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Messages - callisto8413

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1111
Yes, for some reason my hands don't wish to type folder....
Thanks.  It worked.  Like the set up.  Lots of room on top of the hill.  Nice water source. Already listing projects to do on top of that hill if people don't beat me to it.  Not a lot of wood though... but stone can be used for almost everything but beds.  And fuel....

1112
I downloaded the save to have a peek and am a tad confused.  I am use to seeing region 1 and current in my save folder.  Do I unzip and place all the contents from Merchantlusts folder (the Merchantlust folder INSIDE the zip folder) into the Dwarf Fortress 0.34.11 folder?  Sorry - first bloodline game.

1113
Hey, thanks mate. That's the hell of playing just the first year I guess. So many things to do, and no time whatsoever in which to do them.

You did a great job.  First year is always the hardest.  I once had a settlement of 6 Dwarfs wiped out, after setting everything up, by one wererat!

1114
DF Gameplay Questions / Re: Animal Cage questions.
« on: June 22, 2013, 07:36:47 pm »
I see.  So stay away from animal traps, use cage traps (far away from my fortress because my Dwarfs sometimes get knocked out and fall into them) and/or let the hunters/trappers do their own thing. 

1115
DF Gameplay Questions / Re: making caverns safe?
« on: June 22, 2013, 07:26:03 pm »
No, you leave a layer above the cavern.  Dig out the plug above that.  The 'plug' of Earth will smash through the thin layer.

1116
DF Gameplay Questions / Re: making caverns safe?
« on: June 22, 2013, 06:43:57 pm »
I have never tried what you are trying (because I always get large numbers of my Dwarfs killed, retreat, and seal up the caverns again) but remember that some items, like grids*, can be placed over water to allow fishing and keep monsters out.  So just don't limit yourself to placing wells over the water.   You want a food source near the cavern chambers of your fortress for ease of use...or ease of cooking.


* I think grids.  I know bars don't work as things could get through those...I think.  Anybody know for sure?

1117
DF Gameplay Questions / Re: Animal Cage questions.
« on: June 22, 2013, 03:47:31 pm »
Wow..interesting code...I can almost understand that.  It looks like I can cook anything with that code.  Nothing else is needed to be done?  The Dwarfs don't need serving suggestions or anything?

1118
DF Gameplay Questions / Animal Cage questions.
« on: June 22, 2013, 02:43:02 pm »
I had a lot of Goblins, during one of the sieges, fall into my animal traps. 

So I have a few questions..

1. How do I disarm them so I can metal down their metal objects?

2. Does disarming them make them easier to transport to a newly assigned cage? 

3. Why can't I eat them?  They ruined perfectly good traps!  I want to drink from a Goblin skull-mug!

4. Kind of related - I also trap a lot of worthless small animals, like hamsters and stuff.  I can't eat them and don't wish to make them pets and can't seem to kill them.  What do I do with them?   Can I toss them out using the 'pit' function?  Not that I plan to toss them into a pit but I want my cages back.

5. I heard you can train Keas (oh evil birds).  How long would that take?

1119
DF Gameplay Questions / Re: Got a bit of Goblin on it...
« on: June 22, 2013, 02:32:48 pm »
If I'm not mistaken it's dwarf-sized. If it was too small, it would say ''small coat'' like what comes from kobolds, or ''large coat'' like what comes from humans.

Having the same problem.  My last fortress many of the Dwarfs had outfit that were about to turn to dust and they refused to pick up anything from the Goblin invasions.  They refused to even touch some of the older bodies to dump them.  Is there a 30 second rule or something?

1120
DF Gameplay Questions / Re: teh military
« on: June 22, 2013, 01:59:34 pm »
That helps thanks. Once I put the Fortress on alert, what I called 'Inside', sending all the Dwarfs to the barrow and the squads went inactive and tried to enter the barrow also.  I was pretty sure I had set it so that both units stayed active.  I had to go to the squad screen to get it all cleared out in time to lift/retract the bridges before the Goblins got to the walls.  Rome : Total War, with its massive armies, is easier to handle than one unit in the Dwarf Fortress game.  And that is not a good thing.

   

1121
DF Dwarf Mode Discussion / Re: What is your stance on idlers?
« on: June 22, 2013, 01:26:07 pm »
If more than one fourth of my citizens are idle I check the 'u'nit screen and find out who is it.  Five miners doing nothing - need more digging.  Four woodcutters all idle - cut down more trees.  So on, so forth.  But if some don't idle they don't make friends, marry, have kids, and develop social skills.  That is why you build a Grand Hall, for meetings, parties, large dinners, and to allow them to enjoy life for a tad.  Before the goblins come and burn the landscape, and the elves come and complain about the lack of trees, and the trolls show up and kill their pet dog, and the giant tiger comes and eats their kid in front of them.  You know...fun?

1122
DF Suggestions / Re: Transportation
« on: June 22, 2013, 01:02:21 pm »
Well, I assume making a canal and a animal pathway would take more labor and time.  And underground canals would have simpler methods of moving the canal boats. 

In England, a lot of the canals went through hills and mountains so they used their feet.   :D

Spoiler (click to show/hide)

Or just tie up a bunch of humans/elves/goblins to it.   ???

Spoiler (click to show/hide)

After all DETA would go after us if we used animals. 

(I know some canal history already but was also googling it - found a plan for a paddle boat powered by two horses AND one designed with people in the paddle - HEY, just one more thing to do with goblins.  'a'ssign goblins to a barge paddle wheel.  Get some work out of the free loaders!  Just sitting in the cage, doing nothing!  Also, better than being killed in those blood games many players have.  And it would be nice to have something to do with those animal-people I sometimes capture.)

1123
DF Suggestions / Re: Tavern
« on: June 22, 2013, 12:20:34 pm »
Would you have to supply a tavern with food and drink and beds?  And would it generate a income?  And do I sound like a greedy Dwarf?  :D

1124
DF Gameplay Questions / Re: teh military
« on: June 22, 2013, 09:53:28 am »
I have another question and figured to put it here as this is the military question thread thingie...

When setting up training is the only way to set a squad inactive is to go to the 's'quad menu?  I noticed that I can set them up to train, station, patrol, and defend the barrow (whatever that does).  So, to make them inactive, I have to us 's' and then hit 't' till they are inactive?

Also, I noticed that even AFTER telling them to go inactive, making them switch back into trappers and such, they STILL come to the barracks and do individual combat training.  They HAVE bedrooms.  What are they doing??!?!?!?

1125
DF Suggestions / Re: Less random parties
« on: June 22, 2013, 09:43:40 am »
From what I understand many of the parties are in fact weddings.  :D

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