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Messages - Urist McSpardbane

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1
DF Dwarf Mode Discussion / Re: what i think the fortress thinks of...
« on: August 14, 2013, 10:31:31 pm »
I see Migrants as Dwarves who've yet to serve their time in the militia. Every Crundle-faced midget that dares set foot in my halls is to undergo a period of military training and animal hunting. They first get some danger room and goblin-wrestling time, and then, equipped with their Hunter outfit and some survival skills, they are cast out wide across the map. Those who survive the year are given their own room, as well as a better helmet than the shitty leather hoods they wear; Iron Caps and Cloaks for all survivors! :D

2
DF Dwarf Mode Discussion / Re: Barrels of blood!
« on: June 24, 2013, 05:26:22 pm »
Dump those barrels, or rather the blood from them. Free barrels.
Even better, build a temple to armok and designate it as a dump zone. Blood to the Blood God

That is an awesome idea.

3
DF Dwarf Mode Discussion / Re: An artifact... what?
« on: June 24, 2013, 05:24:56 pm »
Well, what I can gather is that your artifact training sword will have the functionality of a heavy stick. Or a club. You got yourself a disguised mace/warhammer there! :P

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 24, 2013, 05:11:54 pm »
Wait...if I make a smaller embark, it won't slow to a crawl at my fort ages? Hot damn I gotta do this next Fort.

Current fort is on a 3x3 (default), in the middle of a hot, humid marsh. Next to nothing is alive in it now save for the stray raven that comes in and gets captures by the scattered cage traps. They get trained, only to die or be forced to be egg-spammers for my troops. Defence is almost a total non-issue so far, as there are several watch-towers with fortificatiions in them scattered across the map, housing their own squads of marksmen, and the main Fort itself is lined with Cage and Serrated Blade traps, as well as Bridges on the Caravan entrance in case something goes horribly wrong, or one of the traders give me a shitty deal.

We're preparing to breach the Magma Seas and then, the Abyss with all its legendary horrors. My military has heard stories of it, as evidenced by the carvings the labor-dwarves engrave, and they train night and day in fitfull anticipation of what they believe is to come.

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DF Dwarf Mode Discussion / Re: I Need Dwarf Names!
« on: June 24, 2013, 05:00:22 pm »
Call me a narcissist, but I love my name.

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Dear Dwarfy Bastards,

Stop bitching, this is a brand new expedition into uncharted lands. There are no masterwork beds or legendary meals, so stop getting sad. Start working and stop trying to party with the cat that Urist McDoofus stole from that last batch of Migrants in the makeshift dining hall.

Much Love,

Urist McSpardbane

7
I like the idea here a lot! I'll have to give it a go on my next world! :D

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DF Dwarf Mode Discussion / Re: Frontline Marksdwarves
« on: June 15, 2013, 10:07:22 pm »
Im not sure about using them mixed in with your melee midgets, but what about scattered Bunkers or Archer Towers around the map with underground tunnels to link them to the main base so you can more easily shift the archer squads around as needed, without having them be exposed.

It's not ideal, but it would let you still make use of your well-trained archers and give your melee guys some cover in certain ranges of the map I would think.

9
DF Gameplay Questions / Re: Male-Only Military?
« on: June 12, 2013, 03:09:48 pm »
Me either. How do we do this?  ???

It has to be the Splinterz version, which is now included in the latest LazyNewbPack.

Ah. I think I have an older version of LNP then. Can I just download the Splinterz version and use it that way?

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DF Gameplay Questions / Re: Male-Only Military?
« on: June 12, 2013, 08:21:33 am »

Also, you can assign dwarves to the squads with Therapist. Very helpful, since it shows genders too.

 :o

 I did not know this!

Me either. How do we do this?  ???

11
DF Gameplay Questions / Re: Male-Only Military?
« on: June 12, 2013, 12:00:12 am »
I'll try the "improved thought generators" idea. In the process of making a very fancy dining hall/statue garden in hopes it will make them able to withstand the sight of Spikey Babies. Also assigned all kids to a burrow with food/booze and nice furniture in it. Should at least limit baby-deaths a bit I hope.

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DF Gameplay Questions / Re: Male-Only Military?
« on: June 11, 2013, 04:23:46 pm »
I haven't gotten the hang of burrows or how to do a daycare. If I could, it'd probably save a ton of hassle with the nicknaming and gender segregation business though.

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DF Gameplay Questions / Male-Only Military?
« on: June 11, 2013, 02:48:56 pm »
Due to recent tantruming issues that stemmed from Danger Room Baby-Skewers, I am looking to swap my mix-gender military for a purely male one to avoid anymore toddler issues.

However, i'm having trouble actually making sure that only the men get in on the squads. I know I can assign nicknames, but it's only one-by-one, and very tedious to check them all out and assign them all an identifying nickname. Is there any way to mark all of the males with the same nickname at once?

Also, with all the men being stuffed into the militia, what should I use the other 200-ish women for? Just general fort-running while the males are occupied?

14
DF Gameplay Questions / Re: Clothing and Uniforms
« on: June 11, 2013, 02:39:01 pm »
I dislike having to fiddle with clothing that constantly wears out, but I also don't want to have to set up 250-odd dwarves in squads and fiddle with those to get them all to wear leather armor. So, I was wondering...

I know that certain jobs secretly assign a uniform, like miner is assigned civvy clothes and a pick as "uniform." How hard would it be to mod the game so that everyone who has, let's say, alchemy enabled is assigned a leather armor uniform?

I'm curious about this as well. I've got a 400+ Dwarf Fort, and I'm trying to get all the males in to squads, but still have the females equipped with some basic armor so they can defend themselves too. Best I've had so far was to make *everyone* a Trapper/Hunter and hope they picked up some leather gear.

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DF Gameplay Questions / Re: Dwarfs dont do anything
« on: June 09, 2013, 11:34:21 am »
I am thinking Qwerty is pretty new to this.  It sounds like you ran out of booze to drink (remember that is the ONLY thing dwarfs want to drink, not water) and they became very unhappy and sluggish.  Because they are unhappy and sluggish, they won't do anything.

Assuming this is correct, let me take another stab.  You said you set up jobs "Since the beginning of the game"?  I am willing to bet that included cooking, which would mess up your plant supply (since they all got cooked, you have got no seeds to plant new ones with), which is what you make booze from.

The only thing I can think of off hand is to quickly designate plant gathering on any and all outside plants.  You will need the herbalist job turned on for many dwarfs, to make it go fast. This will net you both edible (raw NOT cooked) and brew-able plants right away.  Get some brewers brewing as soon as they start bringing the plants in, and hope its fast enough.

Long term, pay attention to seed/plant counts in the stocks (Z) screen, and just make sure your farms are humming away happily before letting cooks use plump helmets and the likes.

Hey guys thanks for trying to help me out. But my mistake was much worse than dwarfs in a burrow or disconnected stairs. So the problem was... i build "floor" on top of the only stairs leading down to the fortress, so no one could get in or out, yea you guys can laugh at me i deserve it.
The good news is that all my dwarfs rushed out to the river when i removed the floor they where so happy that they make a party! Literaly some of their jobs was "attend party"  :)

I did the same thing in my last fort! Glad to hear ya figured it out before everyone dried of thirst and became Dwarf Jerky! :D

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