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Messages - pushy

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736
DF Dwarf Mode Discussion / Re: A Vile Force of Darkness Has Arrived!
« on: January 30, 2008, 06:32:00 am »
quote:
Originally posted by ColonelTEE3:
<STRONG>The one major flaw to my base, which is now unfixable, is that a large portion of it is outside. Or atleast, a large portion of our traffic is outside. My city is seperated into two districts, with outlying buildings around it. To the west, above ground and built into the mountain side is my housing quarter and dining room, and to the east, below ground, is my workshops, Well, farms, and barracks, and to the north in the canyon side that overlooks us are various noble homes and a large magma facility, so everyone scurries from one place to another above ground. So when the goblins attack, i can't order anyone to go in doors, because that pretty much cuts off everyone, from everyone else   :)</STRONG>
You might well be screwed regarding the stuff that you say is above ground, but for other things have you considered building shafts down (right down to the bottom level if necessary) and building connecting tunnels between them? One of my old designs had this sort of thing, where everything bar the trading depot was unreachable without going down a trap-filled staircase to the very bottom of the fortress and going back up another set of stairs. Was a slight pain in the arse, but it worked  :)


quote:
Originally posted by Untelligent:
<STRONG>I'm kinda worried, as I haven't had any seiges, snatchers, or thieves invade my fortress yet, so I figure I'm due for one soon. Hell, I haven't even had a random wild animal attack, unless you count the time a Mud Man followed one of my haulers away from the cave river while all my Marksdwarves were asleep.</STRONG>
If you've got some form of defence in place, I wouldn't worry too much about that  :) I'm now in summer of my fourth year and rhesus macaques have never even tried to enter my fortress - a load of them got slaughtered by humans coming to trade, but the thieving bastards have never actually bothered my dwarves. Dogs have chased away a couple of kobold thieves and every time I've been notified of a snatcher it was already caught in a cage trap  :D

737
DF Dwarf Mode Discussion / Re: The new trader thing
« on: January 26, 2008, 11:41:00 am »
quote:
Originally posted by Earthquake Damage:
<STRONG>What bugs me about counteroffers is the obscene profit they demand</STRONG>
Ditto. I got into a bit of an argument with the humans over the profit they'd take back for all the leather, cloth and meat I wanted. I was hoping to get them to go for around 250, but when I tried they gave a counter-offer which would give them 1600 profit. I gave a few more offers and they gave a few more counter-offers. I eventually got them to sod off with ~650 profit, but they wanted as much as 2250 profit with their final counter-offer. Greedy bastards.

738
DF Dwarf Mode Discussion / Re: I Love My Mayor
« on: January 29, 2008, 02:50:00 pm »
quote:
Originally posted by Kagus:
<STRONG>That brings up an interesting question...  Since adamantine requires an entirely different set of skills, and none of your dwarves have those skills, who gets punished?  Would it be the metalsmiths, or will the mayor just get upset because there's nobody to smack about?

Or will he find some random hauler to punish so he feels better?</STRONG>


It's a metalsmith who gets it, yup.

739
DF Dwarf Mode Discussion / Re: I Love My Mayor
« on: January 29, 2008, 08:14:00 am »
quote:
Originally posted by Skanky:
<STRONG>... until he starts demanding items made of adamantium.   :)

740
DF Dwarf Mode Discussion / Re: I Love My Mayor
« on: January 29, 2008, 01:13:00 am »
My mayor's only set one mandate so far: he's banned the export of adamantine items  :D Considering I'm on a map without adamantium, I don't think there'll be a problem there  :D

741
DF Dwarf Mode Discussion / Re: Magma Overflow
« on: January 23, 2008, 09:26:00 am »
As long as the magma doesn't cool down, it should be fine to use indefinitely with your smelters  :)

742
DF Dwarf Mode Discussion / Re: Under Bad Management
« on: January 23, 2008, 06:12:00 am »
quote:
Originally posted by umiman:
<STRONG>However, if you have a great number of idle dwarves (someone said earlier that out of 30 dwarves, only 10 do work!?)... you are doing something very very wrong. But again, there's no need to stress over it if you're not the type to care about that in your playstyle. I mean, the job gets done eventually, right?</STRONG>
That was me, and I don't consider myself to be doing something 'very very wrong'. I'd have a mason making doors and stuff, a carpenter making beds, barrels and bins, a brewer, a cook, a farmer or two, a craftsdwarf making stuff out of the ample stones littering my fort, a glassworker making raw glass and one or two jewellers cutting the raw glass and encrusting the craftsdwarf's stuff with the cut glass...and for the most part, that's the basic structure of my fort. There might be other dwarves who get used less often (e.g. miners, mechanic, butcher, tanner, leatherworker, weaver and clothier) but are used nonetheless, but after the first wave of immigrants I've pretty much got all the dwarves I need.

743
DF Dwarf Mode Discussion / Re: Under Bad Management
« on: January 22, 2008, 02:12:00 pm »
There will always come a time when some of your dwarves are idle. Some people create menial tasks like moving rock somewhere to tidy up the fort, which keeps dwarves occupied for a while, but that's a short-term thing and generally pretty useless. Once I've got 30+ dwarves, it's actually not uncommon for 20 of them to be idle, and I'm not bothered by that - a lot of them will take a minute to do the odd hauling job here and there and I'm not waiting forever for such tasks to be done because I've got them all wasting their time engraving my legendary dining room floor; as long as they do the job when I need them to do it, I'm happy  :)

744
DF Dwarf Mode Discussion / Re: Most obscure legendary?
« on: February 03, 2008, 02:07:00 pm »
You actually use a legendary dyer? Doesn't matter that they're fast, the dye adds such little value to items that it's really not worth bothering with.
I rely a lot on my clothesmaker, though - she takes all the pig tail cloth and cave spider silk that the traders bring with them and she makes them into lots and lots of socks and shoes to sell back to the traders for more cloth and silk  :D After the first dwarven caravan I can pretty much survive entirely from the cloth the traders bring. Five years into one game I had a ridiculously large stockpile of shoes that just kept getting bigger and bigger - I'd sell two bins of shoes to buy enough cloth and silk to fill three or four bins on top of the meat, booze, leather and other stuff that took my fancy.

745
quote:
Originally posted by I3erent:
<STRONG>U cant use em for cage traps</STRONG>
Terraria? Yes you can. My entire trap corridor is filled with green glass terrarium cage traps and green glass serrated disc weapon traps.
I was actually surprised you hadn't used a terrarium when catching the carp.

746
DF Dwarf Mode Discussion / Re: Booze storage scheme, will it work?
« on: March 30, 2008, 10:06:00 am »
quote:
Originally posted by Inquisitor Saturn:
<STRONG>Fortunately you can just set traffic to low in the stockpile</STRONG>
Other way around - set it to "restricted" in the stockpile, and "low" around it  ;)

747
DF Dwarf Mode Discussion / Re: Do you farm?
« on: January 19, 2008, 08:22:00 am »
If you don't want to farm, that's your choice. Even if you're not growing crops, though, I'd still encourage farming animals for slaughter, to supplement your pickings from hunting, fishing or plant gathering, due to the lack of guarantee these methods have in putting food (and drink) on your dwarves' plates.

748
DF Dwarf Mode Discussion / Re: Meowschwitz
« on: March 27, 2008, 02:51:00 am »
quote:
Originally posted by Garnan:
<STRONG>

In reply to atomicoctobot:
See my loafers,
Former gophers,
It was that or skin my chauffeurs.</STRONG>


You missed a bit  :D

quote:
Q: Why does everyone hate cats?
Several reasons. The adoption is the main thing for me. If you're playing a long-term game and the game begins to lag a few years in, one way to quickly relieve some of the strain is to kill or imprison stray pets...but you can't do either of these with pets, and so it can be a real nuisance watching 100 cats/kittens running around your fortress, knowing that they're killing the speed of your game and short of killing their owner (who is probably a legendary worker and not someone you'd particularly want to sacrifice), there's bugger all you can do about the damn things.
Removing the [verminhunter] tag in the raws would solve this, of course, but then cats would lose their usefulness...so I keep a breeding couple, keep any pets brought by migrants, and let those few cats run around killing the pesky fire snakes and fluffy wamblers, and I just kill their babies the second I see a message saying that some kittens have been born.

749
DF Dwarf Mode Discussion / Re: Meowschwitz
« on: March 26, 2008, 10:48:00 pm »
quote:
Originally posted by Hypcso:
<STRONG>Good luck with that, once you get a dwarf that likes cats he/she will be adopted by every cat in the fortress, and then you can't butcher them.</STRONG>
Ergo if any migrant likes cats, they have a little visit to that room with the leaky ceiling  :p

750
DF Dwarf Mode Discussion / Re: Swimming Lessons
« on: March 27, 2008, 03:12:00 am »
...and that's why you should make ramps along the outside of your moat  :)
I had a similar sort of problem with dwarves randomly falling into a pond that was in my meeting area in one game, so I built ramps at the edges for them to get out again...but I eventually got so fed up with the "Dangerous Terrain" spam that I built a bridge over the pond.

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