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Messages - Girlinhat

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16366
DF Dwarf Mode Discussion / Re: My love of DF continues
« on: February 05, 2011, 01:21:51 am »
Sometimes you gotta love it when your men don't finish a kill.  Leaving that goblin legless to crawl off the map one tile per day, is just so fitting...

16367
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 04, 2011, 10:54:57 pm »
Tigermen are basically neko with more fur, so yeah.  I'd wanted to do that also, but slave labor is difficult to achieve in current versions.  You can certainly make custom reactions that require a pet, but it will still be the actual dwarf doing the labor.  Also fun, with custom reactions you can make any animal milkable by making the product milk and "same type as regent".  I have yet to try this though.

16368
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 04, 2011, 10:43:59 pm »
I'm still waiting on custom moods before I abuse things like nekomimi maid cafe.  It's a workshop, with a custom reaction requiring one tigerwoman, that produces nothing but gives the thought "Urist has visited a brothel lately".

16369
Not to mention that making a slab doesn't remove it from the list.  I made a slab for my first Giant kill, and that Giant remained on the list of slab-ables afterwards.

16370
DF Dwarf Mode Discussion / Caring for your Tigerman
« on: February 04, 2011, 10:32:42 pm »
Every time the elf caravan comes along, I see that Tigerman in a cage, and say, "Ohshit a Tigerman, badass!" because a) I'm a dirty pervy furry, b) tigers are awesome, and c) I've always wanted a tigerman mayor, simply for lulz.  Then every time I say "Wait, my last seven tame tigermen have all died of thirst due to freezing water... or they fought one goblin thief, took a slash to the hand, and bled out like some type of furry elven baby." but then I buy it anyways and it dies.

So, anyone had luck with these guys?  Are they worth the effort?  They seem weaker in combat than an actual tiger, get uppity and thirsty, and waste my corpse stockpile.

16371
*Dwarf, target.  I'm not sure I have enough free time for my mason to worry about all those goblins.  I'd settle for a way to sort the list, and only show deaths from my civ and/or unmemorialized dead.  A sorting option for "active ghost" would be amazing.

16372
DF Dwarf Mode Discussion / Re: Trading I'm Confused
« on: February 04, 2011, 10:27:02 pm »
Caravans automatically come to the depot, even if you completely ignore them, or even if the depot is located several hundred Z down in hell itself, requesting a trader is requesting your broker, or requesting anyone if you have it set for anyone.

16373
DF Dwarf Mode Discussion / Re: One survivor, What do I do
« on: February 04, 2011, 10:24:26 pm »
You've had Fun!  This invariably happens to all forts, either you get bored, FPS death, or literal death.  But that's ok!  Losing is Fun!  Now you can do it again, without the mistakes you made!  Just think, this time you can properly arrange your bedding, or do your forges the right way since you realize how to now, or not lose that group to thirst because now you know how to handle booze.

This is how DF plays.  You play, you die, you get better, you get bored, you make megaprojects.  Then you take a break for a month or two since you're bored, until Toady releases a new version, like bees and eggs, and the cycle repeats itself.

16374
Being able to make a slab for any intelligent creature or pet that's died, that list gets so long it's laughable.  A single ambush squad is ~7, at least for me, with 3 squads that's 21 dead goblins, which takes up two full pages of memorial listing.  Not to mention, if you use chained animal sentinels, those appear on the memorial list as " (engrave memorial)" with no name or classification, and race does not appear either, just names, so telling the difference between a dead goblin and a dead caravan guard can be nigh-impossible, especially with such outlandishly difficult names.

Memorials are good for new forts, or people with enough patience and a notepad, but an old fort that's seen bloodshed will suffer.  If I could turn off ghosts I'd be doing a lot more stuff with my dwarves.

16375
DF Dwarf Mode Discussion / Re: Hoarding
« on: February 04, 2011, 10:06:13 pm »
You should put them into heavy bins, like lead, so that when/if you go adventuring, those will likely remain in their well-guarded stockpiles and make a raidable fort.

16376
DF Dwarf Mode Discussion / Re: Personal mods?
« on: February 04, 2011, 10:02:37 pm »
There will likely never been a traditional tech tree, where something is impossible until you do a certain thing, but tech trees are already in place to an extent, like the entire production of steel, and plant-thread-yarn-dye-clothes, not to mention soap and various forms of glass.  Production lines will, and do, happen, but not really a tech tree.

16377
DF Dwarf Mode Discussion / Re: Does military allow healthy relationships?
« on: February 04, 2011, 09:59:53 pm »
I think that female soldiers perform better because they often carry additional shields.

I snickered at this...  I made myself sad.

Also, miscarriage seems most common from lack of nutrition.  I've never seen a well-fed dwarf with a miscarriage, even my soldiers, but then again my soldiers rarely have children, since my child cap is 10 and that's usually filled by the time I get a working military in place.

16378
DF Dwarf Mode Discussion / Re: So wait...
« on: February 04, 2011, 09:54:19 pm »
When you deconstruct a coffin, the body pops out, but I don't believe this will happen when exposed to sunlight.  Beds are also indoor-only, but when exposed to light, they remain, albeit useless.  Dwarves will not sleep in an outdoor bed, and I assume the same is true of coffins.  If it's empty, and light, it will remain empty.

16379
DF Dwarf Mode Discussion / Re: Learning cliff, i'm X where is X?
« on: February 04, 2011, 09:51:12 pm »
Technically, you can cause creatures to ignite when explode, by modding them to drop an object that ignites at low temperature, which in turn means that when killed, the enemy will turn into fire.  This is almost dangerous, except that fire won't burn a construction, so your walls and floor are safe, and most people don't put their living quarters on the surface, so there's not much flamable that's really important.

16380
DF Dwarf Mode Discussion / Re: meeting area- cold?
« on: February 04, 2011, 09:47:28 pm »
5+ Z's below the surface is usually stone layer.  For my forts it's always 5 soil levels/ice and then stone, but I do play tailored forts so it may be tailored to 5 for me.

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