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Messages - Necrisha

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241
DF Dwarf Mode Discussion / Re: no iron ore
« on: March 16, 2013, 08:21:51 pm »
Might be better off running a few medium sized worlds with 900 in the advanced parameters section. I find that somewhere between 1000 and 800 provides the most variety between ore types and locations. oh, were you using prospect while choosing a site? It can't give reliable details but if you use prospect all on the site choosing screen it should tell you if there's iron ore before you embark

You could always check out the world building cookbook too. I don't think I have any guaranteed build parameters kicking around right now I'm afraid.

242
use a mod with fewer creature types and mod out animal men. frequent the modding forum as they can probably tell you which part of the tiger/giant tiger raws increase frequency if not obvious. which of course means genning a new world once you're done.


243
DF Dwarf Mode Discussion / Re: no iron ore
« on: March 16, 2013, 08:03:02 pm »
did you pay attention to the sidebar? you probably want shallow metals only as sometimes the iron ores can show up between the first and second "features". also if you don't want to do a lot of exploratory mining it's worth using the prospect/reveal tools to locate the ores or embark on steep cliffs as those will usually have visible ore for you to look upon embark.

244
just take your turn... I guess my previous post got missed or I'm on some waiting list...

245
Until you watch Sanctuary and come to the conclusion that they're both whiny obnoxious dicks...

246
DF Dwarf Mode Discussion / Re: can't tell if stupid or just dwarfy
« on: March 15, 2013, 09:28:21 pm »
remove construction re-designate the section of wall and hopefully he'll stop standing where he's building... yes it's a common complaint that's got several work-rounds.

though there's the gameplay questions forum for that sort of thing http://www.bay12forums.com/smf/index.php?board=7.0 <-there.

247
I'm not quite set-up to play this weekend so if you want to jump ahead of me that's ok with me- otherwise I'd be starting Sunday provided I don't need to re-install everything on my computer again...

Apparently computers don't like running out of power in the middle of security updates-

Edit: managed some extra free time and stayed up a bit later than I should have but I managed to take care of all the performance problems so provided someone else didn't go-ahead I'll start.

248
DF Dwarf Mode Discussion / Re: Challenge: The Lost Colony
« on: March 15, 2013, 01:48:24 am »
Necro'ing this for reference because I think I'm going to try starting it this later today/tomorrow, and to keep handy till then. :P

249
DF Dwarf Mode Discussion / Re: Bins, Love Them Or Hate Them
« on: March 14, 2013, 12:44:51 pm »
you'll either have to dump the bags of seed and unforbid them, or the seed itself... and good luck!

250
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 10, 2013, 11:00:22 pm »
EDIT: Keas restricted to tropical forests where they belong.  Those evil, EVIL, foul little things.

I am so sigging that!

Anyways- My fort in it's sixth year: the really slow one that's being killed by the shear amount of stuff brought in by goblin christmas managed a whole siege with no casualties. The one that died from infection doesn't count as he's a leftover from two sieges ago. Yes my Mr. Shattered has finally died after having every body part sutured, dressed, immobilized and two limbs put in traction. The poor bastard died of infection due to a damaged ear, as that was the only injury that was never cleaned... I will have to make an engraved slab as a memorial in the hospital in addition to moving him out of the hastily made mass tomb and into somewhere more suitable.

251
You could always use the first format I used where there was a 3x hallway with doors to either side and a lever pulled floodgate in the middle for security. That way you can still let in the big wagons but when there are sieges/ambushes you don't have to try and plug the middle.

252
I haven't played a succession game yet and I'm tempted to try, however I'm currently running off of a netbook and I'm not sure if I can manage a full year within a reasonable time in a semi mature fortress. Doesn't help than I tend to super micromanage either - not that it's a bad thing around candy spires.

I'll try a round and update per season provided time remains on my side, If that's alright with you? If I'm taking too long say so and move on, I know I'm working with a slow machine... Hopefully by the time AaptainArchmage is done I'll be able to project how many days it should take me. I'd like to claim the cheese maker if that's alright with fellow players?

*downloads combo to familiarize self with mods*

253
DF Dwarf Mode Discussion / Re: New player
« on: March 09, 2013, 07:20:46 pm »
It's always good to see a new face  :)  don't forget to savour the reports logs under (r) as sometimes hilarious things happen during the FUN or !!FUN!!... There's a nice long worldgen cookbook thread you can seek out if you have any requests or want something interesting here: http://www.bay12forums.com/smf/index.php?topic=101280.0

Some good reading can be found here in a note to urist: http://www.bay12forums.com/smf/index.php?topic=63417.0

254
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 09, 2013, 03:17:22 pm »
The Forgotten Beast Sizir Genlathedir has come! A towering skinless sauropod. It has wings and it undulates rythmically. Beware its webs!

Spoiler (click to show/hide)

well I haven't started building a military yet so I'm glad I sealed the caverns once I cracked them. I have enough problems with giant grasshoppers and lorikeet people right now... I haven't even gotten to my second dorf caravan yet, much less gobbos. I suppose it's time to really start cranking out copper arrows though. and increase cat breeding, I need some good distractions for my web rooms once I build them. Strange, I don't have an artifact buildable yet.

255
DF Dwarf Mode Discussion / Re: Universal Training Camps
« on: March 09, 2013, 02:18:09 pm »
Maybe limit it to skill groupings like having one camp have everything to do with wood, another everything to do with stone, a farming camp in another sector. I always thought that if I'd ever go to that much effort I'd pick a migrant that already has a high strand extractor skill as that'd be the hardest for me to train.

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