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Messages - Callista

Pages: 1 ... 40 41 [42] 43 44 ... 48
616
DF Gameplay Questions / Re: Forgotten Beasts Ridiculously Easy
« on: December 27, 2011, 05:33:54 am »
Yeah, I'm planning out how to cause controlled cave-ins just for that kind of creature. My dwarves suck at combat anyway. One of them just had his finger bitten off by a badger. A badger, I kid you not; and then his war dog had to take the thing down for him. I don't like their chances against anything tougher than an anemic turkey, honestly.

617
I've been playing with animal-raising lately and I'm pretty sure that sheep are the best option. They give you milk and wool like llamas and aplacas do; but the males will also give you horns for moody dwarves and decorating things. I had one dwarf who would have died if it weren't for a horn from a ram.

Yes, sheep give hides that can be tanned into leather.

Sheep will eat less than either the llama or alpaca; and I think they reproduce either at the same speed, or faster. Yeah, you get less meat and bone from them, but for each llama or alpaca you can keep, you can keep multiple sheep; and butchering all those extra sheep will train your butcher too.

So yeah, sheep definitely.

Oh yeah, and: Backup picks and axes. Absolutely worth it, because your dwarves are bound to do something stupid like jump into the river holding your only axe before you have enough wood to make beds for everyone.

618
DF Gameplay Questions / Re: Clothes Strewn About
« on: December 27, 2011, 05:21:06 am »
Is there a way to just remove clothes entirely--somehow confiscate and possibly atom-smash them? I'm pretty tired of random badly-worn clothing being scattered everywhere.

619
Dear Urist McPeasant,
Please stop eating your meals in the Duke's personal dining room. I will not be held responsible for any repercussions.

Dear Cat Mc... uh, Cat,
I saw you adopting that newborn baby. I don't know what you're up to, but I am watching you.

-The Overseer

620
DF Dwarf Mode Discussion / Re: Favourite construction colour
« on: December 26, 2011, 11:52:05 pm »
White. Nice contrast. I usually end up using gray though because the most common rocks are gray. Meh, close enough.

621
DF Gameplay Questions / Re: Butchery Issues
« on: December 26, 2011, 11:04:55 pm »
that are in a nearby corpse stockpile
You mean refuse stockpile - corpse stockpiles (formerly known as graveyard stockpiles) are for the bodies of creatures that are to be buried in coffins.
Yeah, my bad. I keep mixing them up, even though I use the right ones when I actually play. I guess it comes of the need to mark the refuse stockpile as specifically for corpses only; otherwise it gets clogged with bones and random junk and the hunters just leave things to rot because they have nowhere to drag them.

622
DF Dwarf Mode Discussion / Re: Artifact Gold Breastplate
« on: December 26, 2011, 11:02:29 pm »
At least you get fights. Mine keep engraving circles and stars and clouds and similarly boring stuff, unless they're engraving yet another reproduction of the founding of the fort.

623
DF Dwarf Mode Discussion / Re: Plump helmetsplosion
« on: December 26, 2011, 11:00:46 pm »
I doubt it, short of dropping barrels of plump helmets onto the heads of invaders. But you can do that with rocks, too, and rocks are heavier.

624
DF Dwarf Mode Discussion / Re: theories on cave moss with no cavern breach?
« on: December 26, 2011, 06:02:32 am »
I got them once after I used dfreveal to check to make sure I had the clay I wanted to experiment with. I guess the game thought I'd found the caverns when the cheat made it possible to look at them.

625
DF Gameplay Questions / Re: Butchery Issues
« on: December 25, 2011, 03:32:35 am »
The "butcher" option in the butcher's shop is for already-dead animals brought in by hunters, etc., that are in a nearby corpse stockpile (and not pets, rotten or dead of starvation or old age, or too small to yield useful meat). For live animals, you want to go to the status screen ("z") and under the animals menu select the animals for slaughter. Your butcher should go and get the selected animals and take them to the butcher's shop himself. Make sure you have auto-slaughter turned on. It should be on by default, but it's under the orders menu, then workshop orders.

626
DF Gameplay Questions / Re: Stagnant Water, Pumps, and Wells
« on: December 25, 2011, 03:27:50 am »
Yeah, they don't drink water. They're dwarves, not elves. Water is for washing and irrigating and feeding to poor sick dwarves who can't fight back.

Still getting stagnant water, even though the water's flowing through the map and off the edge. Just weird. I'm honestly thinking just to start a new fort and try this again.

And no, I didn't embark in a swamp... Checked that again, just to be absolutely sure.

627
DF Gameplay Questions / Re: farms does not produce enough
« on: December 25, 2011, 03:25:46 am »
I always end up forgetting and putting my last rock nut through the screw press by accident...

628
DF Gameplay Questions / Re: Pet Peahens, Nest Boxes, & Animal Hauling
« on: December 24, 2011, 03:57:34 pm »
remember to forbid eggs in your food stockpile if you are gonna get them to hatch. :D
I prefer to stick a door on the chicken pen and forbid it to dwarves, so I can have some birds breeding and others laying eggs for food.

629
DF Dwarf Mode Discussion / Re: No
« on: December 23, 2011, 03:04:58 pm »
OP, a bit of Internet etiquette:

When you post on a forum, it's considered rude for the same person to post more than once in a row; this is called "double posting". If you need to add something to your post, you can look for the "edit" button on your post (most forums have one; this one does) and add to your first post. Once someone else has posted, you can post again.

Edit: Like this. The edit button on this forum is called "modify".

630
DF Gameplay Questions / Re: farms does not produce enough
« on: December 22, 2011, 04:11:08 pm »
Yeah, your dwarves are probably cooking the plump helmets. Brew 'em instead and you should be okay. How about diversifying into more than just plump helmets? Cave wheat is good, also sweet pods. You'll want a quern or millstone and a farmer's workshop. Forbid cooking of seeds on the status screen (kitchen section) just to be sure.

Also, keep a stockpile of backup seeds behind a locked door just in case you ever run out of seeds again.

Surface farms are cool, but I much prefer a "greenhouse" because it's safer. Go to the surface, channel out space for your garden patch--channel down; beware cave-ins--and then construct a floor over the top of the garden pit. The bottom of the channeled out pit should still be marked "outdoors", which means that farm plot there will grow outdoor crops.

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