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Messages - Niccolo

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1036
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 19, 2011, 05:44:41 am »
Is there any way to actively increase the size of trade caravans?  I currently buy everything I could possibly want from each caravan for about three egg roasts and a few exceptional weapons, both of which I own in the thousands (Making a master-work equipped military, woo!)

There are all these way to make items for trading, but I don't really see much point, since I can buy out the caravan anyway.  But I did notice more traders coming than before, which I would assume means more trade-stuffs, which I would assume means there's something causing more of them to come.

So how to I encourage trade?  Do I just offer them a bazillion worth of goods, and expect that to cause them to come back with friends?  Does it have to do with population?  Roads?  Wealth? Something else?

How much they bring has to do with how many animals tag along, since the animals are what carry the stuff.

So, if you were to - say - alter the raws so that donkeys and camels and horses and mules and so on were all able to carry ten times as much, then ten times as much stuff would be brought.

But if you go too crazy, then they bring so much it takes them half a year to unload - and they immediately leave.

As to getting more traders, I'm not sure.

1037
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 09:27:33 pm »
Hrm. I've been looking through the raws...

As I understand it, Elves do not by default send diplomats - but humans do (to a barony, I think it was). But in the raws, there is only a diplomatic position defined for dwarves.

If I want to mod in the Elven diplomat, do I just sorta copy-paste the position section? I remember reading that there was something that had to be changed, but I'm not sure what. The wiki tends to be not entirely informative, sadly.

1038
DF General Discussion / Re: Future of the Fortress
« on: June 18, 2011, 08:28:06 pm »
know when you chew on a chicken leg, and you get that stretchy chewy white long bit?

thats not a tendon. Thats a big ass nerve bundle.

I'm not sure which part you're talking about, 'cause there's a big stretchy chewy white tendon in the chicken leg too. But yes, there is a big fat nerve cord in there.


1039
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 18, 2011, 08:26:27 pm »
Working on my first above-ground fort.  It's actually pretty fun, despite the lack of Fun so far. 

I did finally encounter badgers, though.  I was intimidated by stories I'd heard on the forums, as well as the sheer numbers - there had to be at least a dozen of them.  I quickly got over any fears, however, when a marksdwarf walked into the group and strangled one of them to death.

You haven't known fear until you find the giant badgers.

This. I lost an eight-month old fort recently when three giant badgers wandered into my base through an unfinished wall and then couldn't find their way out. In fact, I think the mason may have gone and finished the wall after they were inside. I'm not 100% but I was too busy following the carnage to check.

I recently had a black bear wander into my food stockpiles... I didn't have a military up at the time, so I just sorta let it do as it wanted; it stole about sixty servings of alcohol, some seeds and legged it.

1040
I always try and build into a hill as my entrance. It limits the number of walls I have to build. I then cut off all of the ramps, making the top of the hill into the perfect place for above-ground farms.

Except for fliers... but they're gonna bother your above-ground farms anywhere.

then I dig down a few levels - Soil level is farms, next top level is barracks. Then comes workshops, followed by rooms. My entrance is lined with beds until I get the proper dorms cut.

Eventually, I get the farms big enough that they produce a tidal wave of food. First couple of caravans I buy every ounce of food and every animal so I have a nice buffer - then I breed up some animals and away I go.

I haven't played with really big animals too much yet, so it's a bit of a pain farming them.

1041
DF General Discussion / Re: Future of the Fortress
« on: June 18, 2011, 10:32:07 am »
I mean could the native americans even cut out a creatures entire nerve system if they tried? Heck could we even do it today?)

Short answer? Yes. The major nerves are actually quite thick (surprisingly so) and the minor nerves... well, you can't taste them.

1042
DF General Discussion / Re: What Would Urist Do?
« on: June 18, 2011, 10:29:16 am »
Go view the Dwarf Fortress website, and then commit suicide when hearing what the next update will be about.

WWUD if he was resurrected as a skeleton as soon as the next update came?

Try and drink, 'cause screw the necromancer's orders!

Then cry because the booze leaked out between his ribs.

What would Urist do next?

1043
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 18, 2011, 10:28:02 am »
If I run magma under a frozen brook to melt it, how much water will that generate? Will the brook tiles keep generating a constant water flow, or will I just get the few tiles I un-freeze?

Only the tiles you unfreeze.

To get constant generation, you need to run the magma all the way along the brook to the edge of the map where the water enters (NOT exits!) To do this, dig to the second-last square and then engrave fortifications. This allows the magma to flow off the edge and thus heat up the generating squares.

1044
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 17, 2011, 08:50:41 am »
My dwarves just finished sacrificing goblin virgins by tossing them into the volcano.

Do goblins even have sex? I would have thought screening them for virgins is unnecessary.

Actually, the tossing-in is the virginity screening itself. Virgins in a volcano take slightly longer to incinerate.


Riftmachines is on hold while I figure out how to boost my FPS to something respectable... Meanwhile, a separate fortress has been built into the twin peaks of a volcano.

One peak functions solely as the entrance with the training room, barracks and armory stored within (as well a an underground farm, but hey). The second peak has enough lead for me to poison most of Switzerland, so I guess I'll be making trillions of goblets.
...
See, I like killing Elves too. I just prefer to do it more subtlely. Making an immortal race sterile and slowly going mad appeals to me.

1045
DF General Discussion / Re: What Would Urist Do?
« on: June 15, 2011, 11:33:30 am »
Rest easily, knowing that his steel throne is safe, since people who try to steal things are ignited.

What would Urist do if teeth were actually important?

Rejoice for this clearly meant that booze was edible as well as drinkable.

What would Urist do if captured goblins offered the secret to the most amazing booze imaginable in exchange for some Elf heads?

1046
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2011, 07:44:24 am »
Following the cowardly elvish assault on our undefended mine, in which Kagosh was thrown down the main air shaft. Kagosh the blacksmith was tumescent in the hospital with two doubly broken legs when she got a genious idea.

I do not think that word means what you think it means.

From Wikipedia:
Quote
Tumescence is the quality or state of being tumescent or swollen. This swelling includes expanding foam and expanding caulk. [1] Tumescence usually refers to the normal engorgement with blood (vascular congestion) of the erectile tissues, marking sexual excitation and possible readiness for sexual activity. The tumescent sexual organ in men is the penis and in women is the clitoris.
LOL !!
(and !!blush!! )
incumbent? supine? prostate?
What I meant to say was being back-broken and lying down...using a latin word. :p

Maybe that's what sexual excitation does to dwarves? Inspires them>

1047
Except badgers. Nothing kills those bloody things.
This one might be an elven traitor.  Drop him in the magma sea to make sure.

Hey, not cool. I'm an elf-murdering, booze-swilling dwarf through and through. Every fort has a special tomb set aside for my legendary brewer. (It annoys the nobles no end... or it would, if my forts survived long enough to get nobles.)

I just respect the badger since they fucking terrify me. It's like God designed them solely to murder people like me - they're ridiculously cute right up until you get close to them and then goodbye face.

1048
DF General Discussion / Re: What Would Urist Do?
« on: June 15, 2011, 01:30:00 am »
On the anvil is an image of a Dwarf and The Haunted Mirror. The Dwarf is struggling. The Haunted Mirror is breaking. This image relates to the attempt to use The Haunted Mirror.

What would Urist do if he found out it isn't a good idea to make weapons or furnature out of bones?

Go macabre and make yet more useless bone weapons and furniture.

What would Urist do if a Bronze Colossus appeared at the front gate selling booze?

1049
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 14, 2011, 11:42:00 pm »
Has any science been done to determine whether Pastures are better for your FPS than just letting them run free?

If you don't pasture your tamed grazers, they'll die.

Which will certainly be better for your framerate.

But not your refuse pile, since tame creatures can't be butchered.  You'll just have a bunch of useless corpses.  I'd say butcher them anyway, they'll give your butcher some experience and don't create a hauling nightmare like butchering a forgotten beast.

Dump-and-atomsmash is a good way to clear up the pile.

1050
DF General Discussion / Re: What Would Urist Do?
« on: June 14, 2011, 11:39:55 pm »
'Inspired' by the anvils he saw when he last besiegedvisited the Elves, he would go Fey and craft The Haunted Mirror, an Elf Bone anvil.

What would Urist make first on his Elf-bone anvil?

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