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Messages - pushy

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196
DF Gameplay Questions / Re: No Workshop Mood
« on: February 07, 2010, 03:09:54 am »
Is he a metalcrafter? He may need a magma/non-magma version of the workshop. Are any kinds of stone forbidden?
Magma workshops are NEVER used for moods. Even if you have magma on your map, you should always have a non-magma forge and glass furnace built somewhere in a corner of your fortress pretty much solely for possible moody dwarves (glass furnace can also be used for sand collection)

197
DF Dwarf Mode Discussion / Re: Dwarven Psychology: Extra Materials
« on: February 07, 2010, 01:34:02 am »
You're well over a year too late, mate.

http://www.bay12games.com/forum/index.php?topic=28232.0

198
DF Dwarf Mode Discussion / Re: Simple 100% Goblin-proof wagon entrance
« on: February 06, 2010, 11:38:34 am »
100% Goblin-proof, exploit-free wagon entrance:

G = drawbridge
D = depot

Code: [Select]
                 G...............G.........G
To outside  <--  G...............G.........G  --> To fort
                 G...............G.........G
                                       DDD
                                       DDD

The rightmost drawbridge stays up most of the time, sealing dwarves in. The left 2 stay down, so the caravan sees a path to the depot and takes it. Once the caravan is unloading, raise the middle drawbridge, open the right one, and bring your stuff to trade.

The space between the left and middle drawbridges is where the traps go, be they of the stonefall/cage/weapon type or the pressure plate & magma/water type.

If the leftmost drawbridge stays down the whole time, why even have one?
The option to lift the bridge and trap some pincushions goblins in between two raised bridges?

199
DF Gameplay Questions / Re: What's the biggest dwarven empire you've found?
« on: February 06, 2010, 02:23:42 am »
From my currently active saves there's one with 10 (mostly captured elf retreats)

200
DF Gameplay Questions / Re: Why are elves cannibals in this game?
« on: February 06, 2010, 02:06:20 am »
Threetoe's story Snatcher appears to suggest they have a compulsion to eat what they kill.
Correct. The game's raws back that up. Elves will eat what they kill, but this merely means they're carnivores rather than cannibals. As sunshaker alluded to, elves are not cannibalistic by nature, but given certain circumstances it is possible for an elf to eat another elf - one of the elves must be killed in combat by the other elf, and the elf that is killed must be considered to belong to another race (an elf that was kidnapped by goblins, for instance)

201
DF Dwarf Mode Discussion / Re: Embarking without an Anvil: Over-rated?
« on: February 04, 2010, 11:11:28 pm »
Except if you do that, the trader will just tell you to go and drink water, as he will not take this pile of junk as it is. Whereas if you keep the items in the bins, he will happily trade it.
...this isn't true at all.

this is what i noticed: offered them bunch of rock junk for trade without the bins the rock junk was packed in, and they refused. Added the same rock junk with the bins (and the bins themselves were hardly expensive enough to justify a change in attitude) and they accepted with ecstatic response.

So it might not be true from where you look at it, but - as i said - its pretty much what i saw.


You probably forgot a bin or two the first time, or deselected some of the things you were going to take.
"You offer us 5,000¤ in earrings and bracelets for our 4,000¤ of silk, cheese, booze and anvils? We spit on your pathetic offer for our luxurious goods. There is another fortress just on the other side of the mountain that will give us far more for goods of this quality."
"How about we throw in 50¤ of bins as well?"
"Wonderful, absolutely exquisite. Yes, 5050¤ is sooooo much better than 5000¤ that I feel ecstatic about the offer now."
Just doesn't happen. But if you take out a few of the more expensive items that you were wanting to buy (bins of GCS silk, dwarf cheese, armour, bolts, anvils) to decrease the value of goods you're buying, and optionally add in the bins to increase the value of the goods you're giving away, THAT can turn a rejection into an ecstatic acceptance. So there's something you're neglecting to mention, or just something that you neglected to notice...but what you're describing absolutely will not happen in the game, end of story.

202
DF Dwarf Mode Discussion / Re: Feeding the fish
« on: February 04, 2010, 10:51:02 pm »
Save the fish and use hippos or crocs instead :D

203
DF Gameplay Questions / Re: Idlers
« on: February 03, 2010, 12:08:47 am »
If you're in a biome with lots of flora, you could assign the idlers to plant gathering and brewing, build a few extra stills, and make a surplus of alcohol to trade away
Surplus....alcohol? Trading away booze? What kind of dwarf are you?!?!

Shouldn't all dwarves have hauling labor anyways?
Nope. If you've got 5 legendary stonecrafters all making exceptional/masterpiece trinkets at lightning speed, do you really want your miners or metalsmiths or whoever to leave their jobs so they can put those crappy trinkets in a bin? Even when I have just the starting seven, I actively switch off all hauling duties for my craftsdwarf and two miners - the miners are busy digging out my fort, the craftsdwarf is busy making stuff for me to sell to the first caravan and I don't want them wasting their time with things like putting seeds in a bag or putting earrings in a bin...I often even have a stone stockpile beside the craftsdwarf's workshop so he doesn't waste time going to the other side of the fortress to pick up a rock - he finishes his job and just goes about four or five tiles to pick up a stone that my metalsmith, glassmaker or either of the two farmers has left for him :)

204
DF Gameplay Questions / Re: The Language that dwarf fortress is coded in...
« on: February 02, 2010, 11:51:25 pm »
I'm honestly wondering seeing as I've recently began taking an AP coding class in high school.

     I was in the last AP class that was tested in Turbo Pascal!
Ugh, Pascal's a horrible language....or am I mixing it up with Prolog again?

205
DF Gameplay Questions / Re: Overfished - can it be undone?
« on: February 02, 2010, 12:59:48 am »
Depends if your fortress has "Other Features" :)
If you mean magma, underground rivers or caves, then the answer is probably "no". It's a quite flat heavy forest map with lots of murky pools and mainly layers of red sand, basalt, marble and alunite.

When the dragon appeared I thought I was done for. It wrecked my water wheel, crashed through my front door and was instantly shot through the eyes, the legs and both lungs with a hail of goblin bone bolts, then finished off by one of my hammerdwarves.
By "Other Features", he's referring to HFS :P But yeah, sounds like you've embarked on a forest rather than the side of a mountain, so you definitely won't have HFS, either (magma's perfectly possible, but any other hidden features only show up on mountain regions)

206
DF Gameplay Questions / Re: Quick Question about Embark
« on: February 01, 2010, 03:29:41 pm »
There's not an exceptionally "easy" way of doing it, but it's possible...if the cave you're looking at has had some important world-gen events occur in that cave (e.g. the death of a resident megabeast)

I've created a new Small world just to try this out and try to help walk you through it, OK? :)

So, I've gone into the Legends menu and looking through the Sites, I've decided that I'll try to find a cave called "The Heart of Seals"
Spoiler (click to show/hide)
I hit enter while that's selected and it gives me the cave's history. It's seen a lot of use - a hydra lived there from 1-16, an ettin from 16-22, a minotaur from 22-31, a second minotaur from 31-57 and a giant from 61-100 (world-gen end). What we're looking for is deaths of these beasts that occurred in this cave, as those are considered as important events in world gen. So, these are the records I'm wanting...
"In 16, the hydra Vedud Strappedspurted was struck down by the human Mapo Secretbunny in The Heart of Seals."
"In 22, the ettin ěddor Pondercastle was shot and killed by the human Acath Kegtakes in The Heart of Seals."
"In 31, the minotaur Issha Grizzlejewel was struck down by the dwarf Iden Relicfriends in The Heart of Seals."
"In 57, the minotaur Etog was struck down by the dwarf Shorast Bluntedlashes in The Heart of Seals."

In this case all of them died in the cave and not while they were out rampaging elsewhere...so, I go out of the Sites menu and go to the world history. 16 (the year that the hydra died) was the last year of The Age of Myth, so I head over there. One of the last important events of that age is "In 16, The Duel of the human Mapo Secretbunny and the hydra Vedud Strappedspurted occurred."
Spoiler (click to show/hide)
If I choose to view that entry (hit enter when it's the first yellow entry on the page), it'll show me info about that duel, including a minimap which points out the area where this occurred (see the X in the minimap)...
Spoiler (click to show/hide)
...you can see other things on the map which can help to point you in the right direction (in particular look for symbols for towns, especially ones that dwarves favour). In this case, I've picked up on the dark fortress to the south, and the dwarven fortress to the west. Flicking through the list of dwarf civilisations, I've found that The Vessel of Constructs owns both of them, and I found both fortresses rather quickly.
Spoiler (click to show/hide)

Moving my cursor along to the north-east, I now place it in the exact position where that red marker on the minimap was.
Spoiler (click to show/hide)
You'll notice in my last pic that the 3x3 area where the cave is can be seen in the north-east of the local area. If I didn't select "Make Caves Visible" when I created the world, I wouldn't know exactly where it was, but I'd know it's a 3x3 area somewhere within that 16x16 local area :)

207
DF Dwarf Mode Discussion / Re: Magmapipe Critter Elimination Poll
« on: January 31, 2010, 11:28:33 am »
Depends exactly where the pipe is and what creatures are in it.

If the pipe is in an out-of-the-way area then I'm happy to just leave it be, and perhaps wall it off somewhere down the line so that fire imps won't decide to chase immigrants, caravans or wild animals and set a large area of grassland on fire. Depending on how things go, I may decide I can put them to good use in one way or another, so if they're not posing an immediate threat to me I'm happy to leave them alone.

If it's nearby and the creatures could be a nuisance to me, I'll just draft my starting seven and station the seven untrained wrestlers near the pipe (two or three tiles from the edge - not right next to it as they seem to have a higher risk of falling into the magma if they're that close). If there are only fire imps, I'd easily expect no casualties whatsoever. If there's a fireman that wants to come out and see what's going on, I'd probably lose one to three dwarves before it gets killed, and I have to remember to forbid their burning corpses and items so I don't end up losing the rest to Dwarven Stupidity™. But get up close and imps are a piece of piss. Fact.

208
I don't think they care if they have pig tail clothes while that hunter over there has full adamantine armor. (Example^)
True, but nobles have a strict hierarchy and if the dungeon master has a royal bedroom when all he needs is a no-label bedroom then the king's going to be upset because a "lesser" noble (the dungeon master) has a room with higher quality than that noble needs. The nobles don't care about the rooms owned by the 'common' dwarves with the possible exception of the ones in appointed positions of power (mayor, broker etc.). It's not something I take that much notice of, as there are several ways to make lots of happy thoughts and therefore negate the negative thought generated :)

209
DF Dwarf Mode Discussion / Re: Embarking without an Anvil: Over-rated?
« on: January 30, 2010, 02:28:48 am »
I bring: A carpenter dorf who's busy making beds, a masondorf who's making tables chairs and  doors, 2 miners, a leader/woodcutter, a grower/brewer, and a mechanic. That's 7 dorfs. So I don't have the labor required to devote to useless crafts and such. On occasion, I have been known to make one of the miners also a mechanic, but then a miner drops out halfway into the game. Unless I have the flux required to make mechanisms viable trade goods, then I have very real trouble getting the points needed for an anvil.
Just as a minor point, you can do without the carpenter and mason early on (hell, even late on :P). The happy thought from sleeping on a quality bed or seeing a quality door isn't overly significant. If you want to keep nobles happy, you'll want skilled dwarves to make high-quality items to boost the value of the nobles' rooms, but it's quite a while before you have to worry about that and there's every chance of you having a legendary or two because of moods who can sort that stuff out for you :)

210
If Toady One is smart, he's going to read through this thread before the release, and ensure that everyone is wrong.
Well, many people here are likely to mention things that could go wrong with the new features, which we know Toady's going to be testing to death anyway so it's unlikely there'll be anything going wrong with those except maybe in very extreme circumstances (which we'll probably uncover in the name of dwarven science but would be unlikely to discover through normal usage). What's more likely to go wrong is something that we've had for ages getting slightly cocked up...maybe all merchants/friendlies triggering traps again, or if you lock doors then you can't unlock them, or something silly like that :P

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