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Messages - Garath

Pages: 1 ... 503 504 [505] 506 507 ... 544
7561
DF Dwarf Mode Discussion / Re: 120 Idle Dwarfs! I need a project!
« on: December 15, 2011, 04:00:13 pm »
Build the fort of your imagination above ground, including turrets, dungeons, throne room etc, instead of an efficiency orriented fort, with a movie-type mine, complete with supports, flickering torches (are there any), mine carts and rails (there aren't).

Then build a temple to Armok where goblins are pitted into magma and a temple to urist where elves are smashed into nothingness. Make sure you make enemies with every single civ except the dwarven one

Make extras of the best armor and weapon and... everything. Keep it in a special stockpile, and never use/sell it, for future adventurers. Thats right, wanna take a break from fortress mode, explore the world including your fort as adventurer

On that point, there is nothing shameful about getting a fort to top efficiency, with amazing products, and take off to a new one when you want a new challenge. In the end your land will be dotted with your forts and when you go around in adventure mode you'll have lots of entrances to the underground areas, good steel or other armor and weapons strewn around ( I never saw MW items in adventure mode so far)

If "know all legends" is off in worldgen, you can have great fun having your adventurer explore the happenings in your fort(s) and the world

and its a way to make more forts and spread the influence of dwarfdom around the whole world!

7562
DF Dwarf Mode Discussion / Re: Why do all my FBs do the same thing?
« on: December 15, 2011, 03:34:41 pm »
in one fort i had 3 FB in caverns, 3 titans above ground, all in different places (different cavern levels). None of them appeared in the same place and they just took the most direct route to any entrance

7563
DF Dwarf Mode Discussion / Re: Dwarves on Hunger Strike
« on: December 15, 2011, 03:31:53 pm »
what food do you have? some food needs to be cooked first, like eggs

7564
DF Gameplay Questions / Re: Fey mood
« on: December 15, 2011, 03:13:03 pm »
craftworkshop then, default for anyone without any relevant skill

7565
DF Gameplay Questions / Re: Defensive tips
« on: December 15, 2011, 02:54:25 pm »
i dont know which version or mod you use, but at least in df2010 there are no carts with the traders, and thus no need for a hallway bigger than 2 tiles wide

7566
DF Gameplay Questions / Re: Regarding starting a Military/Fortress Defense
« on: December 15, 2011, 02:49:54 pm »
the problem is that sometimes ambushes are halfway through the gate before i see them, or a quarter of my dwarfs will be locked outside if i close the gate in time, so you cant do without some way to defeat them

7567
DF Gameplay Questions / Re: Fey mood
« on: December 15, 2011, 02:45:28 pm »
my mayor just got a mood - while the outpost liaison is visiting.... he left unhappy

7568
DF Gameplay Questions / Re: Fey mood
« on: December 15, 2011, 02:26:22 pm »
somewhere up is a link to the moods and what they ask for, including a list what expresion is for which item

7569
DF Gameplay Questions / Re: Fey mood
« on: December 15, 2011, 01:50:42 pm »
set a few cage traps at the entrance, that should keep those thieves off of you untill you figure the game a bit better.

mine to the sides a bit to see if there is metal - any metal, or maybe you can mine around the carvern

melting down a few items wont help much, check the melting page in the wiki how much each item contributes

7570
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2011, 11:56:46 am »
engrave some slabs or make some coffins

over here bone and shell stockpile almost under controll. A human caravan was kind enough to sell all their metal items for 35.000 urist worth of bone and shell crafts, suckers, we have at least another 50.000 worth and they weren't even haggling

7571
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2011, 10:28:19 am »
I keep a few saves around, in case i want a change of pace, a different fort for a while
The fort i loaded is rich in silver from galena, tetrahedrite and just native silver, no other metals. It is situated with a tropical freshwater lake in the east, tropical swamps to the south and tropical shrubland to the north and west, a stream crossing through the northern part of the shrubland. I remembered getting a bit desperate at this fort and i wondered why. Then I saw the prepared food stockpile, then the animal stockpile, then the animal pastures, then my regular stockpile, and cursed. I had changed the RAWs for this worldgen, removing exotic tags for pets and most grazer tags, since my lazy ass didnt want to bother with pastures for a change.

The prepared food stockpile was huge - and nearly full
A herd of Giraffes, a herd of elephants, a herd of capibara, a herd of warthogs, a herd of GIANT capibaras and some assorted Tigers and Jaguars were waiting to be tamed
Already tamed, and reproducing were a dozen elephants, half a dozen giraffe, four giant capibara, a dozen sheep, half a dozen goats, more fowl than i want to write down, a breeding pair of honey badgers, with cubs, horses, yaks, water buffalo, Rhinos and more.
Food stockpile was quite well stocked with booze, quite some meat and plants too, but not nearly full... Why not butcher them?
Then i saw the main stockpile and i remembered. Skulls. Hooves, horns. Ivory, teeth. Bones, so many bones. Shells, must have been 50 or more.
I rolled up my sleeves and went to the workshops and manager screen. Workshops full of orders, more queued by the manager.
Dwarf Therapist: bone carvers have just one task, carve bone.

I remembered: the bone carvers had been on duty for half a year now, and not made a dent in the stockpile, while filling it with bone crafts. Food was over the top, so the cooks were going to use what was left and take a break, plants only to be used for brewing. However, there were now well over a hundred animals that should be slaugtered and due to highly efficient cage traps in the wilds, more were comming in. And anything not locked up was BREEDING. The militairy was fairly small, but what did it matter with war tigers, war elephants, war... giraffes? All in all, a good 50 or more war animals, 30 of them elephants, chained around corners near entrances, surrounded by some traps. The animal trainer had been recruited in the militairy because he had 12 war elephants tagging behind him.

It was going to take some time to sort this mess out. on the other hand, I did not have to fear for attacks

7572
DF Gameplay Questions / Re: Regarding starting a Military/Fortress Defense
« on: December 15, 2011, 03:39:17 am »
when you assign wardogs to someone, he's likely to make it a pet. How to stop that? assign the person you want to have the dogs as the only animal trainer. From now, after training, they will follow him/her. Just give anyone you want to have a wardog or other war animal a turn and it will be fine. No naming pets, no tantrum

7573
maybe someone can write a bit on !!Weaponize!! ?

I think there was a discusion about it somewhere. One thing i remember (although not literally):

"It causes death and destruction, you never said it had to be enemy death and destruction."

also sorely missing:

Vermin?

possible entries,
dwarf reactor
quantum storage
weather
temperature

at the pump entry, perhaps a mention of accidental flooding, both accidental and "unfortunate accidental"?

7574
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2011, 01:19:09 pm »
you need a broker noble with apraisal skill. Even if he isnt the one to trade he'll put a value on things

7575
DF Dwarf Mode Discussion / Re: Moats?
« on: December 14, 2011, 01:17:39 pm »
i recovered a very old save just lately, with my current experience. My first reaction was S**t, which lever did what again

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