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Messages - kingubu

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331
DF Gameplay Questions / Re: Shallow Grave? ***POSSIBLE SPOILERS***
« on: November 16, 2012, 07:52:18 am »
The first time I found candy was in the first caverns at z35.  And then everyone burned.  So much burning.

This was just standard default world gen.

I laughed a lot during the chaos.  The last dwarf alive was my expedition leader who managed to get knocked into a cage trap and survive.

332
DF General Discussion / Re: Crazy Chinese man looks to DF for love
« on: November 16, 2012, 07:44:51 am »
What?!  Construction jobs don't grant XP?!  What a jip!

333
DF Gameplay Questions / Re: Is there a good way to find a vampire?
« on: November 16, 2012, 07:41:13 am »
I've caught them with dormitories.  Of course, you end up with a dead dwarf usually.  But 100 dwarfs will narc on him.

I've also made a burrow that excluded food/drink and put everyone in it.  Anyone who gets hungry/thirsty is not a vamp and gets removed from the burrow.   Takes about a month in game to finger the one dwarf not starving/dehydrated.

And it warms my heart to see 100 dwarfs all rush to the booze at the same time.  Nothing better than a delicious beverage when you're really thirsty.

334
DF Gameplay Questions / Re: Is the Minecart System Worth It?
« on: November 16, 2012, 06:23:12 am »
Yup, though it seems I can only assign only a small limited number of them to a stockpile like 3 or something. I've resorted to making many stockpiles, but my dwarves seem insistent on filling one stockpile at a time meaning that the 3 wheelbarrows are used up when there are 10 more haulers doing it the hard way.

Well, they won't hand haul something to a stockpile that has wheelbarrows assigned.  At least, I've never seen it.  Sounds like something is wonky if they are doing both.

335
DF Gameplay Questions / Re: Is the Minecart System Worth It?
« on: November 16, 2012, 12:49:27 am »
Minecarts are pure flavor.  I build them because I like the idea of minecarts to move bulk goods.  I find that wheelbarrows do just fine for moving stone if I don't want to deal with them.

Most of the discussion I've seen here is about moving magma with minecarts.

336
I find that squads created with a uniform that includes a crossbow are automagically assigned ammo.  Assuming there is ammo and quivers enough for everyone.  The default seems to be 250 per squad.  Or 25, one full stack, per member.

337
DF Dwarf Mode Discussion / Re: What's your favorite egg-laying animal?
« on: November 14, 2012, 06:42:42 am »
Peacocks, because well, cock.  They take a year to mature, lay 7ish eggs at a time.  Soon you'll have hundreds of cocks in your fort.  Beware the cocksplosion.  The first wave of hatchlings comes out just before the first caravan.  So you can butcher the first generation, and cook them and all the eggs, plus some quarry bush leaves.  Bux!  I've had as much as 50K Urist of meals to sell the first autumn.  The second generation matures before the second dwarf caravan.  Butcher 85% of them for more meals.  BUX!

I love cock.

338
DF Dwarf Mode Discussion / Re: I have a sudden urge to make mog juice
« on: November 12, 2012, 08:50:09 pm »
About 4 or 5 forts later and still no juice.  The raws say their frequency is 10.  Which I'm guessing means 10% of the time there's moghoppers. 

I just built my first danger room.  They're pretty cheese.  Pull a level and, poof! magic military.  Still, it's useful.  I'm getting the rat catcher industry running the first summer instead of the second.

Next fort I'm going to embark without cats, since I have so many full time vermin catchers already.

339
DF Dwarf Mode Discussion / Re: warren all
« on: November 12, 2012, 08:17:23 pm »
Macro for 'select everything'.  Also useful for claiming stuff.  And chopping every tree in the world down.

340
I once embarked on an island volcano and went about 7 years before I noticed there were no goblins.  I abandoned in year 25 after building my super glass fortress to the sky.  It was ok.  But I need gobbos to keep me interested.

And I always keep bees.  I don't want them to get away.  I keep bees on elastic, so they go out and get pollen and then come right back.  My father was a beekeeper.  His father was a beekeeper.  I follow in their footsteps.

341
DF Dwarf Mode Discussion / Re: Pottery vs. Glassmaking
« on: November 12, 2012, 05:45:47 am »
MAGIC!

342
DF Gameplay Questions / Re: Goblins chilling out in magma
« on: November 11, 2012, 08:42:33 pm »
Er.... I'm guessing [TEMPERATURE:NO] in d_init.txt

343
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 11, 2012, 07:09:21 pm »
Is anyone else having a problem using quantum's bridge tossing method. I've got it working and it trains up the armor skill and toughens up the dwarves. But I end up with a lot of broken ears and knocked out teeth that result in my dwarf dying from infection awhile later. Anyone else having this issue? Only difference in my layout vers his original design is I don't have ramps under the bridge and I have a doorway that leads into the 1x2 area with the 2 1x1 retracting bridges.

This happens to me all the time.  :(  I find I have to train the squad up before sending them into the pit.

Seems like infection is much worse this version.  I have clean water and soap and I'm still losing a large percentage of injured dwarfs to infection.  Hmm, unless somehow seed injuries are more prone to infection for some reason.  I've lost more dwarfs to infection in the last couple weeks than in the previous year.  It's quite vexing.

344
Nevermind, looks like the body in the pool was the problem.

I used dfhack to autodump it out of the pool.  Boy that was annoying.

345
DF Gameplay Questions / Re: Haulers don't Haul/Claim items ??
« on: November 11, 2012, 06:19:13 am »
I still have the set dir / connect track error :( :( :(

So, If I'm using it in Guide, I'll never use the Rolles I done, right ?

I've done three things to get the "!set dir/connect track"

Set the guide/ride/push direction wrong.  Have a break in the track from not designating ramps correctly.  Have my stop actually off the tracks. 

I thought a trackstop would have tracks included.  I don't know why I thought that.  So I built the trackstop at the end of the rail, instead of on top of the end of the rail.

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