331
Bay 12 Games Forum
- April 18, 2024, 04:37:04 am
- Welcome, Guest
News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
332
DF Gameplay Questions / Re: Noob tutorial feedback needed
« on: March 10, 2012, 02:32:09 am »
You should mention that the trade depot needs a 3 tile wide path leading to the map edge if you want wagons to come in. Yes, the link to trade depot explains that, but your paragraph only consists of a single line, so some additional info might not hurt.
333
DF Gameplay Questions / Re: So I got a few uninvited guests in my basement...
« on: March 10, 2012, 02:25:44 am »
From the wiki:
From that I take it that if you place a hatch on the stairs leading down to your cavern AND forbid it you are safe. You are also save if you use an artifact hatch (if you are lucky enough to mood one). The latter I can confirm, in one fort I had an artifact hatch leading to the caverns and nothing ever made itīs way through it even though it was not forbidden (I controlled the access to the cavern with burrows and alert levels).
Quote
Building destroyers cannot destroy buildings unless their path to the building passes through the building's z-level. This means that building destroyers cannot destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!), or a magma forge from the magma underneath it.
Building destroyers can destroy buildings from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.
From that I take it that if you place a hatch on the stairs leading down to your cavern AND forbid it you are safe. You are also save if you use an artifact hatch (if you are lucky enough to mood one). The latter I can confirm, in one fort I had an artifact hatch leading to the caverns and nothing ever made itīs way through it even though it was not forbidden (I controlled the access to the cavern with burrows and alert levels).
334
DF Gameplay Questions / Re: dwarven justice: murder
« on: March 10, 2012, 02:12:41 am »
Uh, no... Iīve had dozens of casualties in that fort. But only some of them show up as murder. The first ones are from a tantrum spiral, but pretty much everybody from back then is dead by now and so that canīt be resolved (cases are cold by now). One case is still marked as fresh, but I have no clue who to convict because there are no witnesses. The question was rather how to deal with such a situation... now if you tell me that getting killed by hostile creatures is not murder (wihch makes sense) I have to guess that somebody held a grudge on that guy for a couple of years and then took his chance when they were alone.
335
DF Gameplay Questions / Re: tomb vs tower
« on: March 10, 2012, 01:55:11 am »
I guess so. The neighbor list shows what "guests" you can count with. Especially on smaller worlds you can end up with whole civilizations missing (my last pocket world had no elves) and spots being cut off for certain civs, either because of the ocean or steep mountains...
336
DF Gameplay Questions / Re: Complete Newby Play-along Tutorials... are complete!
« on: March 09, 2012, 04:22:17 pm »
Good tutorial but itīs 3 years old already. The UI has changed (for the better) and novice DF players (like I have started out only shortly ago) might be alienated by the deprecated version.
337
DF Gameplay Questions / Re: Ice isn't melting
« on: March 09, 2012, 03:18:16 pm »
You might want to lock one of your picks away: tool stockpile, assign one miner less than you have picks, then forbid it once you see it on the pile. In one of my forts I dumped a spare pick among some other stuff which you might need once your fortress starts to crumble (some coke, magma safe blocks, booze and whatnot down the hole where I locked off my vampire bookie. Then walled off her quarters again. She will be able to jumpstart my civilization whenever necessary.
338
DF Gameplay Questions / Re: *spoilers* not showing up in embarks?
« on: March 09, 2012, 02:21:05 pm »
I genned a couple of worlds with 34.04 and even small embark sites (like 2x2) ALWAYS had at least one spine, usually two. On a 5x5 embark I even got 5. I read that Toady made somehow sure that you will get at least one spine on every 2x2 embark to guarantee that itīs part of every (vanilla) game. Doubtful that he changed that, but I didnīt try out .05 yet.
339
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 12:00:34 pm »the order of items is important, mailshirts can't be put over breastplates.
Maybe only for adventure mode? I dabbled around a bit with uniforms and the order in which you put the items into the list doesnīt seem to matter - the dorfs are intelligent enough to first put on the mail shirt(s), then the breast plates and so on. Now maybe I was lucky, maybe that behavior is new?
340
DF Gameplay Questions / Re: Ice isn't melting
« on: March 09, 2012, 10:41:30 am »
Elves are useless. They only bring wooden stuff, food and maybe some cages but also made from wood. And since you donīt have stonewares to trade with them they are even more useless since they wonīt accept, for example, your booze if it is in wooden barrels.
341
DF Gameplay Questions / Re: Ice isn't melting
« on: March 09, 2012, 10:16:07 am »
Focus on food and booze and sit tight until you can buy a pick from a trader or at least some stone to forge one yourself. Maybe do some woodcrafting to have trade goods, in case the trader only comes with a steel pick which can easily cost more than 1k dwarfbucks.
342
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 09:47:17 am »why hasn't anyone told this guy yet to go with mail shirts instead of breastplates?Why instead if you can wear both?
343
DF Dwarf Mode Discussion / Re: Feeding animals
« on: March 09, 2012, 08:57:44 am »
I wouldnīt use restraints, because then the dogs can only attack within a very restricted area. Pasture them and theyīll attack hostiles nearby. Iīve seen two of my dogs happily kill one snatcher, but maybe they only got lucky.
If you only want to scare them off - a wandering stray cat will do the same job as well.
If you only want to scare them off - a wandering stray cat will do the same job as well.
344
DF Gameplay Questions / Re: Planning for early steel production
« on: March 09, 2012, 08:50:42 am »super bulky and cumbersome. There should be an agility penatly for wearing too much.
I agree to that. But... if you imagine the game world being real it would have lots of different material types. I could totally understand that itīs possible to wear, for example, a couple of thin and worthless chicken leather hoods layered over each other to have the same effect like a water buffalo cloak. Hm, scratch that. Better donīt give Toady any ideas to add different material thicknesses, equipping armor is already complex enough.
345
DF General Discussion / Re: Forgotten beasts too weak?
« on: March 09, 2012, 08:19:23 am »
Hmm, the beast I mentioned in the OP (the one fighting my war dog) was supposed to have a fiery breath. The dog stayed unharmed though. After a while I gathered all my squads and had a miner open the seal. A couple of hammerdwarves rushed in and smashed it into oblivion in less than a few minutes. Now some of them have bad thoughts about having been exposed to smoke and a clothier who was standing nearby started flashing strangely. But when I investigate him he seems to be fine and is ecstatic about his life. Guess Iīll have to wait if something bad comes from that, but by now almost a year passed, he is still flashing, but doesnīt seem to have any health problems.