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Messages - Rhinosaur

Pages: [1] 2
1
DF Gameplay Questions / Re: Fishing and fish populations
« on: February 03, 2008, 11:39:00 pm »
quote:
Originally posted by Hague:
<STRONG>Vermin do not breed. They come from an imaginary stock of animals. Once you've fished out an area it will only be refreshed at season's change.

If you want more fish of any given type to appear in an area, simply change the population tag in the creature's raw to support more of them.</STRONG>


So, ponds, marshes, lakes, etc will restock themselves seasonally? Cool. Thanks for the replies guys.


2
DF Gameplay Questions / Fishing and fish populations
« on: February 03, 2008, 03:08:00 pm »
Hi guys. I have a question relating to fishing that I wasn't able to find an answer to on the wiki. If you fish until you get the "X marsh is out of fish", will the marsh/pond/etc ever repopulate itself with fish, or is that it forever? Also, does anyone know about how long it takes for fish to breed and repopulate these bodies of water?

3
DF Gameplay Questions / Re: Red lettering on farm plot designation.
« on: June 25, 2007, 06:54:00 pm »
Thanks Magnvox!

4
DF Gameplay Questions / Red lettering on farm plot designation.
« on: June 25, 2007, 02:52:00 am »
I have two nile farm plots in my new fort, the first of which was supposed to be for sweet pods, the second for plump helmets. The sweet pod plot had 2 pods planted before the farmers gave up on it and started on the plump helmet plot. When I look at the Sweet pod plot, the lettering for the designated crop "sweet pods" is in red. What's the deal with that? The pods aren't getting planted, and I really want them. How can I get my little guys to plant the pods? Thanks for your help in advance.

5
DF Gameplay Questions / Re: Milk?
« on: November 23, 2007, 02:05:00 pm »
Bummer. Thanks for the answer  :)

6
DF Gameplay Questions / Milk?
« on: November 23, 2007, 02:50:00 am »
Can we milk Cows or Camels in this version, or are we only able to milk purring maggots still?

7
DF Gameplay Questions / Re: Taming questions
« on: March 28, 2008, 10:05:00 am »
Thanks for your help guys, I figured it was a tag I needed to add in the raw file, but I didn't want to start screwing round in there until I had some confirmation.

8
DF Gameplay Questions / Taming questions
« on: March 28, 2008, 12:31:00 am »
I have a Dungeon Master now, and I'd like to tame some Unicorns I've caught, but I can't get them to show up on the list of large animals to tame at the kennel. Is there something I need to do that I haven't done yet? Do I need to mod anything to train them?

9
DF Gameplay Questions / Re: Artifacts...worth the cost?
« on: March 28, 2008, 10:32:00 pm »
quote:
Originally posted by Derakon:
<STRONG>Raw glass isn't a gem, though; cut glass is.

Now, I'm pretty certain I've seen dwarves use uncut gems before, but I don't know what class of item that falls under for purposes of satisfying moods.</STRONG>


I honestly haven't had any dwarves want cut gems for an artifact yet, and I've seen them ignore piles of raw glass while demanding rough gems. I had cut gems I'd bought from caravans also, but they wanted rough gems. After year 2 of that fort I hit a bunch of gem clusters and haven't had a problem with failed moods since.

A little quick pointer for people to help avoid mood related tragedy: bring a bunch of turtles with you at the start. Shells seem to be a really common ingredient for fey moods and possessions.


10
DF Gameplay Questions / Re: Artifacts...worth the cost?
« on: March 27, 2008, 11:39:00 pm »
quote:
Originally posted by BurnedToast:
<STRONG>

I think they will take raw glass (or cut glass) in place of a gem, but I have not had a failed mood due to a dwarf wanting glass ever in the 3d versions (and I've played quite alot).

It's possible I'm just very, very luck I guess. Still, considering every other friggen mood seemed to want glass in the 2d version I doubt it.</STRONG>



One of my most recent forts in the new version had tons of everything except gems. 2 years and I hadn't seen a single one, and I lost 2 dwarves to failed moods as a result. I had glass furnaces set up and tried making raw glass for use as gems, but they wouldn't use it.

In short, fey dwarves won't use raw glass in place of gems.


11
You use a still to make rum with unprocessed Sweet Pods, and a Farmer's Workshop to make syrup out of S.Pods.

12
DF Gameplay Questions / Re: ...Monkeys
« on: July 22, 2007, 01:44:00 pm »
Two more dogs is like 32 points, not too bad, just take less meat or liquor. I either take 2 picks and 1 axe and have 2 miners, 1 woodcutter, or reverse and have 2 axes and 1 pick, so there's an extra 100 points right there. I have found dogs to earn their keep more often then not, even when they randomly kill some animals I can butcher.

13
DF Gameplay Questions / Re: ...Monkeys
« on: July 22, 2007, 01:35:00 pm »
My solution to the monkey problem was to bring 4 stray dogs at the start instead of 2. I used to just take 2, but a Macaque raid from hell overwhelmed them one time. I figured, if a bunch of damned monkeys can run roughshod over my early defenses, it's time to increase them. As a bonus, you'll have about a million dogs in your fortress in no time at all, good for training, good for crafting, great for eating.

Dog: it's the other other white meat. :P


14
DF Suggestions / Re: Mud and clay as building material?
« on: August 08, 2007, 12:25:00 am »
I'm onboard with mud bricks. Seems great for non Dwarf races who live in places without lots of wood available, and would be an interesting dynamic for the dwarves themselves.

15
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2007, 08:04:00 pm »
quote:
Originally posted by Grek:
<STRONG>

I'd assume it works based on how you build it.

code:

floor1 floor2 floor3 floor4
#####  #####  ##D##  #####
#   #  #   #  #   #  #   #
# O #  # O D  # O #  D O #
#   #  #   #  #   #  #   #
##D##  #####  #####  #####

side veiw
##### # wall
D | # ~ water
##O## u bucket
D u # | rope
##O## O hole
D | #
##O##
D | #
##O##
~~~~~
#####

would work like that.

[ June 14, 2007: Message edited by: Grek ]</STRONG>


That's what I'd imagine as well, but I'm wondering about the underground water level too. It seems weird to have a bucket descending into infinity to pull up water.


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