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Topics - callisto8413

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76
DF Suggestions / Gift Shop AKA Tourist Trap
« on: October 02, 2015, 10:14:21 am »
Now that we may soon have adventurers visiting our taverns in our Fortress (when we get to have taverns) I figured they may wish to take a little token of their visit away with them.  A lovely rock mug made by the local artisans - with the face of one of our founding Dwarfs on it.  Collect them all!  Maybe a wooden sword for the son back home - a training sword that  is a duplicate of the very sword used by McHero in that amazingly important battle that nobody outside the region knows about.  Maybe a dye-tie T-shirt.  AKA a blood stained, vomit covered fur cloak pulled off the dead corpse of the last troll we attacked in the caverns.  Maybe some of our famous apple cider - with hardly any fur balls in it!  Or some of our delightful boar roast - you can really taste the Forgotten Beast's intestines! 

In other words a Gift Shop where we can sell our crap..er...finest crafts to suckers...er...visitors to our lands.  So instead of dumping stuff we could mark it for the Tourist Trap.  So instead of a D for Dump maybe a T for Tourism. 

We can place the Tourist Trap...I mean Gift Shop right in between the Tavern and the Visitor Center (AKA Toll Booth).  Or maybe make it so they can't get into or out of the Tavern without going through the Gift Shop.  We could put up some statues, maybe a few artifacts, around the gift Shop tell them that it's a museum's Gift Shop or something. 

In other words, if we are going to have visitors I want to milk them for all their are worth.  I want their money!  MONEY!  And at the same time dump my junk...er..I mean have them leave with wonderful memories of their visit. 

So, what do you think?


77
DF Dwarf Mode Discussion / The First Seven Dwarfs
« on: May 03, 2015, 09:30:43 pm »
I am about to start a new game using the current version of DF.  Now, Normally I use the same team of seven Dwarfs - I mean I use the same skills for each one. 

Pretty much, this:

Spoiler (click to show/hide)

I was wondering with the newest version is there any skill I NEED to start off with?  For example, can the Leader's Mason skill of 7 be replaced with something more important in the current version as I will also already have a Mason?  Any examples?

78
DF Gameplay Questions / Jobs for Blind Dwarfs
« on: April 30, 2015, 04:54:44 pm »
Long story short - Forgotten Beast > Rotting Eyes > Some Dwarfs are now Blind

What jobs can they do that do not require vision?


79
DF Gameplay Questions / Archer Unit not all archers....
« on: April 28, 2015, 09:51:12 pm »
I have noticed that while the game says my oldest Archer Unit, The Stone Cutters, are all 10 out of 10 MarksDwarfs about half of them are armed with maces or spears or have become wrestlers.

This is caused by a 1. Shortage of Crossbows or because 2. They go with their "best" skills and not all of them are good with ranged weapons?  Do I have to go through their equipment and force them to arm themselves with crossbows?  This is a DF version "2012" by the way, not the current one.

80
DF Community Games & Stories / The Fight Club.
« on: June 16, 2014, 02:44:19 pm »
In my current Mountainhome I had a Atomic Smasher.  But I finally poked a hole a few levels about the magma pool and started using it as a dump.  So I dismantled the Smasher and decided I needed to use the land for something for the military.  To make pit for dumping enemies which could be used for combat training.  But for some reason I decided to cover the pit, because I had some much stone just laying about from the dismantled Smasher, so it just ended up a underground room.

I placed all the caged goblins (plus one troll) in the room, still all armed because I have yet to figure out how to disarm captives, and put a unit of one of my militia into the room.  I opened the cages and only afterwards remembered one of the Spear Dwarfs was missing a leg and, oh god, I should have retired him before this training session.  What have I done?  I explained the training room afterwards and found dead enemies but no Dwarfs.

I checked the combat reports after the battle.

Spoiler (click to show/hide)

I keep forgetting that Dwarfs make Spartans look like Boy Scouts.




81
DF Suggestions / Industry producing smoke...
« on: June 15, 2014, 10:47:38 pm »
I noticed something about my Fortress.  I burn wood to produce ash and charcoal and have furnaces turning ores into metal items and....there is no smoke. 

I realized what Dwarf Fortress was missing was that little touch - the smoke pouring up into the atmosphere from the industry from the furnaces and other workshops.  We can mine out the ores, cut down the trees, plow up the land, make protective walls, build mighty towers, redirect rivers, wipe out the animals to feed our workers, and scoop out the very heart of the mountains to live within them.  But the sky goes untouched.  What is the point of that?

I therefore put this forward -

1.  Workshops fueled by coal, wood, charcoal, so on, produce a small amount of visible smoke.
2.  The smoke is not a problem as long as the workshops have a pathway above, a open space that allows the smoke to escape into the atmosphere.  It should be able to go through grates, for example, and other 'items' that would allow the smoke to escape while keeping out dangerous animals and enemies.  Maybe small pipes that could be made from clay, glass, stone, or some of the cheaper metals?
3.  If there is no way to 'vent' the smoke the workshop, for safety, will not function.

And of course, it will be one more thing to piss off the Elves.

 :)

82
DF Dwarf Mode Discussion / Dwarf Stats; Or "What the...?"
« on: June 15, 2014, 10:43:05 am »
So, I have had a history with my broker in my Fortress.  Out of all the Dwarfs, including my Nobles, he truly makes me angry.  So one season, when he was fooling around while the Elves waited at the Depot, I replaced him with a farmer and gave the new broker all his rooms.  This had mixed results as the farmer, the second he became a broker, went to attend a party.  As almost the whole populace was moving goods to the Depot, this party seemed to be the new-broker, two kids, and a few dogs hanging around the Grand Hall.    So I fired him and re-hired the old broker (a Trader).  He ran like Hell to the Depot.  So I finally found a way to get him to do his job.

Today I was checking stats, seeing who among the important Dwarfs still needed bedrooms and proper dining areas and so on.  When looking at his stats I found this:

Spoiler (click to show/hide)

I have never seen that before while playing this game.  Oh, don't misunderstand me, I think it's great.  I hate his guts (which just goes to prove how good the game is) so I hope he runs into this person a lot!  But it still took me by surprise. 

Have you seen anything interesting, surprising, or just plain weird in the stats like that before?

Pillar of society....*snicker*

83
DF Gameplay Questions / Animal breeding...
« on: June 11, 2014, 02:14:35 pm »
I have seen how people talk about breeding animals so, for example, they get bigger pigs and such. 

But while I can look at each pig and see which is fat and so on, for the life of me I can't figure out how to tell the difference between the pigs on the animal screen when it is time to butcher one.  Non-pet animals do not have names.

Can somebody explain how to pinpoint an animal to butch?  I have a herd of pigs and would really like to figure out, no matter how slowly it takes, to make sure I end up with the most effective meat industry I can for the small size of the herd.  In other words, find the slim males and females and butcher them before, I hope, they spread their spores.   

Now if there was a way to figure out which bird is laying the most eggs and which is being lazy.    :P

 

84
DF Gameplay Questions / Forgotten Beast - How many could there be?
« on: March 14, 2014, 09:59:41 pm »
Does the game have a limit on how many Forgotten Beasts attack?  I have been attacked by Forgotten Beasts almost nonstop for the past two game years (once two showed up at the same time and I think another was killed by something else) and I am really starting to find it both boring ("Really?  You died so quickly.   Why even show up?") and, to be honest, messy ("Oh my GOD, how many warrior Dwarfs just died!  Blood is everywhere!  Socks!  Weapons!  Body parts!  It will take years to clean that up!...oh yeah..poor Dwarfs.").

I know there is a limit of Forgotten Beasts in the world, as they are created and age and get killed, but surely not all of them live near me?

At this rate I will have a pile of rotten Forgotten Beasts in my caverns and my kitchens will never be able to cook it all.


85
DF Gameplay Questions / Jail Cell Placement
« on: March 13, 2014, 08:09:14 am »
Okay, so far my jail cells have not worked very well in any of my games.  Be they nice stone rooms with a bed and door or just dead-end dirt tunnels with a rope, many of my prisoners seem to starve, even with a tiny food stockpile right there next to them.

They just get neglected (and other Dwarfs eat from their stockpile).

I realized that the common factor in how I set up my jail cells was the idea, I somehow got in my head, that seeing chained up Dwarfs would upset the others.  So all my jail cells have been in a low traffic area.  Far away from the bedrooms, dining areas, and so on. 

So my question is - would they less likely be neglected if I placed the jail cell in a high traffic area OR/AND next to the major food stockpile(s)?

Would it upset the Dwarfs?  Because I am sure when a Dwarf dies (such as one of my best Brewers) because nobody feed them the Dwarfs will get a heck of a lot MORE upset.

86
DF Gameplay Questions / Can Hunters be limited to one area?
« on: March 07, 2014, 11:53:50 am »
Have you ever decided - gee, I have large herds and lots of food.  I don't need the Hunters and FisherDwarfs right now. 

I am thinking of either changing them to something else or trying to force them to hunt and fish in the caverns.  I know I can zone fishing areas but, outside of raising the drawbridges, which I don't wish to do right now, is there any way to limit the Hunters to certain areas without using barrows?

87
DF Gameplay Questions / Will this work?
« on: March 06, 2014, 01:23:34 pm »
Okay - my populace has a lot of babies and children.  I am, in fact, over the pop limit, so I am not longer getting worthless migrants.  I am getting to the point where once I get a King I plan to lift the drawbridges and start focusing on the caverns and sticking my tongue out to the rest of the world. 

I have given all the Babies and Children the professional title of Haulers.  (I have about three pages of them!)

My plan is to wait till they become adults, see if they have any useful skills and giving them new titles if need be.  If not, I will take away all but hauling, cleaning and bringing others food/drink tasks. 

When they become adults will the game change their profession automatically?  Or can I keep track of them that way?

And if I want them to become Miners, Hunters, so on I assume all I have to do is erase the title I gave them and it will title them with the proper profession?

88
DF Gameplay Questions / Wells
« on: March 05, 2014, 09:49:40 am »
I have found underground lakes and wish to use wells to create areas where my Dwarfs can get fresh water.  But the wells need to be up in the levels where they live and work, not down in the cavern where there are nasty Dwarf-eating monsters.  So I figured I could design one hole that goes all the way down and put a few wells on different levels but...

How far down can a bucket go?  The wiki does not seem to say how close a well has to be to get water.

89
DF Gameplay Questions / Open Air Barracks?
« on: March 02, 2014, 07:31:17 pm »
I like to have some of my units training in barracks on the surface so they gets use to moving back and forth between the barracks and their bedrooms in the Fortress, exposing them to sun and such.

But I just realized.  If I removed the roof of the barracks, making it so they trained, practiced and so on under the sun and the rain and exposed to the weather, would that help toughen them up more?


90
DF Gameplay Questions / Breeding Chickens.
« on: March 02, 2014, 06:03:13 pm »
I understand if you go to all the Food stockpiles and forbid eggs, that the Dwarfs will no longer collect the eggs from the nest boxes, which will allow them to hatch and increase the number of chickens you have.   :)

But could I go to the Stock menu on the Status(z) page and Forbid them there?   Or will the new eggs being laid still be collected as they are not marked Forbidden being newly created?   ???

Thanks!   :D

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