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Messages - peskyninja

Pages: 1 ... 39 40 [41] 42 43 ... 130
601
I believe that dwarves who have 2-handed weapons can still hold shields anyway.
Once I had a vet to use 2 candy short swords and one shield on the same hand. (That was his only intact hand)

602
DF Gameplay Questions / Re: toady said quietest had some patches
« on: February 17, 2012, 01:45:50 pm »
Uhmmm... No it isn't.

603
DF Gameplay Questions / Re: Huge migrant waves with low wealth
« on: February 17, 2012, 12:39:27 pm »
Other migrant wave, 4 children this time.
And I just noticed that in this version migrants come with their labors disabled.............

604
DF Gameplay Questions / Re: Huge migrant waves with low wealth
« on: February 17, 2012, 12:18:20 pm »
Killing them isn't a solution the solution is to fix the game. 32 children in a single migrant wave is way to much.

605
DF Gameplay Questions / Re: Huge migrant waves with low wealth
« on: February 17, 2012, 11:30:22 am »
And that was very weird because the total wealth was below 10k.

606
DF Gameplay Questions / Huge migrant waves with low wealth
« on: February 17, 2012, 11:12:57 am »
Anyone one else is having these? My population was 12 it  jumped to 65 after the third wave.
I think the new family migration mechanics are behind this.


EDIT: Just checked and 32 migrants are CHILDREN.

607
DF Gameplay Questions / Re: Is there a way to find where I am on the map?
« on: February 17, 2012, 10:49:33 am »
You can't resize.

608
DF Gameplay Questions / Re: Dwarf idiocy, forbidden areas, bones
« on: February 16, 2012, 02:40:14 pm »
3. Used ammo is forbiden as default.
4. Maybe it isn't a river but a brook instead.

609
The time it takes for dead bodies to zombify is random here. (1-2 minutes.)

610
On the Cave suggestion, you might want to further increment the non-mountain caves, and leave the mountain caves alone.  As the civ requirements for dwarfs to setup in the mountains, and as far as I know, AI dwarfs won't share a cave block, unless its YOUR embark dwarfs. 

I found I can get just as much variety in a pocket, if I crank up the subregion numbers to 4000 and turn down the rivers and up the drainage.  More drainage tends to limit veggies and ponds too, which leaves more land for landlubber civs. 

http://df.magmawiki.com/index.php/Advanced_world_generation

I don't use the min settings.  All my tweaks to world go in the variances, and for me, I only generate 60-80 temperate maps, that tend to have long X as opposed to Y ranges 129x17 or 129x33.  I might try more temps in this version, but encased dwarf deaths from season changes and ice frustrate me.  I like to think I have some control over their safety and actions. 

I pick a 3x3 and channel the pools.  This helps with accidental deaths too.  4x4 and larger takes too much time to assign channels to each pool.

Good luck, Knutor
Pools and rivers are channeled in this version.

611
DF General Discussion / Re: an entire corner of my map obliterated?
« on: February 16, 2012, 02:17:09 pm »
A bugged embark. I had at least one of those too. Just abandon, and find another spot.

ARE YOU MAD?! He must build the most bad ass fortress EVER!

612
DF General Discussion / Re: Controlling the undead stampede
« on: February 16, 2012, 02:12:18 pm »
Zombies wich were reanimated on that site won't leave. NEVER.

613
DF Gameplay Questions / Re: Zombies - Important Questions
« on: February 16, 2012, 01:55:54 pm »
I'm having a 100% Zombification chance on the evil side of my map. I think corpses that died twice can't be reanimated naturally (Only by falling on a evil biome tile) but I think a necromancer can revive them again.
Question : How this zed disease things work? It is proced gen syndrome for each biome? It is ALWAYS lethal?

614
DF Gameplay Questions / Re: New Version FPS issues
« on: February 16, 2012, 10:43:05 am »
No problem here, I think this is the 2nd or the third post about lag in 2012. Try re-downloading the game.

615
DF Gameplay Questions / Re: Giant mosquitos.
« on: February 15, 2012, 04:55:40 pm »
Were-giant mosquito?

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