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Messages - FalseDead

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1
DF Dwarf Mode Discussion / Re: Occupations
« on: May 22, 2013, 02:05:38 am »
Citizen-Farmer

Citizen-Builder ( Mason &/or Carpenter with Architecture)

Citizen-Food Service ( Brewer/Cook)

Citizen-Smith (All Metalsmith skills + metalcraft)

Citizen-Miner (also serve as haulers/cleaners)

Citizen-Carpenter ( Play Evil biomes so only use this one occasionally)

Citizen-Doctor (All medical skills, only medical skills)

Citizen-(insert Noble title)

Citizen-(insert Military title)

Citizen-Craftsman(insert material, never metal)

Citizen-Hauler (serve as cleaners)

Since I play Normally on Evil Terrains I use the Citizen to distinguish between who is in the fort and migrants

Only doctors perform any of the Medical skills including retrieval and feeding

I generally Specialize my dorfs so that they only do their assigned jobs

2
Found A thread I created about Terrifying biomes maybe it helps maybe it doesn't

http://www.bay12forums.com/smf/index.php?topic=107323.msg3191362#msg3191362

3
Thank Armok, I am not the only one who is wondering
Everyone lese seeme to take it in stride
strange... you was supposed to be the only one wondering...
Only 3 non-psychopaths can survive at the same time here...

You obviously haven't read my past posts.....

4
If you are fighting the undead you have lost already.

Congratulations!

If you want to prosper on a terrifying biome;

A) Build entirely underground with minimal entrances and a decent supply of wood/barrels

B)  Assign each dorf their own room with with bed, dining and chair and statue to avoid Tantrums
 
C) Have your trading depot serve as a airlock, put it between two Bridge/gates and never open both gates

 C1)It really helps to build your entire fortress as sections having a Bridge/gate for each fork in a intersection. That way if Urist McGeezer keels over and manages to rise you can seal him off from the majority of your dorfs.

 C2) If using the above be sure to set it up so that you can access various essential parts from different halls each capable of being  independently sealed. That way unless they are actually in the area you need to access you have minimal disruption


D) Assign a burrow in either the Depot room or create a secondary immigrant entrance.

E) Rename any dwarf that has managed to enter the fort, Something like Citizen-(insert profession), this is so you can atom smash the corpse quickly

F) No animals! They are merely Zombie recruits! No Magma/fire traps! Zombies burn, but never die! Spread broad not down! No matter how fast you mine something will die in the caves before you reach them. Imagine Zed!forgotten beasts and other FUN things. No Bodies! Ever! Smash and Slab them.

5
I put a small drink stockpile in my dining area that is linked to a much bigger stockpile so that it is constantly full. As my dining halls are always cross-shaped, I put those little stockpiles in the corners. Here's a picture, using Phoebus tileset:


You have a lot of stills there.  How do you ensure your dwarves don't just convert all plants to drink instead of saving some pig tails for thread, for example?

Press [z]
tab over to 'kitchen'
From here you can toggle cooking and brewing permissions on every piece of food in your fort.  Don't want your biscuits to be made of anything but tallow? Don't want to brew the pig tails? Toggle it and make it so!
I put a small drink stockpile in my dining area that is linked to a much bigger stockpile so that it is constantly full. As my dining halls are always cross-shaped, I put those little stockpiles in the corners. Here's a picture, using Phoebus tileset:



For some reason that reminds me of Hogwarts  ???

Wow you focused on REALLLY different things than me.

My first reaction was: there are at least 2 dead dwarves I can see in the dining room. I'm pretty sure that is a dead baby near the middle. The dwarf in the screeny is horribly mangled and custom named "Squidtamer". Yet the Duke? Count? seems to be having a calm drink and there is no tantrum spiral visible.

What the hell is going on in this fort??!

Thank Armok, I am not the only one who is wondering

Everyone lese seeme to take it in stride

6
DF Dwarf Mode Discussion / Re: Gold. Lots of Gold.
« on: July 25, 2012, 06:37:43 pm »
Mod in Golden clothes.....

Create the Mountain hall of the Pimps!

7
:o


@falsedead: heals everything, broken bones, lost limbs, adds the ageless tag... but they have to be fit enough to go to the building and do the interaction, so you still need a hospital ;)



 :-\ Suddenly My Super hospital(20 3x3 rooms with 4 beds, cabinet, Water-source and a stockpile of medical supplies across the hall from every room) is obsoleted....... the irony being I placed the fountain in a center commons area in the hospital...

8
So Is the ageless from the Fountain of youth just the ageless tag? or is there more?

And what does "fully healed mean? Does that mean limbs regrown? Bones instantly healing?

Does it obsolete my Hospital for all but the most serious of injuries?

9

Guess that was not lastly, the merchants now can escape from locked rooms. That is just ducky, really holds me back from being a thief. So good work, still am not sure how to play this game (To include vanilla) with a military, but your mod makes learning fun.




Create a Airlock Via Bridges around Your depot... and Close it up after Clearing all the Perishables from the Depot

Watch the Merchants get put down by their guards and Gain a Free army by opening into your fort!

I Right Now have 14 Dwarven Caravan Guards locked inside my fort

I don't Need No stinking Military!

10
Talk to Toady. Don't know what his reasoning behind it was. I do know that with the new workshop stockpile changes its a heck of a lot easier to just have a bunch of small specific purpose stockpiles.

Cause you are supposed to use smaller piles centered around the corresponding/bound workshops

11
Bad, good, it is all subjective, and I haven't met many people who subjectify standards by the amount of hentai drawn.

Bay12, you so weird

Wait...... What happens here isn't normal?

Wow.....

So Were did you get your avatar  Dorfimedes?

I kinda want a copy to use as my screensaver at work....

12
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: May 14, 2012, 10:57:28 pm »
Taking some lines from the Dalek raws, I made elephants with plasma cannons instead of tusks. WHO'S LAUGHING NOW, [GRAZER] TAG!?

Elephants have always laughed...... look at boatmurdered...

13
So will we ever be able to make Firearms and munitions out of materials other than steel?

Cause I have Small Slademantine industry in one game and Large amounts of untapped Mithril in another

I kinda want to arm my "Elite" Soldiers with full Slademantine Equip including Bayonet Rifles and Bullets


14
I know that you said that Ironbone and Blood Steel are identical to Iron and Steel

But, would it be possible to give Blood Steel a Bleed effect and Iron Bone Have a Increased chance of Breaking bones when used in weapons?

Cause otherwise keeping those in seems kinda odd, just adding more complexity for little benefit

Maybe a option to remove?


15
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: May 10, 2012, 11:39:27 pm »
I was angry and decide to create a giant murder factory.

Because I like Dwarfs I decided to turn them into Bearded elve's so I wouldn't feel bad about killing them

I kept alcohol dependent..... and made it so that alcohol boiled upon creation to inspire tantrums

also removed Large Litter rare so I wouldn't run out.

By the way I am sorry that your babies went missing Urist McELF, hear have a nice supple set of leather boots, and some matching pants.

Oh what are they made of? Why your babies of course!


MUHAHAHAHAHAHA

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