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Messages - Urist McRas

Pages: 1 ... 7 8 [9] 10 11 ... 14
121
DF Gameplay Questions / Re: "needs building material non-economic item"
« on: November 25, 2013, 01:06:54 am »
Is there a path from where your material is to where you want to build something?

If your material is ore or flux, check if you have allowed to use it ([z]-Stone)

If you build something like magma forge, check if you have magma-safe material.

122
His blood curdled of terror. He just saw his entire squad been slaughtered by a single dwarf.

Why do goblins keep on besieging after being slaughtered for years?

123
Nuclear holocaust? You mean a day when a rain of fire falls from the sky burning everybody on the surface and boiling the ocean? That's everyday life, no one will notice.

Why don't dwarfs take vacations?

124
DF Dwarf Mode Discussion / Re: Bridging the ocean. Science report
« on: November 23, 2013, 11:28:39 pm »
I abandoned before unpausing, but settlers were drown on arrival, so no choice here.

125
Humans are way better worshipers.

Why there are no half-breeds?

126
The real question then, is HOW, given the accumulated lifetime sequestration of this heavy metal, do dwarven corpses rot so quickly after they become deceased?

Dwarf life is harsh and so is life of dwaven bacteria. Nowadays only tough and stern bacteria dare to live in dwarven body. When the dwarf is deceased no petty heavy metal can stop them from the feast.

How do dwarves avoid fetal alcohol syndrome? (and how did the ancients avoid that when people mostly drank beer or whatever because it was safer than the water).

Well, they don't avoid it. That's why they are short and stupid. (Ancients probably just learned to boil water.)

Why do elves use wooden armor? It is unpractical.

127
DF Dwarf Mode Discussion / Re: Bridging the ocean. Science report
« on: November 23, 2013, 03:27:43 am »
One 4x4 embark per region is enough:

Spoiler (click to show/hide)

128
DF Dwarf Mode Discussion / Bridging the ocean. Science report
« on: November 23, 2013, 01:44:15 am »
Someone mentioned that one can build a walkable bridge over the ocean and it will provide access for traders. I decided to investigate. It turned out, that one don't need to actually build the bridge.

Spoiler (click to show/hide)

Update: I checked, caravans really come.

129
Hunger.

Why there are no drugs in DF?

130
How extacly the dwarves can turn one log either into a training axe (that is still capable of chopping trees) orrr... A bed? Door? Even a construction block?

Well, like humans do. Take a log, saw it up to make boards, then construct a bed from the boards, nothing complicated.

Why don't dwarf have names like Thorin or Gimli?

131
If you're exponentially growing population keeps going, you should build more farm plots. Make several of your idlers into farmers and make sure they have field farming (I don't know if that's the actual name) enabled. If nothing else, it'll give you a supply of food to boost your dwarven cook's skills and give you some prepared meals and alcohol to trade (I'm a bit new myself, so I don't know how good prepared meals are, but I've heard they can let you easily buy out caravans)

Yes, they can, but you don't really need big farm or many farmers. What you need is a skilled farmer, because he produces big stacks of plants from each tile.

If you want prepared meals as a trade good, concentrate on quarry bushes, I had a 80000 bucks worth of stack.

And I never sell alcohol, it is not worthy of it.

132
DF Gameplay Questions / Re: Question about workshops.
« on: November 18, 2013, 04:44:52 pm »
I'm sorry but I am unclear on when a job on repeat is "done"

In the context "done" means "one pot is made".

133
Dwarven society runs on a delicate sanity balance. Dooming the elves is a simple and sane goal, it may not be achieved by simple, safe yet powerful means. Instead one should use something complicated and unsafe, like weaponized forgotten beasts.

Why there are no bald dwarfs?

134
DF Dwarf Mode Discussion / Re: Do forgotten beasts dodge?
« on: November 15, 2013, 11:25:14 pm »
I believe they just ignore traps, they should dodge if being attacked.

135
DF Dwarf Mode Discussion / Re: How to keep Dwarfs out of caverns?
« on: November 14, 2013, 08:57:35 pm »
Walls. Or locked doors at least.

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