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Messages - Buttery_Mess

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331
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 25, 2012, 03:46:56 pm »
They have to have grasps or heads, but yeah, presumably a skull totem is no longer recognized as a head.

Is a head not a grasper? My adventurers seem to hold plenty of 'ammo' (lips, ears, fingers, that sort of thing) in their mouths.

332
Beekeeping is a poo industry and not really worth the hassle of running it. It's something to muck around with once you've got your fort well established. Some dwarves like mead, so making mead makes them happier.

333
DF Adventure Mode Discussion / Re: Swimming across an ocean?
« on: March 25, 2012, 09:06:39 am »
Crutchwalkswimsneak across the warm ocean.

Don't even try it in a cold ocean. Man, I hate how DF models the oceans freezing over every night... so daft.

334
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 24, 2012, 11:13:57 pm »
Only things capable of grasping can be animated, and only if they retain their approximate original form. That's the internal logic of the game.

Skin doesn't necessarily need to be able to support its own weight; it probably just flops along the ground. Horrific. The hair probably does the same thing.

335
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 24, 2012, 07:32:47 pm »
If you ask me, best use for an artifact mechanism is in a well. Every dwarf will use the well at some point, to clean themselves for example. Dwarves get very dirty.

336
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 24, 2012, 07:28:39 pm »
The undead are ridiculous. They shouldn't be able to move at all. Toady reasoned that if a skeleton can move on its own, why shouldn't hair? Personally I love hair monsters. I like innovative undead.

Evil maps are meant to be challenging. If you want to butcher animals, you have to spin their hair into thread- quickly. Just like you have to tan their hides and turn their skulls into totems.

337
DF Gameplay Questions / Re: Useless Migrants
« on: March 23, 2012, 11:33:43 pm »
Fort mode is unplayable without Dwarf Therapist anyway.

338
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 23, 2012, 11:21:20 am »
Can't wait to check this out. Unfortunately atm my internet connection could best be described as a 'thin sliver'. I share a portion of the bandwidth from thirteen computers on a ship that relies on a less-than-state-of-the-art satellite uplink, and that bandwidth is shared between four ships in the fleet. Also, the bitrate varies depending on the ship's heading, and is lost whenever the ship heads between 220 and 240 degrees true... and downloads and page loads often time out or get disrupted halfway through. It's painful.

Now, if slabs get improved... my brain might pop.

339
It would make sense that Toady would fix it so that vampire curses change eye colour. Most dwarves do tend to have the same skin and eye colour in a particular civilisation, but vampires are often portrayed as having weird eyes, like in Twilight.

340
DF Gameplay Questions / Re: King dies of Old Age in fort... Civ Fcked?
« on: March 21, 2012, 10:23:31 pm »
I can't seem to build a well without having some stupid dwarf bleed in the cistern, so I guess get the vampire to make the whole plumbing system.

341
DF Gameplay Questions / Re: Useless Migrants
« on: March 21, 2012, 10:21:15 pm »
It wouldn't be better if they turned up without 'unnecessary' skills, because those skills arenecessary for obscure or seldom used industries. The industries all have their place; you might for example only create soap occasionally, but when you do, having an already highly skilled lye maker or soap maker will greatly speed up the process, freeing up your dwarves for other tasks. You probably don't notice this, because you likely will have one master dwarf migrant for that industry, but when you set a dwarf with no skill to undertake these tasks it takes a painfully long time to get the job done. Not having enough soap when you need it (and you will need it), and not having anyone any good at making it could kill your fort within a year.

I don't know why I'm defending migrants. I really couldn't give a hoot.

It would be nice to be able to turn off migration waves, but the fact is that migrants actually add an important play dynamic. Migrant waves and sieges often coincide, forcing you to open your gates to prevent ghosts. If you could just wall yourself in and ignore sieges, a significant challenge to the game and an element of efficient fort design would be lost. I'd go as far as to say that figuring out a way to open your main gates while still retaining defensibility is the main element of fort design finesse.

342
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 21, 2012, 10:01:02 pm »
>Count

Why haven't I made a vampire count in my game yet‽

This must be rectified. And made permanent, of course, by turning all my liasons into coffin inspectors.

343
DF Gameplay Questions / Re: Useless Migrants
« on: March 20, 2012, 10:17:23 pm »
Migrants are usually much more skilled than your starting seven, often have useful medical, social or military skills, and in cases where they don't have any skills that you need, are easily trained with ones that you do need. You always have too much stone, and not enough smoothed walls. It's always worth having a backup legendary dwarf for any skill. You can never have too many dwarves.

Migrants aren't useless; that's not what's irritating about them. What's irritating is that you have to let them in your fort, leaving you vulnerable, and if you don't you end up with ghosts. You also have to take them time to go through them and reassign their stupid labours, which is just a chore.

344
DF Gameplay Questions / Re: How do you deal with enemy archers?
« on: March 20, 2012, 10:17:07 pm »
Goblin archers seem more powerful in this version, at least from what I've seen so far. Can you drain them of ammo? Seems like you could lure the archers into a specially constructed area, and throw fodder (turkey gobbler chicks or something) at them so that they waste all their bolts, and then send in the army.

Or you could unleash a pet Forgotten Beast on them. That might work.

345
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 20, 2012, 09:43:39 pm »
If memory serves, royal jelly is just an ingredient and it has to be cooked out of the jugs. If it's a problem, make more jugs. What, are you running out of stone? What else are your legendary stonecrafters so busy doing?

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