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Messages - Disquiet

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1
DF Dwarf Mode Discussion / Re: Search for Dead Civ
« on: June 09, 2011, 09:38:04 pm »
I think I may have embarked with a civ that has no king/leader also. The only notable people listed in civ screen is the liason. Does this mean I will be unable to get a baron etc?

2
When did your titan show up? It seems embarking in age of legends or myth makes for most 'fun'

I've not had ANY other creatures come. My population is at 99, all my caverns are open to the public and I'm constructing a piston/submarine thing to be able to get at the bluemetal submerged in the magma sea... hopefully it will work.

All though my death screen is littered with cavern critters, more crundles than sense, olms, trolls, cave ogres. Most of these cave critters get names for grabbing some poor web collector or herbalist, so all my military (well, milita) have these elaborate kill lists like 'Killed Houndscraft the Blind Cave Ogre, Killed Swordsbane the Crundle'

27 DEAD DWARFS!?!? What am I doing wrong... I lost count at 230 dead dwarves. 60 or so of those are from before the reclaim though. My vast catacombes expand each year to meet the demand, and I had to expand my mining operation just to get stone to make coffins...

IMO you're the one doing it right, its much more entertaining (atleast for me) to lose half your army every battle than to have 1 superdwarf who 1 shots everything. In my fort I've lost about 20 dwarves, 3 years in, 2 fbs and 1 seige.

3
DF Dwarf Mode Discussion / Re: Bones. Ugh.
« on: June 02, 2011, 10:00:42 pm »
Why do you guys keep making more food stockpiles when you clearly have too much already? I just limit my food stockpile and let excess food rot.

4
DF Dwarf Mode Discussion / Re: Tips on Fiery Fun
« on: May 31, 2011, 03:17:51 am »
related to this, I wanted to catch a magma man or fire man to make a goblin steamer trap (pump water into a pit with grates across the top over which the goblins walk). But I can't seem to lure them into my cage trap corridor, they don't seem to want to leave the middle of the magma sea. Is there any other easier way to reliably boil water?

5
DF Dwarf Mode Discussion / Re: Finding flux?
« on: May 30, 2011, 10:02:11 pm »
nomad_delta is right dfprospector does not list layer stones.

Its possible that the new dfprospector version (5.14 I think) does show layer stones but it doesn't work for me, instead it lists a bunch of gibberish. So I use 5.13 instead as it actually works. Not sure if I'm using it wrong or other windows users have this problem but it lists the same gibberish for me on both XP and vista.

6
DF Dwarf Mode Discussion / Re: Giant badgers?
« on: May 27, 2011, 07:05:38 am »
I've actually never had a problem with badgers, skeletal hippos on the other hand killed 6/7 of my embark dwarves once.

But thats the only time I've ever lost to the wildlife before my first migrant wave. Maybe I'm just lucky.

7
DF Dwarf Mode Discussion / Re: What have we not weaponized yet?
« on: May 25, 2011, 11:49:00 am »
I don't think sand, (as in the powder, not the bag that holds it) has been weaponized.

8
Is it just my game that is bugged or do zombie creatures not count as kills? In my game my dwarf has killed about 30 zombie one humped camels and a few zombie giant scorpions but so far none count towards his kill list or his spear's kill list. Also they don't seem to leave any remains upon death. This is my first time on an evil embark, is this supposed to happen?

I don't really like this, I love to keep track of how much stuff a dwarf has killed, and I also like seeing the corpses and limbs of enemies strewn everywhere outside. It also sucks he won't get to name his weapon despite slaughtering countless undead with it  :(.

9
DF Dwarf Mode Discussion / Re: The Million Dollar Dwarf
« on: May 22, 2011, 06:45:39 am »
Ya he will live.

Just because it says he can't stand now doesn't mean he won't stand when treatment is done. So long as there wasn't nerve damage or lose of a limb he will be able to walk when the doctor is done.

Traction should take at most a season if it takes longer than that it might be bug'd and you'll have to deconstruct the bench. I usually give it a two seasons before I do that though.
I had this bug and my dwarf was still stuck in unconscious mode even after the traction bench was removed. I had to build a cage trap under him to get him functioning again.

10
DF Dwarf Mode Discussion / Re: Military & Happiness
« on: May 20, 2011, 11:20:54 am »
I find if you set the minimum number of soldiers training to lower than the actual number in the squad they seem to rotate extremely frequently, and get a bad thought everytime they go from civilian around mode to training mode. Upset by the draft I think its called, and I find this can make them depressed very fast. To stop this I set all my soldiers to training full time (minimum same as the amount of soldiers in the squad) and I havn't had any problems yet. They train outside in a walled grass paddock to stop them getting cave adapted, so there is almost no fancy decoration around them but they seem to be fine. Sure they get the enraged by long patrol duty bad thought, but they get this even if you give them breaks anyway, its pointless trying to avoid it, and it doesn't seem like a massive happiness hit. Full time training dwarves are on average less happy than my civilian dwarves but almost all of them are content, and usually ecstatic when their skills get higher. All they have is an engraved 3x1 bedroom, I don't even have to try anything special like statue gardens to make them happy.

11
So I am confused as to how the levels work.

The goblin is on a puller. So around him is one z level lower.
The door dwarf is at the same height as the goblin, running around his little circle of raised level. (I assume there will be a ramp or a door up there for him.

The mark dwarf is all the way across the map at the same level.

But my question is how do you keep the mark dwarf at the correct distance? Is he up a level or something? I would expect there to be a huge ditch in front of him so that he could not run to the goblin and get closer.
Fortifications and a locked room I assume.

12
The tame black bear and and wardog I chained at the entrance to my fort as an anti thief mechanism have been fighting eachother for atleast 2 years now and so far the only injury is the bear has a dented head. If only they leveled up combat skills they would both be legendary by now.

Also my yaks were constantly fighting when I had too many for a pen and almost all the grass was eaten (I like to think of this as competition for food) As a result I have a couple of crippled pets and yaks, but I honestly don't care. It seems tame animals will start fighting things nearby when they are kept in confined spaces, though I've yet to have one attack a dwarf.

13
DF Dwarf Mode Discussion / Re: Fastest Fortress Deaths
« on: May 18, 2011, 03:51:06 am »
Well not really that fast, but still the fastest for me, about a year into of my first forts I had pierced the aquifer and had all my dwarves in nice stone living quarters, when I forgot it was there and accidentally unleashed it upon my fort which was now entirely under the aquifer. If I recall I lost most of my 20 dwarves to drowning, with only the woodcutter and the plant gather/farmer still alive. All my food and picks were underwater so I decided to abandon as I had no way to dig and try and drain the fort.

14
DF Dwarf Mode Discussion / Re: So you hit the caverns and...
« on: May 18, 2011, 03:24:18 am »
I used a lot of pumps to drain a small section of a lake for long enough to build a ring of walls. The same technique that I used to get through the aquifer really, in my fort my stairwell must be straight. I can imagine it would be much harder if that lake was more than 1 z level deep though, I'd probably have to dig a temporary staircase to pump up some magma and cast a stairwell.

15
DF Dwarf Mode Discussion / Re: I'm gonna be honest here
« on: May 18, 2011, 03:08:44 am »
Like you I was frustrated with worldgen, aquifers everywhere and iron never in the same place as flux stone. Increasing the mineral frequency seems to only give you massive amounts of gold and galena. I find the default generator very unsatisfactory. Use advanced world gen instead, its very simply you only have to change 2 parameters, I ignore the rest since I don't understand them.

I set mineral scarcity in advanced world gen to 700, and generated a region rather than islands (this drastically reduces the amount of aquifers present), left everything else at default. Why 700? According to the graph on the wiki it looked like the sweet spot between getting a decent variety before the ore quantity starts to ramp up ridiculously, and I assume this would make it harder to find flux. The very first site I embarked on had flux, sand, a brook with no aquifer, two types of iron ore, gold, galena, tetrahedrite and cassiterite. Basically everything I wanted first gen and first embark. Admittedly theres no coal but since I'm in a forest its no problem, though I'm sure if I wanted it wouldn't take too long to find a site with some, the ore variety in this world seems so much better than the worlds I generated using the default world gen.

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