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Messages - Friendstrange

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316
DF Gameplay Questions / Re: Taming Badgers?
« on: July 05, 2011, 08:47:48 pm »
The only use for badgers is as punching bags for your military to train with, and the subsequent remains to be used by your cooks, bone carvers, leatherworkers, and soap makers.
Seriously, if you want war animals buy some grizzly bears from the elves. Or better yet, catch some cave crocodiles, add the [TRAINABLE] tag to them.
That way you got a fast breeding war animal that you can use for quality goods for your egg industry, bone industry,leather industry, meat industry, and most important of all: war industry.

317
DF Gameplay Questions / Re: Is floor fungus bad?
« on: July 05, 2011, 08:36:47 pm »
Floor fungus isnt bad, neither is cave moss.

The only problem of having underground flora growing in your fortress is all the goddam underground trees popping up in undesirable places. Godam its like an invasion and you cant cut the things quickly enough.
Also, clogged watterways and all the drained caverns turning into an impassable jungle in less than a couple of years unless you do some heavy road building just to make the caverns passable.

318
DF Dwarf Mode Discussion / Re: ok, WTF?
« on: July 05, 2011, 08:29:01 pm »
hmm... I'll try the other tube then.

wait a minute, it starts in the midle of the magma sea. no way to get down it :(

That isn't an insurmountable obstacle, you can turn the magma over the candy into obsidian and then dig down into it. In fact, you probably want to encase the candy spike in obsidian so you can mine it all out.
Wouldnt it be better to fill the inside of the spike with magma and slowly turn it into obsidian level by level via channeling? That way if a cave-in occurs your dwarves will bounce against soft adamantine instead of an obsidian wall.
And theres the bonus that you have a fool-proof way of mining all of the adamantine out, provided you have a constant water covering to turn whatever you channel out into obsidian.

319
DF Gameplay Questions / Re: Need Help "Cheating" (DwarfHack)
« on: July 05, 2011, 01:33:36 pm »
Problem is, once affected by a syndrome, you can only hope it goes away. The only thing DFHack can do is remove the pools of Forgotten Beast Extract that are infecting youre dwarves.
If its a short-term syndrome what I would suggest is to build a dwarven bathtub to clean away any extract covering your dwarves and then using the dfhack dfcleanmap to eliminate the fb extract in the bathtub.

320
DF Gameplay Questions / Re: Deers, Deers, Pond Grabbers, Deers
« on: July 05, 2011, 01:18:03 pm »
Yes, you can increase the population caps and the frequency. You can even give them the [UBIQUITOUS] tag to make them always appear(eventually) in every biome they can appear in. This won't work for a game in progress, I think, because it'll choose a pop number from the range you give it and start counting down from that, but whether it'll work for a new site, or even just a reclaim, I don't know. Worth trying, anyway.
Ill wait till my next fort. Im nearly done with this one anyway and I need to regen a new world anyway for multiple reasons. I was gonna wait till the new update but that seems so far away I might be able to make a whole fort just before it.
In any case I want to fiddle with many creature tags, particulary goblins and trolls to make them not carry so much junk clothing.

321
Might be. This needs further testing, to the labs!

But in any case Ive found that trying to make a bee industry is a waste of time unless you have enough bees to keep your waxwokers and bee-keepers busy. Because they never ever get around to collecting beehive products. EVER. And even then its hardly enough to do anything with.

322
DF Gameplay Questions / Re: Deers, Deers, Pond Grabbers, Deers
« on: July 05, 2011, 12:01:38 am »
So, is there any actual way to guarantee a plentiful batch of juicy dangerous critters? Maybe mess with the population cap tag in the raws?

I want my army of Voracious Cave Crawlers.

323
Narcotics and their effects on dwarves. They are immune to ethanol (total habituation), but nobody said they are immune to others. They are poor creatures, because they can't smoke or inject something pleasant, which will make them happy. I'd start with weed.
Weed is for punny real world humans. Dwarves get high smoking dried Death-Cap wood and injecting mogjuice and gnomeblight into their veins.

324
DF Suggestions / About migrantsand liasons
« on: June 30, 2011, 08:07:39 pm »
Since everyone always rages at getting "useless" migrants, why not add an option to ask the liason for specific migrants. Similar to how requesting good works now, you will still get useless migrants but you will also get the migrants you asked for.

Any other thoughts on how to make migrations less annoying for players in the future?

325
DF Gameplay Questions / Re: Deers, Deers, Pond Grabbers, Deers
« on: June 29, 2011, 07:47:48 pm »
Actually, according to the wiki, Toady said that population number is the population per biome square. So if you have a large amount of forest, you'll get more animals. Furthermore, frequency affects how often you see animals, not whether or not they appear.

This is from the wiki, but I'm not sure how up-to-date that is. We need some science done.
Im currently digging down to the third cavern to see wether or not theres anything down there. I get the feeling that cavern animals choose the lowermost cavern you have discovered to spawn.

326
DF Gameplay Questions / Re: Deers, Deers, Pond Grabbers, Deers
« on: June 29, 2011, 04:27:53 pm »
But I HAVE gotten all of those on this fort earlier. They just suddenly stopped apearing save for pond grabbers.

Did you kill the ones that did appear?  If so, the local population of that creature may be extinct.

Quote
Wait does that mean Im only ever gonna get 4 GCS spawn per fort and once the fourth spawns no other CGS will ever enter the map?

It means that 3-4 GCS exist in your local biome.  There exists for each biome an invisible off-map population pool.  Creatures which enter your map are drawn from this population pool.  Creatures which leave your map return to this population pool.  If you kill them, they do not return to the local off-map population and are gone forever.  It is very easy to kill off the local population of a creature with low population numbers to begin with.

...you mean genocide has consequences?!

I had to kill the only Voracious Cave Crawler that spawned and have captured a GCS so maybe I wont ever get more. That might also explain why Im not getting any more elk birds as Ive sistematically killed all the ones that have dared to enter the map. Same with bugbats and crundles. The Gorlak and Manera are caged, and all but one caged plump helmet man have been killed. Death is pretty much what anything coming in has had to expect.

So that might be the answer. Damn Ill have to go to the thrid layer to see if anything is still alive and try to breed anything interesting I find. Can I increase the population pool by making a creature breed and then releasing allot of them?

327
DF Gameplay Questions / Re: Deers, Deers, Pond Grabbers, Deers
« on: June 29, 2011, 02:31:34 pm »
It could be that all the cool animals are in that unexplored 90%.
Yeah thats what Im thinking too. I guess its time to move on to the third cavern layer. Which is a pain because Ive JUST finished taming the second cavern layer.

You are not guaranteed to get every type of creature possible for your map.  Also, the type of biome you've settled in can limit what kind of creatures you can get.

Voracious cave crawlers only appear in non-benign regions, and only will be present on your map 50% of the time.
Crundles only appear in non-benign regions.
Giant cave spiders only appear in savage regions, and only 20% of the time.
Reachers, trolls, blind cave ogres and maneras only appear in evil, non-benign regions.  Reachers, blind cave ogres and trolls are only present 50% of the time, and maneras only 10%.
Gorlaks are only present in good regions, and only 25% of the time.

You may simply have been unlucky when the game decided to pick your local wildlife.  You may also have embarked in a benign region.  Try embarking in a savage evil region if you want more dangerous wildlife.
But I HAVE gotten all of those on this fort earlier. They just suddenly stopped apearing save for pond grabbers.

The POPULATION_NUMBER tag is also important. GCS's only have 3:4, meaning you'll only get that many per biome, which either means you'll only get that many in your caverns, or get that many per distinct cavern biome with a map edge. Good and Evil tags are meaningless underground, the Evil tag just means a civ needs to be able to use both evil and cave animals to use them. My current fort is two or three kinds of Untamed Wilds, and thus neutral savage, on the surface and I got a troll in the caverns a bit ago.

Wait does that mean Im only ever gonna get 4 GCS spawn per fort and once the fourth spawns no other CGS will ever enter the map?

328
DF Dwarf Mode Discussion / Re: Wooja look at that...
« on: June 29, 2011, 10:31:19 am »
I got me a pair o' minotaurs. Do they...you know, breed in captivity?

also: http://www.vgcats.com/super/?strip_id=36

That reminds me didn't VG cats do a few comic strips on Dwarf fortress? Or was that a different one :P.

And back on topic, I just found my next industry..... Minotaur meat! Yes I can see it now hundreds of pits of hundreds of minotaurs feeding my hungry hungry dwarfs and several nations then opening a gift shop selling overly expensive Minotaur hoofs and horns.... You can butcher them right?
If you can, then not just meat. You've got a whole thriving industry there. (Minotaur leathercrafts, Minotaur bonecrafts, Minotaur meals, Caged Minotaur...)
And a few webcomics have done DF, but I don't think VG cats has yet.
Unfortunateyly Minotaurs are considered intelligent enough that Dwarves refuse to butcher them unless you edit the ethics in the rwas and even then it requires a re-worldgen.
Believe me I tried. The idiots wont even use the skelleton, but will happily use gobbo bones. I thought with sufficient time a skelleton would degrade into bones but it seems I was mistaken as its been 8 years already.

329
DF Gameplay Questions / Re: Would wooden spikes work?
« on: June 29, 2011, 10:26:53 am »
Definitely agree on using training spears if your going to do a danger room. menacing wooden spike traps fully loaded can kill alot of goblins and even multiple trolls easily. Very easy to make if you have timber. Though if you just assign 10 dwarfs to a squad and assign a barracks to the squad and leave them inactive they should do individual training alot. Only put them to active training when you want them to be ready and geared to go or want group training and demonstrations done in stuff like dodging and blocking. I find doing all that gets decent military without the need for the borderline cheating that I feel danger rooms are.
Ive been experimenting with military training and have found that NOTHING (save for a danger room) beats having 10 trolls with all their armor on on cages linked to a lever,asigning your squad to the room, locking the room once theyre all in, and pulling the lever.
The trolls will almost always try running for your doors due to the siege they came in having left, which means all your dwarves have to do is hack them to pieces. Quick and easy exp. I would place a mechanism stockpile next to the room for maximum efficiency because linking 10 cages to a trigger takes quite a while.
Havent tried dodge training yet but im guessing leaving all gobbos with their weapons on, save for the elites of course, should be enough.

330
DF Dwarf Mode Discussion / Re: Wooja look at that...
« on: June 29, 2011, 02:16:44 am »
Too bad you cant tame them. Having a minotaur guard would be pretty neat. Maybe when diplomacy is implemented youll be able to strike a deal with your captives and make an entire race your slave.

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