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Messages - nightwhips

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211
As a side effect, I think it's great for gameplay when Toady makes previously-useless professions suddenly essential. After this gets patched in, seeing a legendary animal trainer migrant might be as good as a legendary armorsmith. The more professions that get this treatment the better, a fortress only needs so many haulers.

Also:
Urist McTrainer withdraws from society...
Urist McTrainer has claimed a kennel!
Urist McTrainer sketches pictures of a Dragon.

That's why I embark with a few extra dragons, for those crazy moods.

212
DF Dwarf Mode Discussion / Re: Quality of Bone Armor?
« on: March 09, 2012, 05:23:57 pm »
I'd almost say because everything is in ascii we worry about aesthetics.

This reminds me of how, in WoW, when they'd release a new armor set everyone would go ballistic because it didn't look cool, etc. on the forums. How I absolutely do not miss those days.

213
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 09, 2012, 12:21:00 am »
While some people have reported good success with burrows, what I've seen is that all burrows do is prevent burrowed dwarves from accepting jobs outside of his burrow.  So he's not going to his burrow because there's no reason to go there, and he's not bringing stuff to the depot because those jobs are outside of his burrow.

If you want him to go to his burrow, you either need to put a job for him there (like a pull lever job), or you need to put him in the military (either station him, or give him a defend burrow order).

I guess this would explain it. But that's pretty lame! I was hoping for a better answer than that. Well, LEVER TIME.

214
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 08, 2012, 11:58:15 pm »
Ok. So I found two vampires (both my only dwarves with medical knowledge, no less) and I want to lock them in rooms. I made two burrows, and they won't go to them, and they won't do anything else. In fact, one was in the middle of bringing a gem to the trade depot. As soon as he finished, he stopped moving. Now listed as "no job", despite there being many depot hauling jobs left.

Advise? What's going on here? How do I get a dwarf to a burrow?

215
DF Gameplay Questions / Re: Animals wandering off the pasture
« on: March 08, 2012, 09:28:29 pm »
I put a water buffalo male and female into a pasture today and both were soon hungry.  I haven't had this happen with pastured herbivores before...  Even when I deleted the pasture to let them roam they were still hungry after a season.

I know this doesn't answer the OPs question, but in response to this, buffalo and yak need huge pastures. But if you let them roam (any grazer) they go to your damn meeting area and starve. So you pretty much have to pasture them.

216
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: March 08, 2012, 05:37:26 pm »
Did you up the number of curses? This would presumably up the instance of curses, and therefore vamps and werebeasts as well.

217
As for the baby, apparently it was infected as it died.  It came back as a ghostly were-goat dwarf baby.
Need pictures.
Oh god please.

218
DF Gameplay Questions / Re: Weapons
« on: March 08, 2012, 01:27:01 pm »
I tried pike-dwarves for shi*s'n'giggles once. Nothing happened. The consensus was that only the largest dwarves would be able to wield pikes.

219
DF Dwarf Mode Discussion / Re: Are fortifications just terrible?
« on: March 08, 2012, 12:50:07 pm »
The z-level difference only prevents non-elite goblins from hurting you.

The main point is that any time you see an elite ranged attacker, you have to resort to a different defense. Your marksdwarves are useless in that case. It doesn't render them useless, always, it just means you have to invest in multiple defenses. They're not an IWIN button.

I suspect that one of the above posters is right - a single elite goblin archer probably shot your guys up. It's happened to me.

220
DF Dwarf Mode Discussion / migrant !!SCIENCE!!??
« on: March 08, 2012, 11:13:45 am »
And, no, I don't mean USING them for zombie, husk, or magma science.

I'm talking about understanding variation in migrants.

I've noticed a few patterns and wonder if anyone can corroborate.

First embark in VD.04, I was getting migrants that were either fishers or farmers. Usually they would be novice in three skills.

The embark, in a different world about the same age (~175), and so far EVERY MIGRANT in two large waves has had competent military skills. It's completely awesome. I'm also getting much higher numbers of rangers and fewer fisherdwarves (yes!).

I've seen other people complaining about migrants a) not having military skills and b) not have social skills at all. I've also heard about short histories generating highly military dwarves due to the hardships they've all faced.

My point is that these factors seem to vary quite a bit from embark to embark. Doing science on this will be a bit of an undertaking, since it will require running forts for reasonable periods, at least until you get a couple of migrant waves. So, I'd love to hear whether people are seeing similar patterns, and whether they have evidence that it has to do with the civilization source, the age of the world, the distance from the home, civ, etc.

221
2) it is beyond cheap that you can lock the doors to a necromancer's tower. 
   a) the doors should be guarded by undead sentries
   b) even were you to reach them, it should be impossible to forbid a door that you did not place yourself
      i) or at least should require a dwarf to reach them physically..

I'm all for the latter. It would be consistent. If an enemy takes your doors in fortress mode, you lose them. So, if you take a necro's doors, you should win them, and be able to lock them. That would require sending a dwarf through them, which would be a lovely use for a cheesemaker. Also suicidal.

222
To be specific, a high death rate can throttle migration, but you get that warning first. If your death rate goes down, I think the warning ceases. If it goes up, the migrants stop.

223
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 07, 2012, 09:34:10 pm »
Can a door function if it's diagonal?

WW
  DW
    W

or will I be unable to even construct that?

224
DF Dwarf Mode Discussion / Re: World Viewer 2012 - Pre-Alpha Release
« on: March 07, 2012, 01:56:10 pm »
Thuthu the Lush Skunk? REALLY?? God I love this game.

But srsly, this tool looks very interesting. It will be especially useful when pets are better implemented and civilization impacts taming opportunities. Thanks for this.

225
DF Gameplay Questions / Re: Porcelain Headaches
« on: March 07, 2012, 10:15:48 am »
It's kinda like with stone pots. You can't specify which will be used. But if you don't buy any clay, and don't gather any clay, they will make porcelain.

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