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Messages - Lich180

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826
DF Gameplay Questions / Re: Is there any use for ropes?
« on: July 21, 2012, 07:48:05 am »
Quote
That sounds like another Dwarven Myth that needs testing...

"Tonight on Mythbusters, Urist McAdam and Urist McJamie are testing the myth that ropes used in prisons can be broken by a strong enough dwarf."

827
Forum Games and Roleplaying / Re: How many people play DF?
« on: July 18, 2012, 05:59:35 pm »
Going by how my college statistics class went, our instructor made up 98% of the class as she went.

828
DF Dwarf Mode Discussion / Re: Odd Magma Smelter Behavior
« on: July 17, 2012, 11:09:46 am »
Ah ok, that explains it then. Kinda funny that the dwarves all pile crap up next to the deconstructed tile. Haven't seen that behavior before.

829
DF Dwarf Mode Discussion / Odd Magma Smelter Behavior
« on: July 17, 2012, 08:23:35 am »
Alright, so I have my magma forges and smelters set up above a volcano (yay!) and every time I designate a magma smelter to be built, dwarves rush in and pile up bins full of metal bars, ores, and other miscellaneous stuff from the nearby stockpiles. It all ends up next to the opening in the floor to ensure the smelter has power, and has to be moved before the smelter can be placed.

Is this a bug, or just dwarves being dwarves?

830
DF Gameplay Questions / Re: How to cure infection in adventure mode?
« on: July 17, 2012, 07:30:48 am »
You can always try to get that infected appendage cut off somehow. That would be the only cure I can think of

831
DF Gameplay Questions / Re: Barrel of bags of seeds.
« on: July 15, 2012, 09:32:20 pm »
Make a separate seed stockpile that doesn't accept barrels, but takes in seeds. Bags of seeds should begin to pile up there, without being placed in barrels.

That, or individual seeds will be stocked there, but it achieves the same effect.

Bold part is important, or else seeds will stay in barrels.

832
DF Adventure Mode Discussion / Re: bogeyman
« on: July 15, 2012, 04:14:04 pm »
Be sure your speed rating is at least 1000 before fighting bogeymen- anything less and they WILL catch you and scratch you to death. Drop (or better yet, throw) your backpack full of bodyparts or whatever you are carrying and be sure to remember where it lands so you can get it back

833
DF Gameplay Questions / Re: What is the Best Embark Profile?
« on: July 15, 2012, 09:22:59 am »
I've started using a few different embark profiles, depending on the area I'm trying to settle.

I usually take 2 picks, food and booze (trying to max out as many barrels as I can by buying all the 2point meat), some plump helmets, seeds for plump helmet, cave wheat, and sweet pod (ordering more from the first caravan), 10 or so logs, and some stone to turn into blocks. Sometimes I get some turkeys and make nest boxes, depending on the situation.

As for skills, I don't worry about mining, since I like to carve out the first soil layer for farms and basic essentials until I get enough migrants to do the heavy work. I take a proficient mason with building design and mechanics (try to increase mechanic skill as high as I can manage), a carpenter/woodcutter, a doctor/protonoble, 2 proficient farmers (one with brewing, other with cooking) and 2 basic military guys who start out as miners and get turned into full-time soldiers after the first or second migrant wave.

But its all about what YOU feel is needed, and how YOU want the game to play out. I think everyone will agree that no embark profile is "the best", there are just "optimal for this situation" and "you will die if you do this" (evil biome!)

834
277.) Boogiemen will atack in the middle of the day if the clouds overhead are thick enough.

I could swear this has happened to me too... just today, I think. Big snowstorm hit the area, and bogeymen popped out for a second

835
DF Adventure Mode Discussion / Re: The future of adventure mode
« on: July 11, 2012, 10:31:58 pm »
Its still only in alpha, and adventure mode is really quite new to the game in the first place.

At least we get more world interactions soon

836
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 11, 2012, 09:28:13 pm »
First attempt at posting something on this thread, long time reader though. Love the art that this community generates!

Anyways, I was adventuring and (finally) got a quest to kill a Hill Titan. This is as I snuck up on it.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

MSPaint GO! On another note, what else is there I could use? Paint is great, but its a little limiting for me.

837
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 07, 2012, 03:04:59 pm »
My current adventure involves several realtime days of making a fort, filling it with goodies, and causing it to fall. Then making an adventurer and going back to attempt to recover the goodies hidden there. Might make an entrance to HFS and all the caverns, make for more Fun. Might also make it into a story, not sure yet.

838
Okay, another question. I'm looking for steel/candy gear and I'm assuming they only require a civilization to have access to the base material to produce the items... but I'm not sure abou how world gen impacts this (I assume longer history gives more access to materials). I think the easy way to get what I want is to make world with the desired settings, make a fort, make what I want an adventurer to find, and hide it in a sealed room behind a door linked to a lever. Anything else I could do?

839
1. Go to the beach.

2. Find a crab of some sort, horseshoe or normal.

3. Pick it up and hold it, and one-step (.) for a day.

4. ????

5. Profit!

840
DF Adventure Mode Discussion / Adventure Mode Mods
« on: July 02, 2012, 09:15:09 pm »
Just curious about what mods / lack thereof people like to use. I know there is a ton of different ones available that add all kinds of extra stuff in, crafting wise and labor wise.

Kind of looking for stuff to add to my adventurer, make it feel a bit more complete (but still having tons of fun with vanilla!)

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