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Messages - ikachan

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46
DF Gameplay Questions / Re: newby questions
« on: January 10, 2013, 01:10:54 am »
Thanks, all.  Another two:

1. Tell me more about magma.  How deep is it?  Do I risk inviting dangerous creatures into my camp by digging to it?  Or is it safe to go right for it in the first year?

2.  Fishing and hunting... how serious a problem is rotting corpses?  One tutorial I read suggested putting a butcher shop at the gate of the fortress, if not outside, so the meat didn't have to be carried all the way to the kitchen.  Is that necessary?

1. Magma depth can vary a fair bit and often it is too deep to be efficient so people use various methods to get it to the surface. Embarking on a map with a volcano can give you easy access to magma. It'd probably be better if you have a military before you deal with magma because you can encounter creatures such as magma crabs. It is possible to avoid confrontation with nasty creatures if you design things right.

2. I don't but my butcher's workshop outside but I can see how it can be useful. However if you have a skilled butcher then it is too much of a problem. Miasma can cause dwarves to get unhappy thoughts but it is only temporary so it won't cause too much unhappines. Putting the butcher outside the fortress would mean that it is unprotected from ambushes, sieges and other nasty things. But if you keep your butcher near the entrance like they suggested that could work.

47
DF Gameplay Questions / Re: newby questions
« on: January 10, 2013, 12:10:29 am »
3. Is it feasible to do metalworking (long term) relying on wood/charcoal, or is some sort of coal an absolute must?
Whenever a trade caravan comes, the game checks how much wood you currently have cut (and also cloth and leather?).  The caravan will magically carry a certain amount of these materials such that if you buy them all you will have some number of items per dwarf in your population.  So if you make sure you've used all your wood before the next caravan, you'll always have an endless supply (in theory).  This is certainly enough to keep you going until you can harness the power of magma.

I've read that some people loo(k) around their fortress (f)orbiding all their wood, meat etc... so that the caravan will carry lots of what they need. Then they go and unforbid everything afterwards.

48
DF Gameplay Questions / Re: newby questions
« on: January 09, 2013, 11:45:34 pm »
1. (b)uild a farm (p)lot underground and assign plump helmets to be grown all year round. And (b)uild a (w)orkshop called a stil(l) and order brew beer to be on repeat and make sure you have plenty of barrels. Brewing plants produces beer to keep dwarves happy and it also produces  seeds. Fishing is useful and all you need is a dwarf assigned to fishing and fisher's workshop so they can prepare fish and they'll do it automatically providing they have somewhere to fish.

2. It varies. My first fort was on an aquafier and I just could not get past it. So it probably would be better to avoid them for now.

3. Charcoal is an alright source of fuel providing your in a well forested area. Every map has magma which can replace fuel except in steel production.

4. The wiki has a page on exploratory mining you could use. Lignite and bituminous coal are found in sedimentary layers.

5. I believe that there is a way but I don't know it because I've never needed it.

49
DF Gameplay Questions / Re: Elf administrator
« on: January 08, 2013, 02:42:18 pm »
Administrator the profession name that a dwarf will get if their highest skill is either appraiser, building designer, organizer or record keeper.
I suppose that means that at the elves' homeland that particular elf works with one of those skills. I'm assuming that he's come to your fortress as a merchant so he could have high skill at appraiser because that's a skill associated with trading.

50
DF Suggestions / Listing creatures as compromised
« on: January 08, 2013, 12:06:23 pm »
For I start I apologise if this is already done.
So I had always found it a bit annoying when I have some trolls trapped in a hole and when my dwarves see them from high above they immediately cancel their jobs. What I think would be useful is the ability to go to the (u)nit screen and list the creature as (C)ompromised. This would make your dwarves ignore the creatures listed as compromised because they know they're in no danger. Some exceptions could be:
-when a dwarf is able to see a clear path between them and the compromised creature.
-Or if the dwarf has a natural fear of the creature.

What are your thoughts?

51
DF Gameplay Questions / Re: Military
« on: January 07, 2013, 10:12:11 pm »
A fellow noob as well, I found that marksdwarves work really well.  Even inexperienced ones have a spray which hits something  :P.  Also, Hunters train them up quickly as well.

Reminds me of this topic that talks about equipping all dwarves with armour and a person on that thread suggested assigning all civilians as marksdwarves with armour. That will make all your dwarves harder to kill and it will make everyone take random shots at the enemy which is apparently quite effective.

52
DF General Discussion / Re: What Would Urist Do?
« on: January 07, 2013, 03:50:24 pm »
Take all the world's booze then die by spending too much time drinking and not enough time eating.

What would Urist do if a fire breathing titan started a forest fire?

53
DF Gameplay Questions / Re: Military
« on: January 07, 2013, 12:17:30 pm »
And here is a page where people are discussing their methods of dealing with sieges.

If you search around then you'll find there are a LOT of topics about military.

54
DF Gameplay Questions / Re: adventuremode question
« on: January 07, 2013, 01:23:23 am »
The wiki can answer questions like that.
S= sneak
s= stand or lie down
CTRL+5= descend stairway
SHIFT+5= ascend stairway

I don't think that CTRL+S does anything because it's not on the wiki

55
DF Gameplay Questions / Re: Strange birth messages
« on: January 06, 2013, 06:11:22 pm »
Yeah I had the exact same thing happen to me except with rutherers.

56
DF Gameplay Questions / Re: How to ignite?
« on: January 06, 2013, 11:55:55 am »
Ok. I'm dumb. I was using "-", "=" not "_", "+". I am not good with this interface yet. Thanks for answers anyway. :P

If you're lazy like me and don't want to have to press "-","Shift =" then you can just go to key bindings and change it to "-","="

57
DF Gameplay Questions / Re: What to build for a hunter in a strange mood?
« on: January 06, 2013, 02:51:55 am »
Have you got a butcher's workshop?

58
DF Gameplay Questions / Re: Mood question
« on: January 05, 2013, 07:53:32 pm »
Have you got all the furnaces (b,e)
Sometimes they need those for a strange mood.

59
DF Gameplay Questions / Re: No water for hospital
« on: January 05, 2013, 07:38:45 pm »
Maybe it's easier to get some water from the surface into an underground reservoir. I understand that it freezes in winter only.

Not always. If it is really cold then it will stay frozen all year. I know from personal experience.

Is there a method to find caverns?  I heard that they are realtively easy to find, but I haven't found a single one.

I don't find I need a technique. I normally just dig down and I find it easily.
Here's a wiki page on exploratory mining.

60
DF Gameplay Questions / Re: Other
« on: January 05, 2013, 07:25:46 pm »
Here's a thread about the "other" food. I think the "other" includes food that is not yet edible e.g. raw fish or egg. but I'm probably wrong.

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