can go ahead and cage all but one male - I'd save some extra in case your stud gets killed somehow, but otherwise you only need 1 male to impregnate any number of females.

Another thing you could try is build a sealed butchers shop next to the cow pit, pet-lock the butcher-fort and butcher-farm doors, designate animals for slaughter, and lock the butcher-fort door once your butcher crosses it. Although you can't run like this too long lest the meat rot, unless you get a hauler, tanner, and food stockpile in there too.


257
The DM isn't too bad, demand-wise, and I've had him a few times, while having never gotten the economy. And if you have an unreasonable noble you can always kill them off and hope their replacement is easier to live with - tho this is something I've never had to do. Besides, you only need him to tame one 'gator, plus any other exotics you catch.


Of course, you can also disable the economy in the init file to prevent it from starting(warning: this won't turn it off if the economy has already started, so don't wait if you don't want it).

Just rename a surplus immigrant siege engineer's profession to "Communist Party Representitive" if you do. ;D

258
Well, this is a bummer.

Have him caged, but he doesn't appear as tamable when I select "Tame a Large Animal".

:( Ah, well. At least I can keep him as a dinner table oddity.

Glad to hear the smoke bomb worked.

I just took a peak at the wiki, and it says alligators are [per_exotic], so you'll have to wait for a Dungeon Master to tame it.

259
DF Dwarf Mode Discussion / Re: War Kitties!
« on: October 02, 2008, 10:19:41 am »
I place my faith in fiery kitten sacrifices to the magma gods - they haven't let me down yet!

260
I think you did. You tamed him, didn't you? Tamed animals don't trigger traps, but animals -with a name they got because they killed something and before they were tamed- will never stop killing your dwarves. So you either have to knock him unconscious on a cage trap to trap him, or kill him.

He hasn't even caught the critter in the first place, how could he tame it?

Also, the named critters being untamable is the result of dwarves/wardogs/etc. it hurt while wild remembering his hostile status and attacking, with the animal defending itself. If the critter hasn't harmed your dwarves or their animals, there should be no hazard to taming named creatures.


If he's trap-immune, you could try and build an enclosure of two tiles, two doors, and 8 constructed walls, like so;


╔══╗
^^
╚══╝



One cage trap, one single upright wooden spike trap. The idea being you poke him with the spike every now and then in the hope you'll do just enough damage that he falls unconscious while on the trap.

Alternatively:

Z+1
......
.++O..
▼+..+.
......
.++++.
......

Z+0, ground level
++++++
++++++
▲╔##╗+
+┼^^┼+
+╚══╝+
++++++
++++++


You build the wall with grates in the middle, build a ramp up, then a floor section above the corner, and another left of that, and finally a constructed wall. Both traps in the enclosure are cage traps. Then, once the critter is trapped inside the enclosure, deconstruct the second floor, dropping the constructed wall(setup insures the dwarf won't be standing on a part that will collapse if you do it right) - this should kick up dust that can knock dwarves, and hopefully animals, unconscious, and as your critter only has cage traps to stand on...  ;D


...or just lure him into an enclosure and leave him there with locked doors.

261
DF Gameplay Questions / Re: keeping skilled mason in workshop ?
« on: October 02, 2008, 03:01:51 am »
Is there anyway to get him in the workshop, short of locking him there with some food, drink, and a bed ?

And a quantum stone stockpile?

Not that I know of, i'm afraid.  :(

262
DF Gameplay Questions / Re: Worldmap Distance and Attack Arrival
« on: October 02, 2008, 02:48:35 am »
You must be new to the internet if you think no response in an hour is at all abnormal.

Expect to wait hours, if not days.

263
DF Gameplay Questions / Re: Skill Mismatch?
« on: October 02, 2008, 01:53:44 am »
...cloth has quality modifiers, which means that you can make some very nice clothing if you have masterwork GCS silk cloth.

And better yet, you can usually order GCS thread from the Mountainhomes for import, given you probably won't have a GCS on your map.

264
DF Gameplay Questions / Re: Best way to remove, er, Mountains
« on: October 02, 2008, 12:38:12 am »
Ramp's. they remove the floor and tile above them. Just be careful: if there's a tree or smoothing that can't be removed, the floor stays. so unsuspended floors can happen. And then collapse on your dwarves. killing them instantly.

Also, you'd probably be left with ramps sitting in open fields where bits were isolated befor being carved, so you might want to channel the last level out.

And expect a frakton of stone. Good training, but then I turned a 4-5 level mountainside into a cliff for defence purposes, it generated, oh, probably 8000+ stone. Your project sounds alot larger.

265
DF Gameplay Questions / Re: Determining Wind Pre-Embark
« on: October 02, 2008, 12:31:34 am »
Wind gusts would be insanely hazardous, however. You think carp are hazardous? Imagine trying to fence off/cover a chasm so your wandering mooks stop falling in. And you can forget about magma moats. Etc.

Better to have it, say, impede movement against the wind, or something.

266
DF Gameplay Questions / Re: Strange cooked meals
« on: October 02, 2008, 12:23:34 am »
But it doesn't give back seeds

This is why I brew, then cook, my food-crops. I gets to keeps me seedses and don't have to worry about them attritioning away when I'm not looking.


Whats really interesting is the request for elephant cookies in the comments.

 Now somebody needs to request cat cookies to make it complete.

Or better yet, Kitten Kookies!!  ;D

267
Comettower would make an interesting challenge - make a tower-fortress in the shape of a comet arcing across the map.  :D


Or excavate a [comet impact]crater and build a tower in the middle, atop a little hill.

268
DF Dwarf Mode Discussion / Re: A starting build for a Hunter?
« on: October 01, 2008, 11:35:33 pm »
Did you enable Dwarves Collect Outdoor Refuse, or whatever it's called, from the Orders -> Refuse menu? It's set to ignore by default, and corpses count as refuse.

269
DF Dwarf Mode Discussion / Re: booze consumption
« on: October 01, 2008, 11:27:28 pm »
I take it you checked the event log?

270
Alternatively, start a dwarfy adventurer on a quest to kill him and avenge his fallen cousins of Dreamdikes.


Also, do note if you start a fort on their tower that a reclaim will clear the site, so back up your save if you opt to lay siege and, say, spawn atop a tower or something equally suicidal.

Not sure what abandon will do, if anything, if you revisit as an adventurer/etc. and don't reclaim.

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