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Messages - AutomataKittay

Pages: 1 ... 144 145 [146] 147 148 ... 163
2176
DF Dwarf Mode Discussion / Re: Assinging Clothing
« on: June 21, 2011, 12:59:04 pm »
Explain to me again the bug with assigning uniforms to miners, woodcutters, and hunters?

I like Fredd's idea, especially since I could incorporate it into a "This is SPARTA!!!"-themed fortress where all adult dwarves are armed and have basic military training. Still be nice to have this bug fixed however.

The bug is their 'working' uniform, assigned by the job they does, overrides the 'assigned' uniform from the military screen. I've heard of work-around for it, but as far as I'm concerned it's pointless to dress them up with how difficult it is. You don't need hunters anyway, military can take care of the job. Miners shouldn't be under threat as long as they're just tunneling and digging ( somewhere OUT of caverns ). You can make underground tree farms which are safe for woodcutters.

2177
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 21, 2011, 12:11:12 pm »
Struggling to set up a prototype of organized animal husbandry for practice. One thing I forget is the buggers breeds explosively when nobody's tending to them, I've been having to process everything, including elven import and local capture and tamed ( changed PET_EXOTIC to PET ). And I'm drowning in fat and prepared meals. As well as totems and hooves crafts, buying caravans out without denting much of my stock  :'(

Anyone want a few tonnes of giant eagle and elephant meals?

2178
DF Dwarf Mode Discussion / Re: Foreign Weapons
« on: June 21, 2011, 12:05:52 pm »
Agreed with above, arena mode is the way to test out whatever combo you're trying out. I uses it all the time to test things out or just to see how screwed I am  :D

2179
DF Dwarf Mode Discussion / Re: Assinging Clothing
« on: June 21, 2011, 12:01:04 pm »
So processing plants, weaving cloth and making clothes is completely useless?
I tried to sell clothes, but their value is low

It's actually pretty good value, if you're not doing much metalwork, have steady farm running and free hands to haul things. Dyes helps a lot.

Even base cloth rope have value of 60, more than a bronze chain and lighter. It get multiplied by quality of cloth as decoration and quality of rope itself. Dyes have quality level too if you're going that far. A masterwork rope with masterwork dye ( all but hide root, which's only value 10, compared to others of 20 ) and masterwork cloth goes for... 740 dorfbux total, I believes, if you're bothering to go that far and have legendary weaver, clothier and dyer ( it'll most likely be in range of 500 and up with varying quality ).

That said, doing such's more a hobby for me with how productive animal husbandry is with totems and hoof crafts  :D

2180
DF Dwarf Mode Discussion / Re: Foreign Weapons
« on: June 21, 2011, 11:52:57 am »
Low contact area and high velocity are what you want for 'best' weapon. Faster they hits and the less area they contacts through, the more it ruins the other bugger's day  :D

2181
DF Gameplay Questions / Re: Life without metals
« on: June 21, 2011, 11:38:16 am »
Even bugged glass traps of earlier version ( it's been fixed by .20 or .22, wasn't it? ) are still useful for tiring out invaders and keeping them busy while pumping bolts down into them. At least that's my experience, and it's brutalizing against unarmored prisoners and wild critter.

2182
DF Dwarf Mode Discussion / Re: Mod Suggestions: Waves of Weaklings
« on: June 21, 2011, 11:34:37 am »
How about whales and shark people? Modify them a bit to be humanoid and slap [AMPHIBIOUS] in so they're not stopped by mere water moat, and can swim up wells fed by outside sources directly. That and they're both big and strong, aren't they? I'd imagine even crudely-equipped soldiers can still take care of them to some extent, if the invaders is that badly equipped.

Well, or at least not give them such a pretty grin  ;D

2183
DF Dwarf Mode Discussion / Re: Strangest Shit Ever
« on: June 21, 2011, 11:30:56 am »
Who opened the stopcock of the internet into here?  :o
All you people should...

*AutomatayKittay have been distracted by well-crafted imagery lately*

2184
DF Dwarf Mode Discussion / Re: Assinging Clothing
« on: June 21, 2011, 09:16:33 am »
will they keep their uniform on if i kick em out of the squard (and no other dwarfs needs the item?)

Unfortunately, no, they don't technically 'own' their uniform. They'll drop the stuff and put it back in stock and be back to freeballing.

2185
DF Gameplay Questions / Re: Bone and obsidian in Arena mode
« on: June 21, 2011, 09:13:32 am »
Availability in the arena is totally different from the normal game. Ugly workaround, but you could make a metal clone of the desired materials.

Yeah, that's a ugly workaround, might look into it after all.

Availability in the arena is totally different from the normal game. Ugly workaround, but you could make a metal clone of the desired materials.
This, and an even uglier one: you can have the desired items be left by air-drowning sharks as [ITEM_CORPSE]'s.

Well, yeah, shark eats everything  :o

Thanks for the suggestions, I'll look into faux-metal next time I need to arena-test such stuff!

2186
DF Dwarf Mode Discussion / Re: Chicken genetics
« on: June 21, 2011, 08:18:40 am »
Aren't chickens so small you only get a skull?

Not according to http://df.magmawiki.com/index.php/Chicken, but I've no personal experience with it.

2187
DF Gameplay Questions / Re: Life without metals
« on: June 21, 2011, 08:16:57 am »
If you have cave layer with water above the magma, you can make obsidian with just floodgates or doors and fistful of mechanisms. There're the stone short swords, you have plenty of wood to work with for it. It's not as good as iron ( or even copper, I think ) swords, but it'll do.

As for military without metal and trouble with obsidian? Make a lot of bone crossbows, lots of bone bolts, leather shield, bone and leather armors. Shield's the most important element, followed by boots to manage gunks that end up running over ground. Take advantage of being able to build fortification above-ground for kill alleys with crossbow squads and plentiful bone bolts.

THEN, you can refine the imported goblinite or caravan imports into proper armor and weapons  :D

2188
DF Dwarf Mode Discussion / Re: Artifacts and stockpiles
« on: June 21, 2011, 07:28:22 am »
but artifacts cannot be dumped, I thought...

That's right, and is a right royal pain when you have a weapon covered in dangerous forgotten beast extract that can't be destroyed because the dwarf who killed said beast named it with his dying breath, thus bestowing artifact status on it :E

It sounds like a cliche, but I honestly think the only answer here is magma.

Have the wielder walk through a bath, or build a weapon trap in a bath.  I believe walking through 3 deep water washes off all blood / vomit / goo from everything a dwarf is carrying, as well as themselves?  Not sure about the weapon trap in a bath area though.

Difficult to make a weapon trap in a bath, unless you're willing to drain it down to 1/7 to allow the construction to work. As far as I know, dwarves refuse to even designate building of any kind in more than 1/7 water, or work on such.

2189
DF Dwarf Mode Discussion / Re: Chicken genetics
« on: June 21, 2011, 07:26:24 am »
size and muscularity boosts meat, size affects bone stack, fatness gives more fat. I tend to cull out the fatter critters when I can, myself, since tallows aren't much good outside of soapmaking and extra foods, or training up cooks. Playing version .18 so no birdies involved, but the concept should work just fine  :D

2190
DF Dwarf Mode Discussion / Re: Favorite mod?
« on: June 21, 2011, 06:42:31 am »
Just switching PET_EXOTIC with PET tags and adding trade liasons to humans. I'm pretty vanilla otherwise  :D

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