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Messages - mickel

Pages: 1 ... 10 11 [12] 13 14 ... 79
166
DF Dwarf Mode Discussion / Re: Colocation Challenge!
« on: October 07, 2007, 07:12:00 am »
quote:
Originally posted by Grek:
<STRONG>Do it on the same fortress you left from.</STRONG>

Well... if you could know where you left from, I guess. Maybe your a reading for how far you are from your starting point when you select your location?


167
DF Dwarf Mode Discussion / Colocation Challenge!
« on: October 06, 2007, 07:10:00 pm »
With the new version coming up, one thing in particular strikes me as interesting - the ability to base your fortress anywhere.

Here's the challenge. Well, not much of a challenge... You must build your fortress exactly on a preexisting dwarven fortress, or as close as you can.

That's it.

Well, you must also build your fortress so that there is free passage between yours and the preexisting one.

That's it.

Just... do it. And watch the mayhem. And report the mishaps here.   :)


168
DF Dwarf Mode Discussion / Re: Argh! Stupid food bug! (Useless rant)
« on: September 26, 2007, 04:13:00 pm »
Or where they refuse to eat food because it's claimed by a "move to stockpile" job that is item #500 in the list of jobs... That's destroyed a lot of fortresses for me.

169
DF Dwarf Mode Discussion / Re: "Crossbows suck. I only got three."
« on: September 25, 2007, 10:57:00 am »
The reason crossbows were used instead of bows, aside from the much increased power and range, was that they were a lot easier to use. You could get a crossbowman up to a decent accuracy in a matter of days, whereas a longbowman took years of training to get close.

Crossbows were a preferred huntin weapon, too, which meant people tended to have experience with them.


170
DF Dwarf Mode Discussion / Re: Roads, how will they work?
« on: September 20, 2007, 11:33:00 am »
You can also build the roads on normal ground level, and dig the ground out from under it...

171
DF Dwarf Mode Discussion / Roads, how will they work?
« on: September 18, 2007, 10:01:00 am »
In the current version, roads are absent from adventure mode as far as I can tell, except for the roads through the human settlements, and which appear to begin and end at the edges of town...

The road you build in the fortress, for traders, is similarly abstract - you just build one from the depot to the edge, and it continues into infinity.

How's this going to work in the new version, and how is it going to work in the future?

I have this vision of a network of roads between human settlements, and my fortress, built smack on the middle of one of those roads, and me extracting taxes for "road maintenence"...   ;)


172
DF Dwarf Mode Discussion / Re: picking up goods from fallen dwarves
« on: September 15, 2007, 07:27:00 pm »
Your dwarves will do that automatically, provided they have permission to go outdoors (check in the options screen) and that there is room in appropriate stockpiles.

173
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 18, 2007, 10:05:00 am »
Yea, I have that problem with human caravans too. If trade will work the same way in the next version, with the road stretching to infinity and all that, I am going to wall the damn road in and fill the outside with traps and guard posts and whatnot, and maybe then the pansy humans will actually reach my trade depot without being scared by the awe inspiring deer...   :mad:

174
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 16, 2007, 10:56:00 am »
quote:
Originally posted by Kagira:
<STRONG>The aftermath of goblin sieges.

Basically, the armies of crazed tantruming dwarves beating people to death and smashing up the fortress.</STRONG>


Oh yea, I hate those tantrums, they're like a set of dominoes. Times like those, I wish I could flag all the tantrumers hostile and send in the troops... You know, martial law.


175
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 16, 2007, 07:06:00 am »
I haven't found a manager that works, but I've yet to have the opportunity to test the one Savok posted about. That one seems to rely on custom profession names though...

I've forgotten to plant a couple of times too. I dunno why the dwarves can't simply remember where the field was and plant a new one next year with the same crops. I use the same area over and over again anyway, they're not goldfish are they?

The amount of farmers I have varies wildly with the amount of farmers I get through immigration. I turn all peasants to farmers unless I have critical shortage in some other field, but outside of that I leave professions alone.

Between paging through all those lists and flicking jobs on and off and trying to remeber which job goes with what profession, or simply making do with what I have, the latter option is a lot more appealing.

If the dwarves would just starve to death quietly instead of tantruming and wrecking the whole infrastructure in the process, things would balance themselves up, nice and quiet.   :D


176
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 15, 2007, 07:25:00 pm »
Oh, no. Feeding them with plump helmets works fine, although my farmers, like most other dwarves, do lots of pointless hauling. They have hauling turned on by default, and I hardly ever feel the urge to go through every single dwarf and turn it off, one type by one type, for one dwarf by one dwarf...

It's when I start cooking or using other crops that the starvation starts.


177
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 15, 2007, 04:51:00 am »
I've tried all sorts of strategies, and that's the only one that works for me. I noticed as soon as I start growing anything that requires preparation, such as Quarry Bushes, starvation happens. As soon as I start cooking anything starvation happens. If I do any of those things, the next winter sees the end of my food, the following spring sees dwarves doing nothing but hunting vermin, and the summer sees them either starve to death or tantrum.

The whole food preparation system has to get more manageable before I feel like bothering with it again.


178
DF Dwarf Mode Discussion / Re: What kills most of your dwarves?
« on: September 15, 2007, 03:37:00 am »
Starvation is the number one killer by far for me. It seems like the only way to manage the food situation is to grow nothing but plump helmets, not build any kitchens, and grow about ten times the amount of food you need. That works for me as long as the human caravan comes when it should, but in my last game it got interrupted by goblins twice and so I was doomed.   :(

179
DF Dwarf Mode Discussion / Re: Legendary woodcrafter child
« on: September 11, 2007, 02:08:00 pm »
My last fortress had two legendary craftsmen children. One of them later went to sleep by the river instead of his room, and the other got in a fight with a cat and had his upper body mangled. He lived, but he'd pass out every three steps, spamming me with tons of messages.

180
DF Dwarf Mode Discussion / Re: Alas, poor Cloisterbrother
« on: September 11, 2007, 12:21:00 pm »
Neither, they just stopped coming.

Well, I've had a couple of sieges. The first one, in year three, disturbed the dwarven caravan, so I haven't had a dwarven caravan since then. And they like to siege when the human caravan arrives.

First one killed off the caravan, giving me lots of free junk. The next one just scared the caravan away, and the next one too, and just now, the fourth human caravan was scared off by deer. Yes, deer.

The first wagon had just about reached the bridge, and the first mule had almost reached the depot when one of the guards attacked a deer. The deer got enraged and must've hit the guard, because the entire caravan turned tail and ran.

No food for me, I guess.   :(


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