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Messages - Noobazzah

Pages: 1 ... 10 11 [12] 13 14 ... 47
166
DF Suggestions / Re: Dwarven drills and elavators.
« on: October 28, 2012, 04:02:48 pm »
In DF they are.

167
DF Gameplay Questions / Re: Small Animal Corpses
« on: October 28, 2012, 10:45:26 am »
Only living, trapped vermin can be processed. You need to build animal traps or order your dwarves to actively catch them. Or you can buy them from caravans. You can only aquire extracts from vermin, like cave spider venom, but no meat/bones/skin etc.

168
DF Suggestions / Re: Dwarven drills and elavators.
« on: October 27, 2012, 06:02:46 pm »
Well, obviously the same way you power up pumps and mills etc. My personal opinion is that the drill should take a lot of power and have a certain limit on how deep it can dig. Perhaps depending on how many "drill" parts you build it with. 1 drill=1 z -level would be quite balanced, don't you think?

169
DF Dwarf Mode Discussion / Re: Embarking in Evil areas
« on: October 27, 2012, 11:13:54 am »
: D Yeah, that's why it's a last resort. In my experience, falling 5 z:s or straight into a lake is indeed very likely. It has happened to me 50% of the time, in fact. Nobody should drop into the caverns, unless there's combat near the hole in the surface. Circus wouldn't really matter, since a dwarf would propably die of dehydration before that. Also, suvivability can be inreased by tossing stuff down the chute or by having the surface dwarves seal it as soon as possible.

170
DF Dwarf Mode Discussion / Re: Embarking in Evil areas
« on: October 27, 2012, 10:44:34 am »
There's a strategy that hasn't been mentioned yet, it should be used as a last resort of some sorts, when you only have 1-2 dwarves left. Get your dwarf a pickaxe, then designate a channel to be dug as deep as you want. The dwarf will dig itself downwards, escaping any non-flying undead with ease. Dig down until you hit the caverns, where there's possible food sources and presumably no undead. Once there, dig a bastion large enough to house necessary stuff like a masonry. You can drink from the cavern lakes (if you have one, better hope so) and fish/hunt for your food. There's also edible plants down there, some of them yield seeds. Once you've ensured your survival, start planning how to get migrants to safety.

171
DF Dwarf Mode Discussion / Re: Child Abuse and How to Torture Goblins
« on: October 27, 2012, 10:33:21 am »
I personally have begun to chain my prisoners in small rooms without any equipment. Then I arm some untrained peasant with a whip and have him attack the prisoners for a brief moment, cancelling the order after first strike. I suppose training weapons wouldn't require so much micromanagement. As for animals, use something sufficiently weak and expendable, like cats. Throw the prisoner in a small hole filled with cats, and he's going to be sorry he was ever randomly generated.

172
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: October 25, 2012, 06:09:54 am »
Spoiler (click to show/hide)

173
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: October 20, 2012, 04:40:28 am »
Well, there's still the chance that he's a zombie. If you die laughing to one of his drawings, you become one too.

174
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: October 08, 2012, 08:18:19 am »
I realised that my current world is boring when my legendary engraver started making engravings of his own engravings relating to his previous engravings. Of masterwork silk socks, presumably.

175
Dorf me! Noobazzah, a mason.

176
DF Gameplay Questions / Re: POSSIBLE SPOILERS! Problems with magma workshops
« on: September 25, 2012, 06:21:19 am »
Alright, thanks.

177
DF Gameplay Questions / Re: POSSIBLE SPOILERS! Problems with magma workshops
« on: September 23, 2012, 09:59:06 am »
The option shows up for magnetite but cancels because of no access. Candy however is abundant, and the links are set properly. But it still says "requires fuel", even though magma smelters run on heat from magma.

178
DF Gameplay Questions / Re: Managing your Labor force`
« on: September 23, 2012, 07:42:42 am »
I only fiddle with labor options when absoluteky necessary, particularly when my fort's population goes over 200. I do keep some specialized miners though, and the best smiths are freed from hauling duty.

179
It will definitely limit the number of historical characters coming to your fort, but as long as the civ is alive, generated immigrants keep appearing. I'm not completely sure though, it could have changed.

180
DF Gameplay Questions / POSSIBLE SPOILERS! Problems with magma workshops
« on: September 23, 2012, 07:20:58 am »
So, I just found candy for the first time, made a stockpile-workshop chain from raw ore to strands. Then I linked the strand stockpile to give to my magma smelter. But when I attempt to make wafers, the option shows red and when I check why, it says "requires fuel". This confuses me, because options like "smelt magnetite" do show up. The workshop is properly set with access to magma, I've built them before. So, do I need flux or coal for candy? Or am I missing something?

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