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Messages - Staalo

Pages: 1 ... 19 20 [21] 22 23 ... 73
301
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 17, 2017, 06:05:22 am »


Does anyone know if dwarven babies eat/drink autonomously?

They can't, sorry. Unless you get a migration wave before he dies of thirst I'm guessing that will be it. What happened?

302
DF Dwarf Mode Discussion / Re: Worst artifact ever, of all time
« on: November 13, 2017, 03:23:20 am »
how do you make spikes out of pig tail?

Felting.

Spoiler (click to show/hide)

Although it's very hard to menace properly with spikes like that.


EDIT: Looked more into felting, and I think I found an exact picture of how I imagine these crappy starter artifacts to be:

Spoiler (click to show/hide)

303
In 43, Sigun Bustcontrols became king of The Robust Figure. I think I know what civ I'm going to play next.

304
DF Dwarf Mode Discussion / Re: Merchants are jerks.
« on: November 10, 2017, 09:16:38 pm »
Worst trading experience? Probably that time when guards from the first caravan suddenly decided to slaughter half of my fortress without provocation. I still don't know what happened; probably a loyalty cascade but no idea what triggered it.

305
I've had great fun with performance troupes who come in and offer themselves for hire in my fortress. They tend to have names like:

The Awe-Inspiring Limbs
The Spires of Pregnancy
The Malignant Sockets
The Low Barbarity


Yes, they sound exactly like groups I'd like to be in charge of my dwarves' entertainment. Where do I sign?

306
DF Dwarf Mode Discussion / Re: Extreme hunting
« on: October 28, 2017, 04:55:09 am »
Does the hunter in question have any experience in unarmed combat? I once had a peasant I tried to get to take up hunting, but since he was a Legendary Striker and Wrestler already, his preferred hunting method was just to charge into a herd of badgers and beat them to death. Even with a crossbow and ammo with him.

307
Probably one of the animals pulling the wagon got spooked and ran off, scuttling the wagon. Are there any old corpses or corpse parts nearby? It could be just about anything; literally a single goblin tooth hanging from a tree branch, left over from some long past siege, can reliably kill wagons year after year.

308
DF Dwarf Mode Discussion / Re: Good Artifact?
« on: October 23, 2017, 08:00:12 am »
Why tho.
The way they work is too random to my taste. I donīt like the way a novice weaponsmith can forge a weapon that far surpasses the best masterworks from legendary weaponsmiths, for basically no reason.

I have been thinking about that too. It would be nice if moods were only (or mostly) had by experienced craftsdwarves who could be believed to exceed themselves in divine inspiration. The reward then wouldn't be a skill boost, but rather a game-changing artefact. Of course then the artefacts would have to be more powerful in one way or another.

To keep in topic, I've had only few memorable artefacts like a candy axe finished just before opening the circus or a platinum throne for the king who likes platinum. There have been few really frustrating items where the material and the item type didn't really meet, like that one haunting artefact combo of two consecutive Weaponsmith moods producing a candy war hammer and a golden sword. 

309
DF Dwarf Mode Discussion / Re: Peasant training?
« on: October 20, 2017, 03:38:48 am »
Yes, you definitely can teach a lot of useful stuff for dwarven children during the 11 years they'd otherwise wander around doing nothing. See the more recent child care thread for some ideas, especially the last pages since they're relevant for the current version.

All those methods of course work for adult peasants who might need some toughening up. Or why not have fortress-wide swimming lessons/zombie mashing sessions? Your call.

310
DF Dwarf Mode Discussion / Re: Fortress Plans for next Update
« on: October 17, 2017, 06:09:44 pm »
Here's a question. Are children able to train skills by being in proximity to others and observe their work?

Nothing past Observation, which is trained simply by watching others fight or spar.

311
DF Dwarf Mode Discussion / Re: Fortress Plans for next Update
« on: October 17, 2017, 02:43:44 am »
With the new expedition/mission feature coming up. I plan on rehashing my old Spartan Program to keep only the strongest dwarves in the fortress. It used to be just having migrants brave the caverns with nothing but iron tools and water to drink. Those who survived the various dangerous beasts would be glorified as full-citizens.
Now for whenever new dwarves have "come of age" at 12 (or at 6, I'll probably mod it) I'll send the promising young adults into the wide open world to grab an important item of value and bring it back.

Ah, that looks like a good reason to do Dwarven Child Care again. I think I'll send all boarding school graduates out to wreak havoc in neighbouring civilizations as their final exam.

312
DF Dwarf Mode Discussion / Re: What can dwarves drink?
« on: October 16, 2017, 01:59:46 am »
contaminants are factored into complaints about the water

That's kind of what I suspected; the dwarf in question was probably standing in a residual puddle of filthy water after a session of combined swimming lesson and civilian combat training. I don't know what made him think it was a good idea to take a sip from that sludge.

313
DF Dwarf Mode Discussion / Re: What can dwarves drink?
« on: October 15, 2017, 05:31:20 pm »
Melted ice counts as drinkable water.  It is possible to obtain barrels of blood, ichor, and other substances, but I don't think Dwarves will drink those.  The only non-standard consumable that I know of is vermin and insects, which a Dwarf will eat when starving.

I have witnessed a dwarf drinking vomit, but that might have been accidental.

"...was disgusted at being forced to drink vomit."

314
Assign all elites to a different squad and designate only the non-elite squad to train at the shooting range. To avoid wasting metal ammo to target practice either have a stockpile of bone/wood bolts near the range or just forbid metal ammo altogether until they are needed. This might lead to your marksdwarves going to war with training ammo, however, despite all your efforts to get them to use metal bolts again.

315
One perhaps less obvious pathing-related problem is related to doors. A door that's locked for animals but not dwarves ("Passable" in the building view screen) seems to be erroneously considered as open space for animal pathing. Because animals can't actually move through the door, it looks they start spamming pathing calculations trying to find a route through it over and over again. Even one animal head-butting such a door can crash FPS noticeably.

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