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Messages - SharkForce

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91
DF Dwarf Mode Discussion / Re: Is it possible to run a 'meat farm'?
« on: November 09, 2012, 06:26:58 pm »
I once had a fort that was run on a meat/animal industry. After about a decade i was swimming in so much meat and bone i didnt know what to do with it all. I armed 150+ dwarves with masterwork wodden crossbows and infinite wooden bolts. Needless to say no kobold would ever set foot on fortress property and live to tell the tale.

....

you do realise you can turn those bones into both crossbows and bolts, right?

(also, you can encrust just about anything with bone, if you're really looking to get rid of it... uses up a whole stack of bone for one decoration, iirc).

92
DF Dwarf Mode Discussion / Re: First Evil Biome
« on: November 08, 2012, 03:22:26 pm »
Before you embark I would like to point out that bringing animals with you on an evil embark usually amounts to nothing short of suicide. As soon as one dies or is killed it revives and kills others, and it is very easy to go from a room full of peaceful turkeys into a vengeful wave of the undead. If you are set on bringing livestock, I'd highly suggest that you:
1) Make sure your hatching rooms are much bigger then you need so the turkeys don't kill any newborns because they are crowded, trigger the undead spiral.
2) Put some traps at the exits/entrances to any areas that contain livestock.

i've not tried an evil biome before, but i thought that was only a problem aboveground. if you pasture your turkeys indoors, it shouldn't be a problem (barring a necromancer sneaking in, of course).

anyways, quarry bushes for food should be fine. you can get a truly absurd amount of food from them very reliably. they're also useful for soap,

for drinks, i'd go with pig tails. you can use the extras for your cloth industry, so you were probably going to have to farm them anyways. in the pig tail off-seasons, you can use the same plots to grow dimple cups, if you want to run a cloth industry including dye that is.
 
at least, presuming you weren't planning on something crazy like, say... aboveground farms :)

if you are in fact planning to farm in non-cavern areas, then there's likely to be an abundance of options open to you. most of the above ground crops seem to have no problems growing in any season. and really, it's not like you need something that grows as fast as plump helmet anyways; the amount of space and labor required to feed an entire fortress from a couple of small (say, 25 square) farms is practically trivial. should you set up a couple of 10x10 plots, you'll have more plants than you know what to do with before long.

93
DF Dwarf Mode Discussion / Re: Is it possible to run a 'meat farm'?
« on: November 08, 2012, 03:01:30 pm »
another fairly popular farm animal from what i've seen is dogs. you can also use just about any animal you find in your embark zone, though plant eaters tend to be quite annoying (meat eaters don't need a pasture area with grass).

i know i tried llama once, or maybe it was alpaca, and dang was that ever annoying. it doesn't *sound* like a huge pasture area until you actually have to start setting it up, and dang if it isn't annoying having to make new pastures every time something is born; much much better to just get something that doesn't need a pasture, and stuff them in cages as soon as they're born.

94
DF Dwarf Mode Discussion / Re: Eggs won't hatch, instead they rot
« on: November 08, 2012, 02:53:02 pm »
does your pasture for those hens (if any) include the nest boxes?

if not, it's quite possible a dwarf came along, grabbed your hens, and put them into their pasture, which would quite effectively ruin the process.

95
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 08, 2012, 03:21:47 am »
So... you want babies churning out razor-sharp sawblades? Theres an idea that the bay12 community can get behind!

no, of course not. don't be silly.

i want *children* churning out razor-sharp sawblades (i would also settle for churning out clay pots, provided magma is involved... basically, something where they can build a potentially useful skill that doesn't require using up useful resources. i guess encrusting things with glass gems or lead or something like that could also work? maybe start up a child-powered clothing industry with the children handling the dye process?).

babies are attached to their mother anyways, so any work the baby did would essentially be replacing work the mother is doing.

(although i just had an odd random thought... in the event that a dwarf gets a fell mood, and is a mother with a baby... will the mother slaughter her baby, it being the closest dwarf?)

96
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 06, 2012, 10:40:03 pm »
I need some way to put armor on babies so I can start training them early.

If any quote described DF's core principles...

to be fair, i for one (and i suspect many others on the forums) would be at least equally happy if i could start getting any meaningful benefit at all from them at a young age. military is just one option out of many :)

i'm pretty sure the focus on military training is largely due to the fact that it is at least *somewhat* possible. sort of. a bit.

if there was some way to put them to work in some other useful field (like churning out a nigh-endless supply of green glass sawblades or getting them to an impressive level of skill in mechanics) i imagine people would be pursuing those options as well.

as it stands, the only kind of useful training that is even really theoretically possible is military stuff (dodge, maybe wrestling, striking, etc). well, that and getting a mood in what is highly likely to be a completely useless skill.

97
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 06, 2012, 02:03:19 am »
what would be the point in using it on war dogs? they have no armor user skill to improve, and therefore no associated stats to improve...

98
i have to say, i got a good laugh out of the biome that rains dwarven blood with no side effects :P


just imagine what the caravans coming to visit must think :P

99
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: October 31, 2012, 10:45:13 pm »
I'm sort of wondering what would happen if you take lightweight items that normally cause no injury and drop them from distances of 20+, 3ven 30Z+ levels. Assuming the items gain speed, we might be able to kill goblins with seeds.

Or, we could build a shaft from the surface straight to candyland and set up a nice spike trap there, see how many clowns die from sudden supersonic impalement.

heh, that might be entertaining. breach the circus, then start pitting thousands of stone mugs down the spire... of course, you'd probably need a lot of blind people to keep that up. but there would be something satisfying about killing the clowns with a rain of mugs. or maybe socks. death by laundry :)

100
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: October 31, 2012, 03:27:07 pm »
I tried this last night. I dropped horse hair on my dwarves and broke a load of skulls and ribs through steel armour. Am I missing something about hair being heavy?

Big animal products seems to be surprisingly heavy. I'd suggest using small animal skull totems if you want byproduct dropping!

or you could slaughter them via (high altitude) pitting into horrific 10-sawblade death traps. the resulting shreds of animal should be much lighter, i would imagine :P

101
DF Dwarf Mode Discussion / Re: How to Make a "ChildCare" project
« on: October 30, 2012, 12:42:57 am »
what about dropping seeds on them?

kills dwarfs that aren't wearing some form of headgear. smashes right through their skull.

you can assign such headgear to adults by using military commands. not so much for children, though you could fill their room with hoods and hope for the best.

in any case, the popcorn machine method using bridges is a very fast way to train armor use, and the danger room can train just about everything else except for shooting a bow.

102
DF Dwarf Mode Discussion / Re: Questions about magma
« on: October 29, 2012, 06:41:59 pm »
The wiki says glass is magma safe, as long as it is used in a construction. If it is dropped in magma, it melts

i've used green glass floodgates with no problem.

103
DF Dwarf Mode Discussion / Re: Leather cloaks etc on steelclad dwarves
« on: October 28, 2012, 12:51:32 am »
to get more leather, there are some relatively easy tricks. first off, find a good animal to breed. some people like dogs. i can understand that... dogs can certainly produce a lot of offspring.

personally, i like the various forms of fowl. you do have to make sure the kind you pick is big enough to produce raw skin. turkeys, for example. blue peafowl, chickens, and geese are also reported to produce raw hides when butchered as an adult. blue peafowl and geese grow up the fastest, so are probably the best source of leather. in all cases, it can be very fast and easy to get each type of fowl to rapidly produce absurd amounts of young (provided you take care to make sure the eggs hatch).

this is also handy for producing an absurd amount of bone, for making bolts, crossbows, (crappy) armor, crafts, and decorating stuff, should you so desire.

and will also give you more eggs than you know what to do with... i've found when i embark with poultry i tend to find the kitchen getting overloaded with eggs. much much much faster than your dwarves can eat them. should you also be producing, say... quarry bushes... well, you can get some truly ridiculous stacks of prepared meals. which can then be used to buy ridiculously overpriced leather, if you want; just request every kind of leather possible when you're taking care of trade stuff.

104
DF Dwarf Mode Discussion / Re: Animal Help
« on: October 28, 2012, 12:37:21 am »
For nr. 2 specify a refuse stockpile and your dwarves will bring the remains out as they find them.

fairly sure i've even seen the cats haul their own refuse to the pile before... though it's also possible i'm delusional. i certainly won't rule that out.

Pets though, require extra work. I usually make a 25z drop zone, with a bridge over the pit and a 1x1 pasture. Stick the pets in the pasture, pull a lever... And be sure to never open the bottom of the pit.

put an atom smasher at the bottom. pull it every once in a while. no chance of remains ever being found, not even if a dwarf is dumb enough to get themselves launched down there and spots them just before they die.

105
DF Dwarf Mode Discussion / Re: Marksdwarf Pillboxes
« on: October 26, 2012, 08:11:53 pm »
Nether Cap, interestingly enough.

nether cap cheats. it would probably melt at that temperature, but it has a set temperature that ignores all other temperatures.

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