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Messages - XXSockXX

Pages: 1 ... 170 171 [172] 173 174 ... 177
2566
DF Adventure Mode Discussion / Re: bogeyman
« on: July 19, 2012, 08:14:03 pm »
After getting skills up a bit, bogeyman are not that hard to kill. Run away, so you have to fight only one at a time. Never let one get behind you. Hitting them in the lower body kills them pretty good, I read that somewhere in the forum and it works great.

2567
DF General Discussion / Re: That Moment When ...
« on: July 19, 2012, 08:02:00 pm »
That happens to me all the time. G

It happens, but it was one of my first FBs ever and I was quite speechless. Things like that made the little sockhoarders really grow on me.

2568
DF Dwarf Mode Discussion / Re: So, basic execution tower....
« on: July 19, 2012, 07:57:02 pm »
A burrow on 2x2 repeated wooden spikes is quite cheap and effective, a burrow under a drawbridge is probably better: no corpse - no crime - no tantrum spiral.

2569
DF Adventure Mode Discussion / Re: Vampire/Necromancer Attributes
« on: July 19, 2012, 05:51:30 pm »
Also, I believe that necromancers do in fact require sleep and do feel pain.

Most of my adventurers so far were necros and while they do feel pain they definitely don't require sleep and don't get exhausted (I hacked at a BC for three days without problems).
Also they don't become night creatures, they still get attacked by bogeyman but zombies are neutral to them.

I also had necros migrate to forts and they never ate drank or slept in years. They had skill rust in skills that were not legendary, but physical attributes have not changed as far as I can tell.

2570
DF Dwarf Mode Discussion / Re: Pulling a Migrant Plug Out.
« on: July 19, 2012, 05:37:49 pm »
This time around I got some that were actually useful, a competent armorer I needed and two with marksdwarf skills that were immediately drafted. By the time I still get migrants I'm mostly too busy to kill them in creative ways, so fixmigrants is really great.

2571
No, not what I've found. I would have uploaded my "dirty"-verion if it wasen't so heavily modded. :/
Thanks. No problem, I think I can do it myself, just wanted to know about potential problems.

2572
DF Gameplay Questions / Re: Vermin
« on: July 19, 2012, 05:29:53 pm »
Build a cage and asssign all the vermin to it. If you want to get rid of them (you can't do anything useful with them), build the cage in a small room, link the cage to a lever, pasture a cat into the room, lock the door and pull the lever. The cat will do the rest.

Assigning the vermin to a cage is the only way to get them out of animal traps and if you just de-assign them they will be put back into traps.

To keep vermin somewhat under control I pasture cats in my food stockpiles. I use male cats only to avoid catsplosion.

2573
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: July 19, 2012, 06:56:11 am »
(around 60 Urists in my fort): "Grandpa just died of old age. He had 160 great years and he die peacefully in his sleep. It's sad, but at least he was not killed by goblins, so we're not gonna be too upset about this."

2574
DF Gameplay Questions / Re: New to DF - Adventure Mode Problems
« on: July 19, 2012, 06:44:54 am »
So, to follow up for clarification...
1. Ok, so will constant recruiting, getting them killed, and going back drain the population? Will forts or where-ever become abandoned?
3. Can I tell companions to wait, so I can hunt in peace? And do they require food/drink? Will taking things from houses anger the villagers?

1. As said above, they respawn. If you walk around rivers (they often cannot swim) they'll live longer.
By the way bandits that live under cities/keeps (not in camps) will also respawn, except for the leader. So be careful if you go back to a crypt you just cleared out, the bandits might be back.
3. You can't tell them to wait, if you want to get rid of them you have to fast-travel (T) while they're out of sight. They don't eat or drink.
As said above, don't take anything with the $$, that's considered stealing. In normal houses (not markets) however there are sometimes bags of food you can take for free.

2575
DF Gameplay Questions / Re: Newbie Questions
« on: July 19, 2012, 06:36:07 am »
Ok all the animals are caged and i'm going to order thier slaughter. I may even butcher the war dogs except for a few to run thieves off. That one gander isn't a pet. It's stray (tame). Strange.

You don't need to slaughter all animals, if they're caged they don't try to path and don't reproduce, that is enough for me if there aren't hundreds of animals. Also grazers will starve in cages, if you want to keep some alive, keep them pastured.

That gander...can you not cage him also?
I think he could be a leftover from the caravan (since you lost some of those). These animals normally become yours after the caravan is annihilated or after the last merchant has left the map, but the transport animals will just wander around and eventually leave the map. Does he show up in unit screen as tame animal or does he have the (merchant/friendly) flag?

Atomsmashing is great, when my first fort got 20 years old the stocks screen would almost crash on the sheer number of items, it was way too much to trade away, so destroying lots of unmeltable crap was the only solution. You'll have to live with FPS drop over the years, but having less things, less food (dwarfs don't eat that much), and less paths in your fort definitely helps.

2576
DF Dwarf Mode Discussion / Re: Pulling a Migrant Plug Out.
« on: July 19, 2012, 06:06:39 am »
If you're using DFhack, "tweak fixmigrants" will make them normal migrants. Less fun than other methods though.
They're always traders, but some have useful skills that are just lower than their appraisal skill. So better than peasant migrants.

2577
100 mineral scarcity, woo. I play slow enough to be able to feed a military with goblinite, so mostly I just like having the variety.
Interesting point. On that note, I've another thought to add: What about mineral scarcity? Do you all find the added hardship of less available metals to be an interesting challenge, or simply tedious?

I like having lots of different metals too, I use mineral scarcity 1000. If you play in pocket worlds or young worlds metals not available at the embark site might be not available through trade. For example in my current fort I have plenty of most metals but no tin, which is used in a lot of alloys, and my civ has no access to it. I used fixmerchants to be able to order it from the humans, now I can do something with all that copper.

As for favorite embark conditions:

-3x3 in different biomes, part mountain, part something else
-river/brook is good, but I can deal without
-high savagery, rather neutral with a hint of good, no evil
-not flat (except in tundras), with some sort of hill or mountainside for the entrance
-decent amount of wood
-soil levels that can be made into tree farms
-fire clay is nice, sand is bonus as it can sometimes be found in the caverns
-flux
-plenty of different metals are nice, iron has priority though
-magma pipes are bonus, no volcano
-at least two caverns should not be dry
-no aquifer
-temperate climate or colder, warm is ok but not hot

2578
DF Gameplay Questions / Re: New to DF - Adventure Mode Problems
« on: July 18, 2012, 09:41:01 pm »
1. If you're new to the game companions are very good to have, mostly for protecting you from bogeymen. They tend to die quickly (by drowning for example), so more is better.
Later it depends on your playstyle, I prefer playing alone as companions can get in your way by attacking things you don't want to attack, killing that thing you wanted to kill yourself and so on. 
2. You can butcher with your weapon. You can butcher all wildlife, sentinent creatures don't work. If you're always hungry, you're going to starve soonish.
3. If you sneak (S) you will discover wildlife you can kill. Start with small things like bunnys, a deer can (and will) kick your head in. Companions will also try to hunt, but mostly they just drive the wildlife away.
Also you can find bags of plants in human houses, you can eat those too.
4. Don't know. Might help with discovering traps, but that also works without L. You're not gonna find something to eat with it.

2579
DF Gameplay Questions / Re: Newbie Questions
« on: July 18, 2012, 09:11:37 pm »
Hi there, I'm gonna try to answer some of those:

1) Is the squad set to active/training? If not they might go back to being civilians after fulfilling your kill order.

2) I usually have a big refuse pile near my entrance and orders set to gather refuse from outside (if there is no siege). I dump and atomsmash erverthing that is not usable, otherwise the map becomes horribly cluttered.

3) Do you pasture (N) or pit (P) the animals? If he is a named pet he cannot be pitted, only pastured.
Could also be that you somehow forgot him in the Pasture Information screen, that can get pretty confusing if you have many unnamed animals.

4) Item clutter happens in most forts after a few years. You may want to atomsmash or trade away anything that is tattered (XX). Generally try to produce only stuff you need, clothing managment is a science for itself though.

5) Mining out several z-lvls is safe. Everything that is supported by something (the map edge in that case) will not cave in. Check the wiki article for details.

6) If your military is strong enough you could try to protect them. It is not absolutely neccesary, I ususally also don't bother, but the humans and elves might attack you if they loose too many caravans. If they don't appear at the exact same time as the goblins I lock them in my trade depot from the outside until the siege is dealed with.

7) You could find out the exact odds in Legends mode. Make a copy of your save, load that copy, abandon the fort, start a new game with legends mode in that world. Under "historical Figures" you can check exactly how many megabeasts (and other creatures) there are in your world.
I'm not sure however if Hydras can breed in an unmodded game, I think they can not.

8.) Best check the wiki on animal training. I think only creatures born in captivity or bought from the traders can ever be completely tame. Wild animals you tame get some lvl of training, like (trained), the lowest is (semi-wild). If a creature is semi-wild it can evetually revert to wild, which in case of a Hydra would be pretty bad for your dwarfs. If the creature has an animal trainer assigned, he will prevent this and maintain some lvl of training.

9) In my current fort with around 320 dwarfs I have 6 4x4 plots, on which each undergound crop is grown 2 seasons per year, except plump helmets for 4 seasons. There are 3 unused plots in case I run out of food/booze/clothes. With that setup I don't overproduce, but I have lots of meat as additional food source. I used 5x5 plots before that which is definitely enough. Anything bigger results in hopeless overproduction after a few years, especially since some plants can't be brewed and most can only be cooked after processing which does not keep up most of the time.

10) Clutter is really bad for FPS, but there are other things. Check the wiki or do a search on "FPS death". If it gets unplayble for me (like 5 FPS with 350+ dwarfs and millions of items) I turn weather and temperature off in the init file. That helps a lot and if you don't do anything with magma (magmaforges still work) or dragonfire it doesn't affect gameplay too much. Generally FPS drops the more dwarfs/animals/items you have. If you want many dwarfs, keep animals caged and don't produce too many items. Also atomsmash. And look into fortress design for pathfinding issues. It can get a bit complicated, but you'll figure out something that works for you.

11) Someone more familiar with the current version should answer this one. I think a small stockpile near the workshop that takes from a bigger stockpile is best. The stockpile has to be set to give to the workshop or something. (I still play an older version, some things have changed...)

Hope that was mildly helpful, in any case: read the wiki, it helps a lot. Good Luck!

2580
DF Adventure Mode Discussion / Re: Vampire/Necromancer Attributes
« on: July 18, 2012, 08:24:52 pm »
Don't know about the RAWs but from experience I would say that necros do not get an attribute boost, except that they don't sleep eat or drink anymore.

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