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Messages - XXSockXX

Pages: 1 ... 163 164 [165] 166 167 ... 177
2461
DF Gameplay Questions / Re: "cancels give food animal inaccessible" spam
« on: August 09, 2012, 05:44:03 pm »
I don't think there is anything you can do. If a pet is starving and dies the owner keeps spamming that message. It's a known bug.

2462
There are female trolls but neither trolls nor goblins breed AFAIK.

2463
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 29, 2012, 08:31:08 pm »
They can. However if they die, you don't get new ones. Also the baron has to meet with diplomats/liaisons, that might interfere with being on active duty.

2464
DF General Discussion / Re: How to keep the Gobs alive?
« on: July 29, 2012, 06:04:22 pm »
Are you saying ethics tags actually affect behavior?

Yes it does, that's why goblins are at war with everyone and why elves are more likely to be at war with humans or dwarfs while dwarfs are less likely to be at war with humans.

What are you trying to achieve? As long as the goblins do not die out, it will have no effect on fort mode if there are not many of them. AFAIK sieges and ambushes are mostly (maybe entirely) generated when they enter the map.

2465
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 29, 2012, 05:41:38 pm »
Yes, there is an announcement. It does not happen often normally, so it's easy to overlook.

2466
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 29, 2012, 05:32:19 pm »
If a masterwork gets destroyed or leaves the map, by getting stolen, traded away or - in case of a bolt - stuck in an animal/enemy, it gives the creator a strong bad thought. This does not happen when a dwarf has made lots of masterworks.

2467
DF Dwarf Mode Discussion / Re: Raising a broker's skillset
« on: July 29, 2012, 03:53:19 pm »
sorry if I was a bit harsh. I've had to deal to often with people who were often wrong and never seemed to learn and some myths just don't want to die down.

If you're not certain, or think you may not know the details, mention so, I usually do, check it on the wiki, etc. That way you'd just be mistaken.

No problem. I usually try to be precise and have no issue with being corrected. In such a detailed game you never know enough.

2468
DF Dwarf Mode Discussion / Re: Raising a broker's skillset
« on: July 29, 2012, 02:52:07 pm »
Ok, point taken. I did not know that. I get dwarfs with these skills from socialising though, like children with legendary judge of intent etc.
Also I was not spreading wrong info on purpose (that's how I understand bullshitting), but to my best (arguably lacking) knowledge.

2469
DF Dwarf Mode Discussion / Re: Raising a broker's skillset
« on: July 29, 2012, 02:37:40 pm »
you're being slightly bullshitted here.

Ahem? That's a bit harsh, I said basically the same thing, a lot less precisely of course, but nothing wrong or bullshit-like.

2470
DF Dwarf Mode Discussion / Re: Raising a broker's skillset
« on: July 29, 2012, 01:41:12 pm »
No need for big introductions, people just seem reluctant with threads started by new people because of the spambots that try to sell their useless crap here.

Generally I don't find it necessary to have an especially skilled broker. After the first few years you usually have way too many items anyway, so it is better to overpay and get rid of stuff than to try to pay a minimum and drown in useless crafts you don't need.

The appraiser skill is raised by performing a trade, you can level the skill to novice by just letting a dwarf trade one item for another. It does not matter wether the trade is sucessful or not, but only opening the window is not enough.

The other skills like judge of intent, negotiator etc that could affect trade (I'm not sure how exactly/if they do at all) are social skills that are raised by idling and socialising with other dwarfs. Since your broker is also your bookkeeper she is probably busy full time and does not socialise much.

So I'd say, if you are a few years in, broker skills don't matter at all, "novice appraiser" is needed to see prices, but you can train any dwarf up to that with a few performed trades.

I have a dedicated broker, but when he is busy/sleeping/on break etc I let anyone trade. The merchants will want to earn about 30-50%, no matter who trades.

2471
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 28, 2012, 11:25:25 am »
Don't worry about caravans leaving late, the next caravan can use the depot even if the previous one has not left yet.

2472
DF Dwarf Mode Discussion / Re: Are there always underground caverns?
« on: July 27, 2012, 02:42:51 pm »
Easy Answer: Use DFHack's reveal function to see where caves are.

Reveal is a bit dangerous, I think.  If you can, fire up stonesense, hit 'h' to display hidden, and just browse downward to figure out how many Z levels you have until the 1st cavern, etc.

https://github.com/peterix/stonesense

Not anymore. Dfhack's reveal is safe to use. For spoileriffic and potentially dangerous stuff there are other commands...

2473
DF Dwarf Mode Discussion / Re: Seeking help with No Civ embark
« on: July 27, 2012, 11:57:32 am »
For the record,

Exactly 100 entity creatures (dwarves, elves, humans, goblins, kobolds) are spawned per civilization entity by default.

I play lots of pocket worlds. Usually there are 6 historical figures per civ in year 1 and a certain amount of site inhabitants that don't show up in legends mode. Is that these site inhabitants you are referring to?

2474
DF Gameplay Questions / Re: How to begin at year 1 ?
« on: July 27, 2012, 11:24:30 am »
Regardless of what year you stop the world gen at, you will always start on the 1st of Granite at the beginning of the next year. I believe this is to prevent you playing in an empty world. Even then I do not believe you can stop it before 5yrs have past. That may be wrong but that is the min you can put into the World Gen Pramiters... AFAIK...

5 is the minimum in the standard "create new world". In advanced world gen minimum is 2 (range 2 - 10000). You start a fort on the first day of spring of the year after world gen, which means the earliest possible start date is year 3.


2475
DF Dwarf Mode Discussion / Re: Seeking help with No Civ embark
« on: July 27, 2012, 11:16:50 am »
The starting 7 and the first 2 migration waves are randomly generated no matter if a dwarven civ exists or not.

In year 0 I think around 6 dwarves are generated per civ, but that has nothing to do with migration, many of these won't migrate to your fort anyway (King, General, religious leader) or die in the first years of world gen.

To achieve a dwarf-free world I would suggest to try a world with low number of civilisations (5). Having high savagery and not many mountains may help in preventing a dwarf civ becoming very powerful. If you run a very long history (300 years at least, the more the better) there is a high chance one or more civs will go extinct. You just have to play around a bit until you get a world where dwarfs went extinct.

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