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Messages - Newbunkle

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241
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 05, 2011, 06:35:18 pm »
*Zadok McFisherdwarf cancels fish: interrupted by skeletal cod*

Me: Heh, cute. Terrifying ocean indeed, lol.

*Marsh McExpeditionLeader has been struck down*

Me: Oh crap they can move on land!!!!!

242
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 05, 2011, 08:09:05 am »
I had my expedition leader get into a mood and take hold of the masonry.

He worked and worked.

And made a great artifact, legendary to say the least. Created from finest marble, with it's own, sounding name: "Ledushko". (not sure about the name right now)

It's a
Spoiler (click to show/hide)

A door that a building destroyer won't be able to break down? What could possibly be the point of that? :P

243
DF Dwarf Mode Discussion / Re: Wannabe Hammerer
« on: April 04, 2011, 11:39:23 am »
Vigilante dwarves ftw.

244
DF Dwarf Mode Discussion / Re: Oh coal, where art thou?
« on: April 04, 2011, 06:59:13 am »
Don't clay pots need fuel to be made though? So unless you have coal or magma you don't make a profit on wood. You might as well just race to the bottom of the map and get free fuel.

245
It's funny that you should be updating the evil square count info right now. I wanted to generate world with a terrifying ocean for an Innsmouth-themed fort. I decided to try the advanced world gen, since the basic produced no evil ocean squares whatsoever in several maps.

If I remember rightly, the original values (medium island map) were 6 small regions, 63 medium regions, and 0 large regions. I decided to try values of 32, 63, and 32 respectively - just off the top of my head, and I ended up with a world where the entire ocean was evil.

I haven't experimented any more than that as I was happy with the site I found, but I'm guessing that the last number was the one related to ocean biomes. I suppose that makes sense, since ocean terrain is less varied and would probably include more "large regions".

Edit: Okay, maybe I'm talking crap.

Out of curiosity, I've just tried creating worlds with evil square values of 32:63:0, 6:63:32, and then 32:63:32 again. While there was a little more evil than normal, I saw nothing like the amount of evil in the other world I generated. There were evil oceans, but they were still rare.

In each of these new worlds, the evil regions were scattered across sea and land. I guess I got some kind of fluke the first time, right when I wanted it. Lucky me!

Sorry I can't be much help.

246
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 02, 2011, 11:08:39 am »
Later I'm going to start my spooky Innsmouth-themed fort, but I have a quick question. If I want a terrifying ocean, does the ocean biome itself need to be described as terrifying, or will any ocean next to terrifying land still generate terrifying creatures? I had a quick look on my map this morning and couldn't seem to find any evil oceans at all. The ocean next to the evil biome was just "untamed wilds".
The ocean itself needs to be terrifying.

Damn, that means I need a new map. Thanks though!

247
DF Dwarf Mode Discussion / Re: Brand new player: Possessed!
« on: April 02, 2011, 10:31:38 am »
I think if you use (t) to look at the coffin it will list his skeleton and body parts in it as items (assuming they put him inside). I don't think it counts as a proper burial if they've assigned him a coffin but haven't put his remains in it yet.

248
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 02, 2011, 10:28:55 am »
Later I'm going to start my spooky Innsmouth-themed fort, but I have a quick question. If I want a terrifying ocean, does the ocean biome itself need to be described as terrifying, or will any ocean next to terrifying land still generate terrifying creatures? I had a quick look on my map this morning and couldn't seem to find any evil oceans at all. The ocean next to the evil biome was just "untamed wilds".

249
DF Dwarf Mode Discussion / Re: Brand new player: Possessed!
« on: April 02, 2011, 05:14:37 am »
If they're not collecting the corpse, there might be a few reasons why.

- Check that someone has the burial labour enabled. They all should by default, but I don't know what you've been messing with.

- It's possible in the orders menu (o) & forbid sub-menu (shift+f) to automatically have dead dwarves forbidden. It should be off by default, but if you've turned it on you may have to manually reclaim the body - either by looking (l) at the corpse and claiming it (f), or designating the whole tile to be claimed (d)(b)(c).

- Sometimes dead dwarves tumble into unreachable places, like rivers. You may not be able to recover the body unless you build pumps and stuff to get the water out.

If you can't recover the body, you might need this:

Spoiler (click to show/hide)

250
DF Dwarf Mode Discussion / Re: Any tips for a Noob?
« on: April 01, 2011, 09:04:13 pm »
Aye, badgers are awesome. Giant badgers are even better!

251
DF Dwarf Mode Discussion / Re: Brand new player: Possessed!
« on: April 01, 2011, 09:01:23 pm »
1) Making rope reed thread/cloth:
- Designate an area for plants to be gathered with [d], [p] (and hope you gather some rope reed)

An easier way to get rope reed is to only designate shrubs growing next to murky pools, brooks, and river. Rope reed (and fisher berries) only grow next to water.

You learn something new every day! :D

d) It doesn't generate much in the way of useful byproducts, aside from the occasional shell (useful only for the occasional mood) and a few bones. Breeding livestock will give you at minimum bones, skulls, hides, and thread (and maybe also horns and hooves depending on the animal). As migrants trickle in, that can be expanded into milk, cheese, thread, and cloth.

That gives me an idea for my next fort. Some kind of sea-themed embark where the dwarves wear shell armour, eat fish, and worship some kind of undersea god. It'll probably be doomed, but fun.

252
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: April 01, 2011, 08:48:47 pm »
Yeah, mine adopted my miner. It seems to have slowed down a little though.

253
DF Dwarf Mode Discussion / Re: Brand new player: Possessed!
« on: April 01, 2011, 05:13:19 pm »
You could build a coffin.

254
Looks like you'll just have to count, ah ah ah.

255
DF Dwarf Mode Discussion / Re: Any tips for a Noob?
« on: April 01, 2011, 04:56:11 pm »
Build some sealed rooms with fortifications on the surface, only accessible from your underground base, and have tunnels between them. That way you can station marksdwarves in safe places to provide covering fire for immigrants while they head towards your base.

PS the locks of forbidden doors can be picked by thieves and left open.

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