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Messages - Dwarvinator

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76
DF Gameplay Questions / Re: Possessed dorfs not claiming workshops.
« on: March 29, 2013, 11:55:09 am »
...a moody metalsmith would sometimes ignore a standard forge, but would accept a magma forge...
I believe this still holds true, but only in the event that you have built magma buildings before. Elsewise they should only use a normal one...80% of the time the workshop you need is a craftsdwarf workshop. This is the workshop that unskilled dwarves will use.
My present fortress is stuffed with armourers and weaponsmiths. Across nearly the whole adult population, I set out to make those their strongest crafting skills. I had a farmer who mooded recently. I checked his skills and got excited because his next highest skill was *proficient* in weaponsmithing.
He headed straight for the craftsdwarf's workshop and proceeded to make some junk.
It's not the first time. Is it because I only have magma forges?
Someone did knock up an artifact silver hammer - but that's the only weapon out of a pile of rubbish.

77
DF Community Games & Stories / Re: DF2013: The Succession World?
« on: March 29, 2013, 11:24:11 am »
I've just contracted a serious case of butterflies whilst reading this thread.

Please put me on the list - I want to be a part of History too!

Wow, it would only be about four hundred sleeps to go before my turn came round!

78
And when it will be in the depot, will I have to recognize again wich items was to sell and wich item was taken there only because they was in a container with a marked-to-sell item ?
Yes, you will have to designate the items for sale at the depot. Also, it might be worth your while to forbid items you do not wish to sell in the bins, whilst they are in stockpile. This way, when the bin is at the depot, you will be able to sell the entire contents and the bin together. It seems to make the merchants pack up and leave quicker after trading - especially if you have just laid a pile of old socks on them. This can be handy, as it stops two caravans blocking each other. That just happened to me - two dwarf wagons got crunched into piles of items and some humans went nuts.

79
DF Dwarf Mode Discussion / Re: So if you house-rule no danger rooms...
« on: March 28, 2013, 12:36:47 pm »
I made a nice training room with a waterfall. All the melee squads go to train there. Above is a room full of caged whatnots. I find that training with a constant stream of playthings pitted from above works fastest. I have four squads, training five or six at a time, so it's well-populated with armed thugs. The next stage will be to eliminate the traps on the entrance and have all visitors routed through there, so they'll constantly be clocking up xp without bothering with prisoner micromanagement.
All adults, except miners and woodcutters (I don't use hunters), not in squads carry bone crossbows with quivers. No food or drink. I don't assign them to a barracks, but there are archery ranges throughout the fort for them to practice. This does improve their crossbow skill, and I like them to be at least able enough to fire through fortifications. I'm expecting the concentration of bolt-fire in my next siege will be awesome.
Gobbos only come to Machinebowed in order to die.
Oh, and elves, humans....

80
DF Gameplay Questions / Re: Can a fortress survive with no adults?
« on: March 28, 2013, 11:27:05 am »
What if he asks for shells and the OP lives in a desert?
Well, unless there's an FB with a shell on the map, there'd be no helping the kid anyway.

81
DF Gameplay Questions / Re: Can a fortress survive with no adults?
« on: March 28, 2013, 05:46:13 am »
Say, for instance, one child has a mood and I want to let 'im out?
Thank you.
Why let them out of school at all?
You could just set up the necessary workshops within the wing, with a plentiful stockpile of leather, glass, gems, metals - all that stuff, in with them.

82
DF Dwarf Mode Discussion / Re: Terminal Kitten Play-date?
« on: March 28, 2013, 02:26:25 am »
...you'll probly want12-17 Z levels worth of fall. This height wont explode them but should break some bones...
Way higher than I thought. Okay, I will try this height.
lever operated kitten cage in the corner. works well with war dogs/alligators and anything else you feel like stuffing into one cage.
It has to be kittens...("o)
And, yes, I can see how the kittens might get hurt with visitors landing on them. I am thinking a pressure plate at bottom, linked to kittensplosion cage - then, to reset I will That's just tough.

83
I know it's only been 3 days. Was just stroking my beard wondering; how goes the war?

84
DF Dwarf Mode Discussion / Terminal Kitten Play-date?
« on: March 26, 2013, 04:33:17 am »
I'm working on a minor amusement for visitors. A simple pressure-plate activated bridge over an open space above a room full of kittens. The hope is that the elves, and whatnot, will be nicely busted up, but not dead - so they can make the most of their touchy-feely time with the kittens.

I have had a few gobbos chucked down various holes, in the interests of !!science!! but I am still not sure of the ideal depth for this venture. I'm leaning toward seven z-levels - am I about right?




85
DF Dwarf Mode Discussion / Re: Dwarven Architecture
« on: March 26, 2013, 04:05:31 am »
My design, btw.
Spoiler (click to show/hide)

86
DF Dwarf Mode Discussion / Re: Dwarven Architecture
« on: March 26, 2013, 03:36:49 am »
Impressive. It's like a Corbusier Scheme for dorfs. Generic council estates for little fellers, with slight variations to allow for local topography.

Noooooo...

Let chaos reign! I looked at GateIvory (succession game) the other day. I looked at it in Phoebus, it didn't make sense. I looked at it in ASCII and was still none the wiser. In the end it took me a good hour to find the front entrance. At least I think I found it. Dorfs scattered everywhere, mostly dead and dying - no cohesive defence, or planning of any sort, come to that.

That's how a fort should be 'designed'. On the fly, by a series of madmen.

87
DF Gameplay Questions / Re: Pump Stack Question
« on: March 26, 2013, 03:16:01 am »
Alternitively attach gearboxes to the passable tiles (prior to building the pumps) to suport the constructions.  The extra gears can be removed after the stack is completed to save on power requirements but will alow you to build in any order you want as well as designating the whole stack in one fell swoop.   I tend to leave a few gears attached to large stacks in the off chance a couple pumps get destroyed so at least the whole chain wont deconstruct if a critical pump goes.
That just never occurred to me. Very nice, this will save me sooo much time on my next pump-stack adventure. I thank you.
This helped me, so thaught I'd share.

88
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 25, 2013, 08:44:57 am »
Ah, so that's where. Couldn't make them edible after all. Thanks though.

89
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 25, 2013, 07:39:22 am »
I apologise in advance, I know this is going to sound soo basic to you guys, but we alls gotta start somewhere.
I want to get an Ed Gein thing going on in my fortress. Never messed with the raws before tho. From what I can gather, I just need to delete NOMEAT, NOSKIN and NOT_BUTCHERABLE from my target creatures. Is that right?
Also, I am having difficulty locating the raws for humans, goblins, trolls, etc...may as well add dorfs, too, I spose

Edit: Thought I might add an item drop for males comprising a small leather pouch, for amusement, if at all possible.

Further Edit: Just discovered named sentients are not butcherable. Sorry to take up space..I'll get my coat.

90
DF Gameplay Questions / Re: Water wheel Construction
« on: March 25, 2013, 06:55:57 am »
Yep, they have to be standing next to it. Probably best to channel out as you go.

Spoiler (click to show/hide)

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