Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - itg

Pages: 1 ... 42 43 [44] 45 46 ... 56
646
DF Dwarf Mode Discussion / Re: How many dwarfs does it take...
« on: July 02, 2013, 07:50:36 pm »
How many dwarves does it take to change a light bulb?

Seven. One to unscrew it and six to clean up limbs of the first guy, who was standing on top of the light bulb when he unscrewed it.

647
I really like how, when you finally get a good artifact, the dwarves misname it. Contemptible? Granite-studded thongs are contemptible. Lead maces are not.

Hehe, how about Ruinedstood the Worthless Cuts, the adamantine battle axe? On topic, that's a pretty sweet mace.

648
I checked all the corpses and body parts through the stocks menu before posting, and I couldn't find anything suspicious. However, I seemed to have stopped the cancellations by using the stocks menu to mass forbid all corpses and body parts. Now I should be able to isolate the problem corpse/part by unforbidding things a little at a time.

649
I've had this problem for the last 7-8 years of my fortress. My dwarves butcher dead animals as normal, but when they run out of corpses that exist, they start trying to butcher some non-existent corpse and they're seriously pissed off that they can't do it. That is to say, I'm getting job cancellation spam. The problem is the same with every dwarf and every butchery. I've scoured the map looking for dead animals the dwarves might want to eat, but I can't find any. I suspect they're trying to butcher a corpse which was destroyed by obsidian casting. I've been working around the problem by keeping the job suspended until I know I have a dead animal, but I'd like to resolve the issue for real. Any ideas?

650
DF Dwarf Mode Discussion / Re: [PREFSTRING:Many Queries]
« on: July 01, 2013, 04:52:44 am »

The first thing I wanted to have cleared up was with regard to having your adventurers appear in Fortress Mode. My present (mis?)understanding states that it can provided your adventurer retires in one of your fortress civilization's holdings. If this is accurate I have two follow up questions in particular:

  • Could they be an Elf or a Human instead of a Dwarf and still immigrate, or must the adventurer also be a dwarf?
  • Is there a way to increase the likelihood of a retired adventurer's immigration? It seems to me that one must bank on gratuitous serendipity, and that getting one of your former skilled-and-well-equipped adventurers is something of a windfall.
Another thing I'm having trouble with in adventure mode is locating dwarves. The thing on the upper-left corner gives you directions, but I find that these directions are very misleading when it comes to getting you closer to Things That Are Underground. I think pausing to consider it has potentially yielded an answer, as I have entertained the possibility of simply following roads; surely following them would lead to the Mountainhome.

I'm not 100% sure, but I don't think you can get an elf or human adventurer as an immigrant. I would imagine the only way to increase the likelihood of getting a dwarven adventurer as an immigrant is to decrease the likelihood of getting other dwarven immigrants, e.g. by generating a world where dwarves are extinct. Again, can't say for sure.

The reason you can't find dwarves in adventure mode is because dwarf sites don't exist in this version. Toady's adding them in the next release.

Quote
This one is about the game feeling slow after initial embark proceedings. Call it QUESTIONSET 2, but not to its face.
I am finding more and more that there is a rather large dearth of things for me to do over the course of the first year or two (ortenislandssuck). This is probably more of a question for the world cookbook thread, but I'm wondering if there are means by which one can secure more towers on the map? Also I have cave-display enabled, but I'm not exactly sure how to go about finding them so that I can try embarking near those too.

It sounds like you're wanting more attackers? You can encourage them to come sooner and in greater numbers by creating a lot of wealth. Trap components like glass serrated disks or wooden spiked balls are absurdly valuable for their resource cost, so building a bunch of those might be a good place to start. Also, you could open up the caverns sooner.

As for generating more towers, longer histories will give the necromancers more time to build them and take apprentices who will go on to found their own towers. Also, there is a worldgen setting for number of "secrets." More secrets ought to result in more necromancers.

Quote
Why do I military? The kids are calling it QUESTIONSET 3 these days
I suspect I am really undervaluing military dwarves, except for the crossbow kind. At the present I think of them mostly as only nominally more useful nobles with worse rooms, or, at best, a few less peons to manage. I suspect that strong military dwarves are the key to combating clowns, however, since my usual methods don't work against them. Am I putting to much faith in walls and bridges and traps? I use them nearly exclusively to repel things with at most a couple of squads of marksdwarves, whose main purpose is to rescue caravans/immigrants on occasion and to give me an excuse to build towers for them because I love to build towers.

Nearly my entire defense repertoire is traps; cave in traps, water traps, magma traps, pit traps, pits-wth-water-and-magma traps, collapse traps into pits that fill with water and/or magma, et al. Other than poor planning or against graduates of Clown school when is this going to fail me?

Traps and bridges are incredibly effective, to the point that many players choose not to use them in order to increase the challenge. Believe it or not, traps are by far the easiest way to face the clowns, too. That's not to say that a good military isn't worthwhile, though. Unlike traps, dwarves move, so you can respond to unexpected threats and guard workers outside the fort. A good military is usually a lot less hassle than the elaborate traps necessary to deal with FBs and titans. Plus, you'll really want a failsafe for when things get by your traps.

Quote
I don't feel this last one really needs it's own section:
Tips for dealing with a Giant Sperm Whale thrall?

Cage it.

651
DF Dwarf Mode Discussion / Re: So how do I soap? Do I just... Lye?
« on: July 01, 2013, 12:13:00 am »
Stupid question: did you check to make sure you had the soap making labor enabled on at least a few dwarves?

652
DF Dwarf Mode Discussion / Re: Mystery Death
« on: July 01, 2013, 12:07:01 am »
Usually when dwarves suddenly bleed to death with an FB involved it's one of the many exsanguinating syndromes. Maybe the memorial is just wrong. It's conceivable that the iron spear is a sort of placeholder death cause. You're sure there was no combat log for this dwarf?

653
You're right, it's i-P-select. The interface sucks, no question. I'm pretty sure the units on the list are sorted "chronologically," with the newest ones toward the bottom, although I'm not sure whether that's the order in which they were caged or the order in which they arrived on the map.

654
DF Dwarf Mode Discussion / Re: Full moon question
« on: June 29, 2013, 07:11:43 am »
Full moons come once a month like you'd expect. An infected dwarf will transform the next full moon, so your guy must not have been infected. Maybe the bite didn't break the skin.

655
DF Dwarf Mode Discussion / Re: How can I stay interested?
« on: June 28, 2013, 12:06:08 pm »
So I've been playing Dwarf Fortress for some time now, and most of my forts get to the point of maybe ~20 dwarfs and then I get bored and start a new fortress. I'd like to hear some tips what interesting things I can do with my small fort, or anything that could get me to mighty forts. I once or twice have had a ~70 dwarf fortress, but in them nothing happened, until I got sieged and lost almost instantly.
How should I start my military, should I start some mega project, how do I make an efficient fort that looks good, anything that helps my fortresses get mighty and great.
I know someone would say "Just experiment and read wiki", but my experiments end up to me having no idea what's going on, and the wiki is a bit too much "now do this, then do this" type.

Well, the obvious place to start is to try to not lose instantly when the first siege arrives. The military quickstart guide on the wiki should get you going on that front, but I'd also recommend building a trap corridor in front of the entrance to the fortress. Cage traps are reliable and cheap, and each trap puts one goblin out of the fight, 100% of the time. With enough cage traps, you don't need any other defense vs. sieges. Weapon traps are good, too, but you'll need weapons/trap components to fill them with. Wooden spikes or spiked balls can work if you don't have metal. drawbridges (aka atom smashers) can be used to crush sieges. Just remember to put the lever far from the entrance. Don't use stonefall traps or siege weapons. They're not effective.

656
The most important thing is to get underground and wall yourself in ASAP. Your starting seven won't be able to fight demons and won't have time for fancy traps. Don't even try to let in migrants unless you're very comfortable doing so. Once you get settled, start working on your demon grinder. Spike traps on repeat work very well. You can use furniture as bait (ideally artifact quality). Wherever you put the spike traps, I would make sure the only entrance to your fortress is upward through a hatch, because building destroyers cannot target a forbidden hatch from below.

657
DF Dwarf Mode Discussion / Re: copper surplus
« on: June 28, 2013, 08:36:06 am »
Gild the world with copper! Show Nature who's boss. Bathe in the tears of the elves who come to visit.

hint: use paved roads. Way more efficient than floors.

658
DF Dwarf Mode Discussion / Re: Do you find minecarts useful?
« on: June 28, 2013, 07:16:48 am »
I once had a fort where I used a powered minecart route to bring sand from just below the surface to the glassworks about 100 z-levels down. I was pretty happy with it, but it would've been more efficient to bring the magma up to the surface and put the glassworks next to the sand. That's really the problem with minecarts right there. It's just too easy to build a really compact fortress that doesn't need or want long-range transportation. Really the only major practical use for minecarts is quantum stockpiling, and that's a quasi-exploity unintended use. And there's minecart shotguns, but that's a "dwarfy extra," if ever there was one.

659
I like it. Here's a fairly run-of-the mill beast which I would think would be fun to draw:

The Forgotten Beast Oxut has come! A gigantic feathered snail. It has wings and it squirms and fidgets. Its heliotrope feathers are fluffed-out. Beware its webs!

Taken down by a hail of =goblin bone bolts=.

660
DF Dwarf Mode Discussion / Re: What's your favourite animal?
« on: June 28, 2013, 01:48:05 am »
My favorite animal by far is the noble wagon. You can build a trade depot from their bones and surround it with memorials to the brave wagons of yesteryear who gave their lives to bring your fortress prepared mosquito brains, capybara blood, and +large bronze breastplates+.

Pages: 1 ... 42 43 [44] 45 46 ... 56