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April 23, 2024: Dwarf Fortress 50.13 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Gameplay Questions / Re: What differences in gameplay do you get when temperature
« on: November 27, 2007, 11:35:00 pm »some maps just don't have any wind, though I'm not sure offhand if there is a pattern to it and if so which maps don't.
DF Gameplay Questions / Re: What differences in gameplay do you get when temperature
« on: November 26, 2007, 04:33:00 pm »weather has almost no effects on dwarf mode right now, and temperature has almost no effect unless you have magma or your map freezes. if you are playing on a hot+ climate with no magma you can shut them both off without any real difference in gameplay.
DF Gameplay Questions / Re: Why can't you embark to some places?
« on: June 02, 2008, 06:17:00 pm »leave at least one square of the embark area on any other biome and you can embark there.
DF Gameplay Questions / Re: Can I catch rain somehow?
« on: June 02, 2008, 06:22:00 pm »What happens is they freeze in the winter and they lose information about how much water was stored in them, so it defaults to 7/7 when the ice melts. If you drain the water out totally it won't ever come back (unless you cheat). This works with any water source that freezes - when it thaws it will default to 7/7 no matter what level it was at before.
DF Gameplay Questions / Re: Champion with Artifact armor
« on: June 02, 2008, 08:42:00 pm »Edit: remember that quality not only gives a damage bonus, but a bonus to skill with the weapon too - something material does not effect and which can make a big difference.
[ June 02, 2008: Message edited by: BurnedToast ]
DF Gameplay Questions / Re: What's the exact equation for complex craft/decoration
« on: November 26, 2007, 07:40:00 pm »DF Gameplay Questions / Re: What's the exact equation for complex craft/decoration
« on: November 26, 2007, 12:27:00 pm »Edit 2: ok, it seems the dye just adds it's value to the end product. So if a sock is worth 100 monies, the exact same sock dyed black would be worth 120 monies. the value of the dye does not seem to get multiplied. I also don't think dyeing has a quality modifier, so black dye will always just add 20 to the final good.
[ November 26, 2007: Message edited by: BurnedToast ]
[ November 26, 2007: Message edited by: BurnedToast ]
DF Gameplay Questions / Re: Would stones on the ground of the barracks keep soldiers
« on: June 01, 2008, 11:29:00 pm »DF Gameplay Questions / Re: FPS And game speed
« on: June 01, 2008, 06:19:00 pm »DF Gameplay Questions / Re: Agile sleeper
« on: June 01, 2008, 06:32:00 pm »You could use companion to set one of your dwarves to perfectly agile and leave the other normal then time how long it takes both of them to get tired, and then how long they sleep if you really want to find out.
DF Gameplay Questions / Re: possessed armorer
« on: June 01, 2008, 06:29:00 pm »quote:
Originally posted by Deon:
<STRONG>Also note that he wanted THREAD not CLOTH.
The fastest way is to cultivate a few rope reed plants and quickly turn them into thread (in loom).[ June 01, 2008: Message edited by: Deon ]</STRONG>
Dwarves have NEVER wanted thread, ever. When it says cloth... thread... they always want cloth. You don't need to save thread for moods, they won't ever use it.
They used to want either silk or planet fiber (though they did not care if it was rope reed or pig tail) and I think that's still true, but I'm not 100% sure. I always keep a few pieces of both laying around just in case (preferably GCS silk for the major $$$).
DF Gameplay Questions / Re: Started in human fortress - how to kill and wear humans?
« on: June 01, 2008, 06:15:00 pm »To kill them, as others have said you need to either drown them, make a cave in on (or under) them, or use magma. You can also use a ballista (they do friendly fire) - just wall them in with fortifications or channels (so they don't wander off) set up the ballista and fire away. It's a bit annoying for killing lots of them though.
If you don't mind cheating, it's even easier - you can just use dwarf companion to set them to be butchered and a dwarf will run up, grab them, drag them off to the butcher shop and chop them up - no modifications to anything needed. I'm not 100% sure they will turn the skin to leather though, you might still need to delete butcherable_nonstandard for that.
DF Gameplay Questions / Re: Spontaneously exploding beer
« on: January 08, 2008, 04:57:00 pm »Is it a scorching map? though it should not matter if the storage was underground... was it?