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Messages - quarague

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31
DF Gameplay Questions / Re: Stopping shift from repeating keys
« on: August 13, 2014, 04:39:58 am »
You can adjust this behaviour in the options under Esc keybindings. I think you mostly want to change the repeat options from slow/fast to none. You can also affect the same change in the file interface.txt but that is more tedious and you need to learn the code in that file first.

32
DF Gameplay Questions / Re: trees growing and floors above
« on: August 13, 2014, 04:35:11 am »
note also that trees can pierce through floors. So if you have a room for a tree farm and the level directly above is also hollow, trees will grow through the floor into the room above. If you cut the tree afterwards there will be a hole in the floor.

33
DF Dwarf Mode Discussion / Re: Upright Spears - "Needs Item"
« on: August 10, 2014, 01:31:40 pm »
I observed that too both when building spear traps and weapon traps, trying a few days later usually resolved it. Not sure what the cause is. I think it is a bug of sorts.

34
DF Dwarf Mode Discussion / Re: a strange caravan of barons
« on: August 10, 2014, 01:28:13 pm »
I think what happened is that the remainder of your dwarven civilization was conquered. Someone new needed to be made king and new nobles where appointed, it happened to hit the caravan and not your dwarfs but I believe 7 dwarf fortresses with a king and a few nobles have been observed in 0.40 versions. I don't know whether they will be very useful in defense, I would expect that if they die nobody in your fortress will care but some of your fortress inhabitants will become nobles instead.

35
DF Gameplay Questions / Re: Genning the ideal embark
« on: August 09, 2014, 02:47:33 am »
I think all but the volcano are fairly easy to achieve, even with standard well gen parameters. Set minerals to everywhere, and your odds that an embark marked as flux and with visible water satisfies all your other criteria is fairly high. Note that all embarks have magma if you dig deep enough, although digging deep carries some risks and it takes quite some effort to build a massive magma pump stack. Almost all embarks have water in some cavern layer if you happen to not have it on the surface. Wells can be arbitrarily deep but deep wells are very slow which limits their usefulness.

36
DF Gameplay Questions / Re: Some assorted questions from a new player
« on: August 09, 2014, 02:32:59 am »
some general musings about having idlers:
dwarf fortress is very sandbox, so if you roughly know what you are doing, you will have lots of labor left over, that is intended to be the case. There are lots of projects you can do, so I will just list a few:
-start a metal industry and equip your military with armor, a single dwarf needs several pieces of equipment, so this takes quite a while
-build a well, preferably in a convenient place by channeling the water to where you want the well to be, requires some knowledge about water mechanics, don't drown your fortress
-dig to the very bottom, you will find magma, which allows forging without needing fuel and other interesting things
-give every dwarf a nice room, with a cabinet and a chest
-smooth and engrave the walls and floors of rooms in your fortress you want to look nice, dwarfs like this as well
-start up the slightly more exotic industries like soap making or cloth making
-build a water waterfall in a common meeting area, use pumps and a dwarven water reactor (see wiki) to run in indefinitely
-do some random mega projects like building a giant glass cube just for the challenge
-don't get killed by invasions :-) once you are beyond the first 2 or 3 years this seems to be much easier in the 0.40 versions than in 0.34

37
DF Gameplay Questions / Re: Is there a fix for no wind?
« on: August 01, 2014, 06:23:37 am »
never experimented with windmills, I always used dwarven water reactors for all my power needs,
http://dwarffortresswiki.org/index.php/40d:Water_wheel
I don't think anything changed here in 0.40 versions.

38
DF Gameplay Questions / Re: Non-responsive werelizard dwarf?
« on: August 01, 2014, 06:20:00 am »
I seem to recall that werecreatures are very tough in their wereform but while there are in humanoid form a few applications of an axe or sword or something similar should be easy and work fine. I also trapped a werecreature in wereform in a cage trap, and then walled up the cage somewhere, out of sight, out of mind.

39
I had a single war dog chained to the entrance of my 0.40 fort. A cyclops child attacked and on his own he damaged it enough to make it pass out from pain. Then the cyclops child woke up, got a lucky punch in the chest that smashed a lung and another one that turned the dogs head into pulp :-( Still seem pretty useful to me. They never complain about long patrol duty and nobody gets sad when one gets killed. Although feels a lot less gamey than a row of traps.

40
DF Dwarf Mode Discussion / Re: Socializing in a burrow
« on: July 28, 2014, 03:25:46 am »
I am not a big user of burrows but I would expect you can make the socialize with multiple burrows. Have one downstairs burrow, one upstairs and one for the entire fort. Both upstairs and downstairs have a room designated as meeting hall. The magma workers are restricted to downstairs, most of the rest are restricted to upstairs and only a few designated carriers are allowed to go everywhere. The carriers might throw parties downstairs and slow work down but if there are only a few of them and they are kept busy with carrying stuff it should get too bad.

41
AFAIK you are supposed to get 2 hard coded waves of migrants no matter what. Only afterwards will migration depend on the attractiveness of your fort, the availability of migrants in your civ and ease of the migrants to get to your fort. If for example you fort is on a small island cut of from the main land you won't see any migrant waves after the first two. However, it seem from your description that the hard coded waves didn't make it, that is rather strange and could be a bug.

42
DF Gameplay Questions / Re: Issues with Animal Breeding
« on: July 28, 2014, 03:12:18 am »
I have issues with getting any mammal births in my 40.04 fort. Fort is now almost 2 years old, I have cats and dogs (both male and female) and no births whatsoever. The bugbats in the caverns seem to mate fine (I occassionally get the message, bugbat has given birth to pups), the birds are laying eggs properly as well. I haven't seen any dwarf babies yet either although this might be due to lack of time and to few couples of married dwarfs. Both animal births and dwarf births worked for me in 40.03. Any idea what could be causing that?

43
DF Dwarf Mode Discussion / Re: Does .40 seem easier to anyone?
« on: July 26, 2014, 04:51:02 am »
I also noticed the some of the invasions I get tend to abort themselves. I had a kobold thief who was spotted on the surface and then left without trying to steal anything or me being aggressive towards him in any way. Then I had a goblin ambush and a little later a weresomething or other. Both of them started killing my grazing animals on the surface, slaughtered a few and then left without ever trying to come into the fortress. It's like the goblins think: 'yay, we slaughtered two horses, great siege, time to go home'. The next wereracoon didn't find any animals on the surface anymore, so he did try to come into the fort until he hit a cage trap, so this worked as expected.

44
DF Gameplay Questions / Re: X has bestowed the name Y upon Z!
« on: July 26, 2014, 03:30:20 am »
Note that named weapons can be somewhat annoying in fortress mode because the dwarf that named them will insist on using only this weapon henceforth. So if he really likes his wooden training axe, he will not switch it out for one of the nice new masterwork steel battle axes you made.

45
DF Dwarf Mode Discussion / Re: Building a sacrificial tower
« on: July 23, 2014, 04:21:51 am »
As you have quite a lot of goblins to drop, I think it also becomes an issue that falling on a large pile of dead goblins is considerably softer and more survivable than falling on a floor. So you might need to clean up the mess in between a few times, otherwise the last ones might survive the fall (unless they fall into magma :-)

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