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Messages - Saiko Kila

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1576
DF Dwarf Mode Discussion / Re: Vermin FB
« on: May 25, 2011, 11:17:18 am »
But does that vermin-FB actually hurt anything apart from cats? Maybe it is unable to do so? Maybe it hurts cats because they are able to interact with vermin? I'd throw some wardogs to check it out.
I'd starve the dwarves so they are tempted to eat it.

And that is a good idea. You can simply wall the cave with dwarves thrown into it. Do butchers butcher dead vermin? Fishery can process fishes (and turtles) but what about birds? I was able to butcher some full-size FBs, disappointed because their meat was worth the same as standard meat, less than most exotic animals. And was non toxic.

1577
DF Dwarf Mode Discussion / Re: Livestock Coice ?
« on: May 25, 2011, 11:09:51 am »
Anyway, once the circus came to town and all the dwarves were really excited and had alot of fun. At the end of that I went trough the list and noticed that one clown had perished in the festivites. Slain by one of my cows and not the military.

Hungry cows are angry cows. They don't want to play. They want to devour. But seriously cows are quite massive and I noticed they were hurting other animals more often than sheep for example, barring lucky shots. And cows need to move more because they eat more, thus creating more room for conflicts. Maybe that clown was standing on really delicious tile of dense cave moss...

1578
DF Dwarf Mode Discussion / Re: Vermin FB
« on: May 25, 2011, 11:03:25 am »
But does that vermin-FB actually hurt anything apart from cats? Maybe it is unable to do so? Maybe it hurts cats because they are able to interact with vermin? I'd throw some wardogs to check it out.

1579
But how does that help with axedwarves? They don't train axe skill when woodcutting. Does woodcutting count in real fight?
Making absolutely everyone a woodcutter or miner means that when Urist McStupid wanders outside to pick up his long lost xxtroll hair sockxx, he's at least carrying a weapon while doing so.  They don't train but it's better than nothing;  I've seen a woodcutter actually win once in a while.  Cutting wood, if there's any woodcutting to be done, may make them stronger too.

Another way to do it is make everyone hunters.

Ah, in that way. But many dwarves are cowards. Maybe they can hack on that goblin when cornered, still I think it would be better for them to RUN. (But not in that direction!)

Anyway, I use military options to make some of more precious dwarves wear clothes and light armor, and unfortunately it doesn't work with said woodcutters, miners and hunters (hunters suck by the way). So after a while these guys would be trying to hack and slash goblins while completely naked. They may cut a goblin or two and buy some time for nobles and children to escape, but they will be susceptible to even small scratches. I don't have so many dwarves to spare. But it may work for someone.

1580
early on i have squads of miners and woodcutters as pick-dwarves and axe dwarves respectfully, having them train that weapon as military and then later on changing to a dedicated military force is also good for emergency conscripting and animal defence squads (woodcutters will kill those annoying "interrupted by" animals, and if drafted they have a skill they can use)

But how does that help with axedwarves? They don't train axe skill when woodcutting. Does woodcutting count in real fight?

1581
DF Gameplay Questions / Re: Advised Population cap limit.
« on: May 25, 2011, 10:22:11 am »
All it means is how new you are to the game. Every one beginning needs at least to assign pop cap at 5. After first 2 hardcoded waves, will wind up with 20.
That's assuming it works.  A great many folks have found it doesn't.  So every new player needs to set up a migrant murdering bridge and learn to engrave slabs.

Er, I am a new player (mere 600 hours) and never felt inclined to make such a bridge. My immigrants always stop coming after they hit that cap, but after usual delay. I had a lack of workforce so I actually needed to lift it up to get enough dwarves. That engraving slabs things still stands though...


1582
DF Gameplay Questions / Re: Pits: FRUSTRATING!
« on: May 25, 2011, 02:47:52 am »
Military will often (usually? always?) kill enemies dragged near them. The same enemies dragged across the whole fort without any military presence do not escape. Solution: build cage somewhere near the pit, remove military from sight.

1583
DF Dwarf Mode Discussion / Re: Embark on Roc lair
« on: May 25, 2011, 02:24:23 am »
Do I have to gen a new world for this to take effect?

Changes to animal raws are enforced when new animals are generated - migrated or born. Old animals don't have new features, new animals have them and you can get a mixture of both types. You don't need new world for that or even a new embark. You need new animals. I'm not sure your rocs will be generated, they are kind of megabeast after all and they should exist before your embark. Domestic megabeast should be handled like any domestic animals though. So probably you'll end with domestic rocs with new features, and occasional "true" rocs with longer history and old features.

Generally, only if you need to change something in entity_default.txt you need a new world. Anyway I'm not sure if your enemies will be riding rocs - my enemies and merchants tend to stick to certain species, and bring different ones only on new embark.

1584
DF Dwarf Mode Discussion / Re: Livestock Coice ?
« on: May 25, 2011, 01:48:28 am »
The best birds are peafowl, not turkeys or other. Peafowls grow and mature much quicker, and live twice as long. Though I keep all of birds apart from guineafowl, which are pointless. And for grazers I'd say alpacas and sheep are good. Donkeys are about the maximum size which seems feasible in the long run. Donkeys can be milked and carry much more meat than sheep or alpacas, or economical but hard to acquire animals like deer. But the often neglected is reindeer, which is very similar to deer and eat less than half of what donkeys eat. I'd say sheep, alpacas, deer or reindeer, and if you have more space and want variety then donkeys. Don't breed cows, horses (which are much better than cows, but still eat too much) and forget about yaks and water buffalo. Actually it is possible to keep them all for years, but you need some space - I have about 600 animals and pasture them on land and under surface, thanks to deep soil. And beware of explosions of birth of any species. My butchers work day and night.

Wool and leather is not very important, because cloth made of plants is worth 2x more than yarn cloth, and leather is cheap as dirt, with some exceptions. Elephant for example is worth 5x more than standard leather, but elephants need to be modded to survive. So animals are entirely optional.

1585
DF Gameplay Questions / Re: addamantine in thumb......
« on: May 24, 2011, 01:28:53 pm »
Strands disappear after time, right? Are they removed and reused or absorbed into bloodstream?

1586
DF Gameplay Questions / Re: Planepacking
« on: May 24, 2011, 01:26:37 pm »
I like possessed, because all the most expensive artifact were made by them in my fort. May be coincidence of course, still I don't care much if demons possess anyone. I have enough legendaries.

1587
DF Dwarf Mode Discussion / Re: Emigrating Cat
« on: May 24, 2011, 12:54:58 pm »
You let the cat out. Alive. Now wait for him returning and avenging all these years of mistreating. But don't count on him returning ALONE.

1588
DF Gameplay Questions / Re: Assigning/taking away weapons?
« on: May 24, 2011, 03:41:33 am »
Dumping like this is the only way to get back weapons or other items a dwarf has 'bonded' with as well.  Otherwise for items not attached to the dwarf you can always just remove dwarves from the military entirely to get their uniform back for reassignment (to the right guys this time).  I do something like this whenever I want to decorate my dwarves armor.

Or you can wait for him to dump it in favor of better one. I really don't see why people have problems with dwarves attaching to their weapons. I have the opposite problem (though also resolvable) - dwarves dump their named masterful steel weapons and armor in favor of worse, but more expensive adamantine versions. Some of my attached weapons were in hands of four consecutive owners, as recorded by their kill list, and I never forbid or dump weapons.

1589
DF Gameplay Questions / Re: What is lead good for?
« on: May 24, 2011, 03:32:01 am »
I noticed today that Lead is listed in the economic stone list as "Sharp Weapon Useable" (or something very similar).


Hmmm.  I have no lead on my map, so I'll have to wait til I can buy some to see if that means what i think it means.

But every metal has this description? Maybe it means these metals can be use to make blades sharp. Iron sharpener menacing with spikes of gold and adorned with hanging rings of lead.

1590
DF Gameplay Questions / Re: A Dusting of Annoyance
« on: May 24, 2011, 01:32:58 am »
My dwarves (in .25) so rarely clean mud it remains on smoothed or constructed floors for years. Even when there is not much of it. I find it to be more feasible to construct something (mentioned animal traps are good for that, Trapping need to be enabled) and then remove it, than waiting for dwarves to clean it.

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