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Messages - weenog

Pages: 1 ... 95 96 [97] 98 99 ... 134
1441
I've done the badger farming thing.  They don't breed fast enough to really run an industry on their own, but they make an interesting supplement.  And they compare favorably against dogs for meat, fat, and bone returns.

1442
DF Suggestions / Re: Hammerer Justice on Vampires
« on: July 07, 2012, 07:46:37 am »
In the meantime, a lever-linked upright spear/spike trap with real spears instead of wooden training spears works against friendlies.

1443
No it will not.  Atom smashers plainly and cleanly remove objects from existence, unless they're creatures too big for it.  Magma is a much more elaborate and drawn-out process with waste smoke and condition tracking, and certain complete failure for anything that can withstand that temperature, which is a surprisingly large number of things.

1444
DF Dwarf Mode Discussion / Re: Shields... How do they even?
« on: July 06, 2012, 10:51:15 am »
Now that he's a legendary bone carver he can make you some pretty nice cheapass bolts, too.  Though you'll need to keep an eye on his morale until your hunters/marksdwarves prove their skill, losing a lot of masterwork bolts to creatures that got bolts stuck in and left the map alive can lead quickly to insanity.

1445
DF Dwarf Mode Discussion / Re: Shields... How do they even?
« on: July 06, 2012, 10:44:29 am »
The shield bash generally shouldn't be a primary or even frequent attack form, anyway.

1446
DF Dwarf Mode Discussion / Re: Shields... How do they even?
« on: July 06, 2012, 10:39:55 am »
A shield either blocks or it doesn't, material doesn't much matter for its primary purpose (though IIRC, wooden shields can catch fire blocking dragon breath).  Material matters for bashing purposes (heavier is better, as presumably is harder) and for how much it slows the dwarf's movement down (lighter is better).

1447
DF Dwarf Mode Discussion / Re: Perpetual Dissatisfaction
« on: July 06, 2012, 09:42:44 am »
You just haven't embraced the dorfen spirit of innovation, stubbornness and total indifference to nature yet, that's all.  If your embark site isn't to your liking, make it conform.

1448
DF Gameplay Questions / Re: Storing Bones/Skulls in Bins
« on: July 06, 2012, 09:31:09 am »
No.  Not every item type can be stored in a container.

1449
DF Gameplay Questions / Re: Storing Bones/Skulls in Bins
« on: July 06, 2012, 09:25:27 am »
That kind of stockpile doesn't normally take bins, because those items don't go in bins.

1450
Nobody knows everything about dwarf fortress.  It's too big, too frequently changing, and the code is not available for diehard spades to go source-diving and publish their findings like they could with, say, nethack.  Being lost is fine, we've all been there, and stumble back into that territory from time to time.  It's laziness that will draw a lot of hostility.

1451
Brooks, unique among the various river types, have a strange quasi-floor on top of them, which is why dwarves can walk over them without drowning nor even getting wet.  As you've seen this floor can get muddy... it also blocks water wheel access to the water, and must be channeled away if you want to use the brook for that purpose.  I doubt the brook is actually frozen.

Regarding the farm plot error message, ignore it.  Error messages for farm plots in general are a bit weird and inaccurate, and the ones for above-ground plots are egregiously so.  Just check back later on any plot location you're not sure of, see if it's being planted or not.

Exposing an underground tile to light and then roofing over it by constructing a floor on the level above does leave it lighted and above-ground.  You can never grow underground crops there again, nor will you see volunteer cavern plants pop up there, but you can build above-ground crops there, and if you aren't quick about putting down the plots you might see surface grass and tree volunteers pop up.

1452
DF Gameplay Questions / Re: Skin for tanning
« on: July 06, 2012, 02:17:40 am »
I prefer blue peafowl for bird-based leather.  Turkeys are champion egg producers, and meat-laden if you're patient, but they take longer to mature.

1453
DF General Discussion / Re: Demographic insight
« on: July 05, 2012, 02:13:37 pm »
gender: male
age: 31
race: several
profession: trained as a CNA, an electrician, and a few other things, but currently unemployed
social class: lower
perferred sock color: don't care
favorite way to kill a goblin: thoroughly... method doesn't matter as long as he ends up in a dozen or more pieces

1454
DF Gameplay Questions / Re: Too many child
« on: July 05, 2012, 02:03:24 pm »
Breeding is safer and more stable than hunting, definitely a good idea.  I like the paramilitary function of a sizable population of rangers, though, and it's essentially free training for making them regular military if I want to later.

Snatcher! Protect the children!
*bolt in the forehead*
Nevermind.

1455
DF Gameplay Questions / Re: Too many child
« on: July 05, 2012, 01:58:26 pm »
If there's any good size game around, and the area isn't a deadly hellhole, let your hunters do their thing.  If you didn't get any hunter migrants, make some crossbows and bolts and enable hunting on some of your more agile dwarves.  You'll want a craftsdwarf workshop doing Make Bone Bolts R to keep them supplied with ammunition after they get started.

If you're lucky enough to have a large (or quickly replenishing) supply of something really big, you will be drowning in meat before you know it.  Back in the time of the rhino war, I had three butchers and three kitchens running non-stop and barely keeping up.  I bought out whole caravans with nothing but rhino flesh.

EDIT: You'll want quivers too, come to think of it.

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