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Messages - Bigheaded

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241
DF Dwarf Mode Discussion / Re: My Dwarf won't cut down any trees?
« on: November 10, 2012, 06:46:53 am »
are you using masterwork without any additional changes (i.e raw edits for fun such as mass dragons)?
If so, you could upload the file and i could tell you for certain what was wrong. Suggest this upload area: http://dffd.wimbli.com/submit.php
The file needed would be here: Dwarf Fortress (wherever you dumped it, mines on desktop :P ) -> save -> region (select the one which you want me to look at) upload the entire folder.

Also, which tileset, as changing tileset can have some interesting effects.

also, are you using most recent masterwork?

242
DF Dwarf Mode Discussion / Re: My Dwarf won't cut down any trees?
« on: November 10, 2012, 06:30:33 am »
have you checked if masterwork "requires" metal axes to chop trees?


Although i once had the problem that i embarked with a military and an axe and 2 swords and found that my swords dwarf decided to pick up my axe, making that axe usable again was a bit annoying.


also on kumis's checklist which should be there:
Are they designated for dump? (D at end)
Are they forbidden (surrounded in {brackets})

243
DF Dwarf Mode Discussion / Re: Will wild birds lay eggs...
« on: November 10, 2012, 06:27:45 am »
A note that taming them and giving them a pasture is not very hard to do at all. Just make sure they are trained before you try and move them!

"trained" birds can breed also. Also, chicks are very easily "tamed" so after taming them, you can remove the "any trainer" or whichever trainer you have assigned to them, as tame will not go back to under that.

244
DF Gameplay Questions / Re: Taming problems(more)
« on: November 09, 2012, 12:31:20 pm »
indeed, i'm pretty sure they count similar to goblins, you can't tame hostile goblins in cages.

I just kill them for weapons practice or give them to my pet badger army to eat.


gremlins when caught can be tamed and they cut wood or something slightly useful, not sure if it's wood cutting or something else.

245
DF Modding / Re: More abominations, taking requests.
« on: November 09, 2012, 12:28:45 pm »
Yeah, you're a bit screwed if you run into something like that.

Coincidentally, I had created a creature with a very, very similar premise: They bugger the shit out of your fortress, in great swarms, and their venomous bites/excretions/projectile vomit left the victim in immediate, but temporary shock including unconsciousness and unbearable pain. Later followed by horrible, fatal symptoms. It was a real monster, too: 4 stubby arm/leg like limbs, on the underside of 4 wings. That's one pair of each for upper and lower bodies, and yes the wings worked. And I'd imagined the head and it's toothy maw to be every bit as hideous as the rest of it's jet-black, leathery hide. They had a "queen" caste too (although all females could reproduce and outnumbered the smaller males significantly. Hello population explosion!) that had the projectile attacks and was also truly massive, but rather slow.

Luckily, I never encountered them during play. I'm starting to think there might be something wrong with their raws because of that.

sounds like you just embarked in a place they couldn't spawn, i.e you forgot [evil] and embarked somewhere haunted.

246
DF Dwarf Mode Discussion / Re: Is it possible to run a 'meat farm'?
« on: November 09, 2012, 12:25:00 pm »
i almost always embark with 16 female birds (turkeys/hens/peahens usually) and 2 males (just in case one dies to strange causes). It solves the food situation for the first year and is somewhat useful even later on. i have most foodstuffs (plump helmets, fish/meat) reduced at embark as i know i'll have 2 animals to butcher (the ones which pull the cart) and a tonne of eggs to cook.

I move on to rutherer/cave croc/elk bird breeding schemes as they're more valuable to eat so my dwarves find them extra delicious for some reason.

247
DF Dwarf Mode Discussion / Re: Is it possible to run a 'meat farm'?
« on: November 08, 2012, 05:53:28 pm »
Easiest way in my opinion, is tonnes of cage traps on the above area in a non hostile world on a flat embark.

Birds will go to maximum of +1 height of your highest building. So if your fort is flat, they can go 1 tile above, no more.
So if your fort is more of a hole in the ground, you can abuse cage traps to catch all local wildlife with ease, tame them and then butcher them.
On the plus side, this catches 99% of thieves, presuming there's barely room for wagons to get into your fort and sometimes you'll catch some animals you actually want, emu's can be fun for eggs. Or just breed for amusing purposes such as my badger pit. 1 fully armored goblin versus 200 badgers, who wins?!

If your fort extends has mountains/hills, this still works to some extent, but requires man management of chasing stuff around the map and just give up with storks.

The laziest option is probably just to assign a few hunters and there you are, you also have a military squad of marksmen also!

248
DF Dwarf Mode Discussion / Re: A small piece of info just changed my life.
« on: November 06, 2012, 06:07:55 pm »
How easy it is to change raws (my outside world is getting VERY interesting, if you thought bronze collosus could be a challenge, you should try fighting raverns with "likes_fight" all the stats of a bronze colloses and the fact they spawn frequently, in bunches.
Certainly different to boring old undead everywhere, that's just lame.

In the embark screen, you can view the dwarves before setting their skills, so if you notice one with high speed and strength, could be a good dwarf for military, if high creativity, good for carpentry etc.
Mostly useful to make sure i don't get retards in my starting military :P

Thanks for info on multiple orders in squad!

249
DF Modding / Re: More abominations, taking requests.
« on: November 06, 2012, 04:42:32 pm »
i am disappointed in the lack of crazy beings.

I used the ducks and removed the effect cos i'm too noob for crazy ducks which turn people into ducks, crazy ducks are enough for me!
Rest seemed either too weird so far.

As a somewhat interesting one,
Tiny dragons which can shoot fire (perhaps at a less crazy rate than normal dragons?) but come in packs of 5-10 of them. Fairly easily breedable, war/hunt trainable, add likes_fighting too. Or if you're imagination gets bored, call it something else or make it interesting instead of a dragon. Above ground?! that would sure make embarking interesting and an amusing way of dealing with goblin attacks! (i.e just lock a door and wait for dragons to appear and wipe them all!)
Make it appear in all biomes. Make the same numbers (cluster/population/frequency) as ravens, i always get tonnes of ravens so the numbers should be perfect :P

If you're really bored, make something else which would be !!FUN!! for peoples forts as well. If not sure what, just use any animal: cat, cow, horse, scorpion, leopard, giraffe and add "insane/huge/mutated" in front, perhaps combine two animals.

About to start a new fortress very soon, so if you can manage something amusing for me, i would be most appreciative!

edit: I just imagined adding scorpion pincers and stinger to a cow, the result in my head was simply awesome. 4 legs, 2 pincers 1 stinger and another tail. A normal cows head, maybe larger?

250
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: November 04, 2012, 02:22:33 pm »
the 2 legged happy cat is just amazing.

This thread makes me too happy.

251
DF Gameplay Questions / Re: Massive immigration waves
« on: October 31, 2012, 05:14:56 pm »
Thanks, I'm playing via Lazy Newb Pack and spent a LOT of time playing around with dwarf therapist and find it to be a godsend because I cannot figure out the labor menus ingame. I'll just make LOTS of extra bedrooms and have a bigger army from now on I guess!

The triple in size was probably because I accidentally destroyed my trade depot while there were merchants there and that allowed me to steal all their goods, looks like I'm not doing that anymore.

sounds very likely, try limiting your population to 60, so no new migrants for a while. The trade depot collapse sounds likely as to why you gained a tonne of wealth.
A suggestion is to buy as many steel products as possible, and to melt them all, this takes time to do, but i would say it's worthwhile.
Although in my last fort, i cheated instead and made all my stuff masterwork steel for my army. DFHack is handy for that :P

Making enough armor for your new army is going to be a problem, so do it in stages.

Also very much consider 2 or 3 man squads. This encourages sparring, which increases gain in fighting abilities a LOT faster than them teaching each other stuff. I had a legendary swordsdwarf who couldn't teach a unit of 9 anything really, but when put with one other individual, the other guy was soon great and onwards himself. Making them use the same weapon also seems to help.

252
DF Gameplay Questions / Re: Massive immigration waves
« on: October 31, 2012, 03:14:50 pm »
Reading of this is a good start for you: http://dwarffortresswiki.org/index.php/Migration#Immigration_mechanics
so first 2 are fixed, third and onwards = how much your fortress is worth, so if you're making masterwork platinum statues on repeat and get 100 of them, you're gonna see a LOT of migrants.

Dealing with it:
1. Dwarf therapist. If you've not tried it, give it a go, ordering it by migration wave is exceedingly useful for seeing whos new to the fort and what they do then assigning tasks quickly.
2. Large militaries.
3. What is the aim of your fort? to survive? to repel huge goblin attacks? to wander the depths below the caverns?
Personally i love killing goblins with my own dwarves, i find it immensely satisfying watching my army crush an invading force without too much use of fortress defense. Defense is possibly a better way of dealing with larger armies, i've yet to see mounts hit me, so i've got a way to go. You simply need to decide what you wish to do with your fort, and then set dwarves to further this.

On metals
I'm finding absolutely tonnes of galena everywhere from 50 downwards, often tetrahedrite also.
Not sure if that is the deep metals, but i find it likely.

253
DF Dwarf Mode Discussion / Re: named weapon
« on: October 31, 2012, 02:55:00 pm »
i've had several, but as examples, the last 2 had literally 20+ notable kills and 50+++ (think one had 150) "boring" kills such as elk birds/crundles.

Can post you the screenshots if you'd like.


I'd also say i've only had legendaries name weapons.

One last note, i had one bestow a name and it mentioned "after killing forgotten beast "Dead boy", Urist McAwesome has bestowed the name "Massive Sword of Death" to his OSteel War axeO
or something similar. The point was, it named it immediately after a FB kill

254
DF Gameplay Questions / Re: Taming
« on: October 31, 2012, 02:51:26 pm »
i've had a decent amount of success breeding underground creatures.

These have not come from sieges. I just catch em underground, traps near well used entrance points, kill all useless animals, i also removed the raws of pond grabbers, as they are annoying to kill and take ages to move off the map.

Elk Birds:
Positives: Decent price for meat/eggs and produce large numbers of eggs. When they enter dungeons, they come in large quantities. Ground unit so easy to catch.
Negatives: When trying to hatch eggs, make 100% sure you've had a male there for a long period as their eggs will require them to go to starving before they hatch, usually they also don't hatch all at once either, so 6 hatch, a few minutes later another 6 (from the same mother!), and eventually, unless you are very quick with moving eggs to a stockpile, the mother will die on the nest box, she never fully is able to hatch all eggs and not die from not eating. Still, 12 hatchlings for 1 parent isn't bad.
Highly recommended for egg's.

Rutherer:
Positives: Non grazer, good value multiplier, very impressive amount of meat, come in clusters of 3-7, so easy to get a breeding pair. Ground unit so easy to catch
Negatives: No eggs (is that really a negative?), children take several years to grow.
Highly recommended for meat/skin. I've not tried butchering the kids yet, so can't say how much you get for a non fully grown one.

Giant Toads:
Non breedable?!?! Have a breeding pair from caverns, but nothing happening, makes sense i suppose seeing they should make giant tadpoles which would be awesome.
Not recommended by me, i could be doing it wrong though.

Cave Crocs:
Positives: Huge piles of eggs, good multiplier, decent amount of meat. Can be aggressive towards invaders doing decent damage (elk birds whilst somewhat similar as an egg layer do not), non grazer
Negatives: Eggs take a long while to hatch. Come in single units, so hard to get hold of a breeding pair. Hang around in water
Would recommend elk birds over them usually for eggs, and rutherer's are probably easier for meat. Although they do not graze, so easier to breed more of than elk birds.

Giant Olm's:
No info, sorry! Caught some but wasn't quite sure how they bred, didn't use nest box and didn't produce offspring, i did have a breeding pair.

Giant Cave Swallow:
Positives: Trainable, Non grazer, good value multiplier, Small amount of eggs produced.
Negatives: Very annoying to catch as they can fly over traps, come in single units so hard to get breeding pair.
Recommendations: Decent for training, would not recommend for meat/egg cooking.

Giant Cave Spiders:
No info, did not manage to even get a breeding pair. Rare, but totally worth breeding for defense if you can get em.

Bugbat's:
Not much info on these, only by accidental breeding.
Positives: Come in huge packs, non grazer, common
Negatives: no value multiplier,
Recommendations: no real reason to breed them except if you catch them and lack other units to breed.

All i got for you. As that save got really really slow and unplayable so i abandoned.

I suppose lastly:
Is it worthwhile doing in the first place?
I would say definitely. As it's high quality food, (high value) = happier dwarves. It's also in abundance, If you catch something which you don't want (i catch tonnes of bugbats) you can butcher them and get more meat, could be used for training also.
Be careful of giant cave spiders, they can and will kill multiple dwarves if left to do as they please and if they don't wander into a trap. Require a minimum of 3 dwarves (2 legendaries with crazy attributes had serious trouble getting out the web)

255
DF Dwarf Mode Discussion / Re: Surviving with one dwarf
« on: October 30, 2012, 01:06:42 pm »
I had success is surviving with only 1 dwarf. Dealing with his unhappiness takes a while, first priority after blocking yourself in, is to get drink, water/booze. I had 0 water where i went down and had to build a still and find plump helmets to get some wine.
Seeing my caverns traversed about 20 z levels and i had bugbats/elk birds underground, it was fairly simple to survive.

Although my general area didn't work as i had hoped, i selected the only terrifying area on the map, which was a pool of water, put only one tile as land (non evil), but still most of it is clean usable land, so migrants survived and even my first other 6 non used dwarves weren't really dying (well 2 died, 2 went melancholy), but surviving all their wounds from plague rains.

Need to spawn a better map for it and try again, i would certainly say it was possible. without wood? possibly! as eventually you can get to a stage where you can attempt to trade with a trade caravan, or to loot a trade caravans stuff after it dies to the evil.
So next attempt is pick only, one dwarf survivor only.

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