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Messages - Maklak

Pages: 1 ... 76 77 [78] 79 80 ... 94
1156
No, his problem is that random name generator in DF sometimes works like UNIX fortune command.

1157
DF Dwarf Mode Discussion / Re: The Cloth Industry
« on: May 07, 2011, 04:33:56 pm »
I have a limited cloth industry for bags, socks, ropes, military uniforms (with not enough leather), and whatever else I need at the moment. I don't grow cloth, in fact my pig tails are for brewing. I buy my cloth, dye and thread from caravans.

1158
DF Gameplay Questions / Re: Buckler AND shield?
« on: May 07, 2011, 03:30:32 pm »
My military dualwields
two weapons and two shields.

1159
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2011, 03:29:16 pm »
Has the number of migrants been fixed? I set pop cap at 50 in hope of getting around 70 popultation, and not getting sieges, and I got exactly 50 Dwarfs. I think one of them died or something, because I had 49 after a while, and then I got 1 migrant.

1160
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2011, 07:09:05 am »
What good is bone? I could make bone armor, but I have metal. I could make bone bolts, but I have metal. I could make bone crafts, but I have stone and metal. What good is bone? I keep some of it around for moods, but otherwise I seem to have no use for it.

1161
DF General Discussion / Re: Dwarven Swimming Lessons
« on: May 06, 2011, 04:24:44 pm »
I used grates in my mist generator, and made them into 1x1 social areas, that got watered periodically. It worked, the children were getting drowning lessons! It also removed contaminants.

1162
DF Suggestions / Re: Garbage handling (memory concerns)
« on: May 05, 2011, 04:29:24 pm »
The game keeps track of who killed who, so deleting it completly is probably not an option. I'd be quite happy with a filter function for units screen, tough.

1163
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 05, 2011, 02:18:48 pm »
Mining pick is listed as edge weapon. Should I make mining picks out of funobtanium, or should I stick to steel? I want to mine goblinite.

1164
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 04, 2011, 03:59:04 pm »
BC behind fortifications should be great for training Marksdwarves. A good design of it would probably involve chanelled space below fortifications, to smelt separated bolts, and closed hatch above colossus.
Another good use for it, might be against clowns, soemone actually threw like 10 FBs at them, and weakened them significantly.

If I mine a whole level of funobtanium, and find no funny hole, there should also be no cavity above it, so it should be safe to mine out, right?

1165
DF General Discussion / Re: Dwarf Fortress on Russian language
« on: May 04, 2011, 03:31:37 pm »
Computer games helped me to learn English, but DF might be too complex for that :)

As for Vodka, millable plants are also brewable in DF.

1166
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 04, 2011, 03:19:09 pm »
I prospected 20k Galena (Lead + 20% silver), 17k Garniterite (Nickel), 7k Native copper, 5.5k Tetrahedrite (copper + silver), 2k Funobtanium, 1.6k Native silver, 1k Hematite (Iron), Flux, some gold and aluminium, and no coal. This is more than I can burn through, even with 7 magma smelters, but my question concerns lead and nickel. What should I do with all this stuff? I can use Nickel for pipes and grates for magma pumpstack, but lead seems useless. I compared weights of crates and cages made of wood, and metal, and wood is far better. Both Nickel and Lead have value 2, which is not much better than stone, so using it for decorations or crafts seems counter-productive, other than to train metal crafters and blacksmiths, and sell masterworks. Hm, maybe that is what I should do with this junk. I'm not asking for Dwarfy uses of Lead and Nickel, but practical, businesslike and boring.

1167
DF Dwarf Mode Discussion / Re: Ideas Against Globins?
« on: May 04, 2011, 02:57:11 pm »
If you want total near boring safety, a dodge/gravity trap will do you well--build two staircases 10-15 z levels tall--one inside fort walls, one outside, connect them with a one tile wide pathway, liberally filled with weapons traps loaded with any quality and type of weapon (featherwood training spears will do as well as adamantine axe blades).  When anything hostile passes through it will definitely dodge at least once, and if it dodges it will almost definitely dodge off the passage, falling 10-15 z levels and exploding in a cloud of gore. For the thieves apply cagetraps on the fort end of the walkway.

Hey, this is awesome, I don't even have to dig, and cage traps will take care of thieves. I still think, this design can be improved with siege engine platforms, tough.
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1168
DF General Discussion / Re: What Would Urist Do?
« on: May 03, 2011, 01:27:39 pm »
Sorry for the offtop, but I couldn't stop myself from linking this brilliant comic:
http://www.shamusyoung.com/twentysidedtale/?p=984

1169
DF General Discussion / Re: How did you learn about DF?
« on: May 03, 2011, 01:22:11 pm »
Tales of the Rampant Coyote blog. After reading about it there, I downloaded newest 31.03, and didn't touch it. After half a year, I think I read about it on that blog again, and decided to give it a go. I read tutorials for a week, and then downloaded LNP 31.16 I'm still barely cometent in this game. As a side note, I found out about Goblin Camp on this forum.
Coincidentally Rampant talks Coyote about DF in todays post: http://rampantgames.com/blog/

1170
DF Suggestions / Re: skill announcements
« on: May 03, 2011, 05:53:59 am »
That would result in much spam, like with masterworks now.

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