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Messages - Spish

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751
DF Adventure Mode Discussion / Re: Pimp Bandit
« on: December 30, 2011, 12:38:59 am »
"Ringleaders" (and edit: "commanders" and "bosses" too) with hugeass armies are always decked out in high-quality gear, in my experience. In fact, I fought three in a row last time I played.

Leaders, chiefs, and overlords not so much. I believe the distinction is that ringleaders are the big cheese of all the bandit camps in the region, not just a single camp. But I could be mistaken, I'm just guessing. It may also have to do with relative success, or, more likely, the size of the band they hit ya with (and by extension, your group of followers).

Edit: Yeah, it's definately the success that determines their bling (and personal army). I was wondering why I never see pimped out humans; most likely because they're not immortal like goblins and elves are. Longer worldgen = stronger bandits.

752
DF Dwarf Mode Discussion / Re: Finally, a little ‼fun‼
« on: December 28, 2011, 07:12:24 am »
I think a big part of the Fun factor in Dwarf Fortress is tied to worldgen. For instance, more FBs in the world seems to result in more frequent attacks, goblin sieges will only ride in on mounts if they've tamed them over the years, civilizations (particularly noticeable in goblins' case) are more powerful and developed the longer the generator runs, etc. Actually, larger worlds just seem to have more stuff in general. My most recent fort has suffered 4 forgotten beast attacks in the first three years. I believe it also helps if you have access to all of the cavern layers.

753
DF Dwarf Mode Discussion / Re: Favourite construction colour
« on: December 27, 2011, 01:48:45 am »
It only recently dawned on me that Orange is not a color in DF. Why is Orange not a color in DF? WHY!?

Out of those, REAL dwarves use magenta.

754
DF Dwarf Mode Discussion / Re: Faster designating (construction)
« on: December 26, 2011, 04:39:57 pm »
You can alleviate the hardship of selecting materials by simply making an exclusive stockpile (disabling all materials but the one you want) next to the construction site. The closest type of stone/metal/whatever will always appear at the top of the list. And not only will this save you time, but your dwarves as well.

For me, the big issue with above-ground construction is that you have to wait for dwarves to finish every little construction on the structure and walk them through it piece-by-piece. If the game treated unfinished constructions the same as complete ones, building megaprojects would be a breeze (well, compared to how it is now).

755
DF Dwarf Mode Discussion / Re: What to do with a gigantic panda?
« on: December 25, 2011, 08:51:49 pm »
I don't have any bamboo, so if uncaged it'll starve to death before I can train it, and it's just sitting in my animal stockpile...

It will also starve to death if you don't uncage it - being in a cage doesn't prevent animals from needing food.  Butcher it before it starves, at least you'll get some food out of it that way.
Grazers only need food if you tame them. As long as the panda maintains a savage mentality, it will never starve to death, caged or not.

However... if it came with an elf caravan, then it's probably already tame. Go with the butchering.

756
Also:
Quote
Historical figures now immigrate normally
This includes dwarves from previously abandoned fortresses and player-made adventurers (of course, you won't be able to retire in dwarf civilizations until their sites actually start existing again), as well as famous and influential dorfs of generations past. There's some incentive to keep your dwarves alive even after the fall of the fortress is a foregone conclusion.

And let's not forget that dwarves and especially kobolds will no longer die out so easily during worldgen. Which is nice.

Edit: Oh neat, I just checked and it seems you CAN retire in dwarf civilizations. The empty placeholder fields still count.

757
Judging by the patchnotes mentioning of the Hammerer being an appointable position, I think it's safe to assume baronobles are fixed in the next release.

758
DF Adventure Mode Discussion / Re: Funniest Names
« on: December 25, 2011, 02:07:22 pm »
My latest adventurer has the coolest name and title, they call him "Fel Knotwad the Spasm of Chasms"

Next chance I get, I'm naming a hole after him: The Chasm of Spasms

759
DF General Discussion / Re: Enelavaci, the classy mule
« on: December 24, 2011, 06:56:44 pm »
Is there be a way to check legends mode on a world when I have a fortress running on the same world? Otherwise I'll have to wait until it's 'finished'(which shouldn't take long anyways  :P)

I do have mods installed, but I'm unsure as to whether they would affect this.
You could also make a copy of the region folder, abandon the duplicate fortress, and check legends that way.

760
DF General Discussion / Re: Future of the Fortress
« on: December 24, 2011, 07:21:22 am »
Wait, honey bee venom-coated blowdarts? Does this mean applying poison to weapons is now possible via interactions?

761
DF Community Games & Stories / Re: Hellcannon (Succession: Battlefailed 3)
« on: December 24, 2011, 04:32:07 am »
Just checked out the save, I totally want in on this. I'll take spot 39 on the waiting list if ya don't mind... although I'll be very impressed if the fortress lasts anywhere near that long...

Gloopy - Miner/Engraver - Dungeonsmith - Extremely Paranoid
Preferrably a new dorf fresh off the migrant wave or somethin' like that, if that can at all be helped.

Also, might I suggest disabling hauling labors for all of the dorfed? Helps cut down on unfortunate accidents.

762
DF Dwarf Mode Discussion / Re: How to dry a lake section?
« on: December 23, 2011, 07:57:54 pm »
Well if you wanted to remove the obsidian, add more, make a chute, remove the lower area and wait for it all to drain out (assuming it has somewhere to drain to), then proceed to remove the rest, building/digging stairs and walls when needed. Building inside lakes is not the easiest of things to do :d
So to empty a lake, a drain is always the best thing to use.

Not if it fills from the map edge, plus you run the risk of FPS death

Especially if it fills from the map edge. You may risk FPS death, but that's not permanent.
Tell that to my kobold camp. All I did was punch a tiny hole in the ocean floor for an indoor pond, and it caused a swirling vortex of disappearing water and FPS murder that never went away even after I closed it off. My kobolds had somehow succeeded in creating a miniature black hole in the ocean.

Speaking of which; if a freaking singularity can't empty out a lake, then dwarf-pumps don't have a chance in hell.

763
DF Dwarf Mode Discussion / Re: How to dry a lake section?
« on: December 23, 2011, 04:51:13 pm »
But how can you remove the obsidian afterwards?

Dig. Dig dig dig.

No, think about it: If you have a multiple-z-level obsidian cast acting as a dam in a lake, how can you remove it? If you remove the top first, you can't reach the bottom, and if you remove the bottom first, the water shoots through the hole and balances out. In any case, a dwarf making a hole into the dam will very quickly get washed away as soon as he's finished.
Aye, there's no way to completely remove the rock once you put it there. However, if you just remove the top layer, no one on the surface will be able to tell the difference.

Anyways, sculpting the obsidian before dropping it in is definately the best way to go.

764
DF Dwarf Mode Discussion / Re: How to dry a lake section?
« on: December 23, 2011, 01:37:40 pm »
Just thought of something. With a little extra effort, you can build a giant cast above the water and cool the magma into a solid cube (or whatever you want it to be) before dropping it in, that way you get a shapely chunk of obsidian rather than a circular, haphazard mess.

765
Well, there's the alternative: capture the ducks with cleverly placed cage traps and tame them. Then have them butchered alive.

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