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Author Topic: DF2014 Question and Answer Thread  (Read 459279 times)

greycat

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Re: DF2014 Question and Answer Thread
« Reply #660 on: October 31, 2014, 03:40:12 pm »

Whats with doubled names?

One of the dwarves in my fortress (a retired player adventurer) is called

'Iden Shashdonnish Lertethning Rigoth'

He only had the first two names when he started. :P

Dwarves get longer names when they rack up several noteworthy kills.
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #661 on: October 31, 2014, 03:49:01 pm »

Dwarves get longer names when they rack up several noteworthy kills.

Ah, cool. That must have been from the were critter he killed. Ironically, he killed it while I was playing fortress mode so the AI gets the credit. ;)
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #662 on: November 01, 2014, 05:44:49 am »

My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".  This is a plain regular river, just like any other one I've had before, and I can't see what about it they would consider dangerous.  Is it the giant sponge that is occupying all of one tile and going to remain there for the foreseeable future that's bothering them?
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #663 on: November 01, 2014, 05:55:08 am »

My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".
Do you have any flooding anywhere? Any channeling going on near water? Waterfalls?
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TBeholder

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Re: DF2014 Question and Answer Thread
« Reply #664 on: November 01, 2014, 07:07:50 am »

My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".  This is a plain regular river, just like any other one I've had before, and I can't see what about it they would consider dangerous.  Is it the giant sponge that is occupying all of one tile and going to remain there for the foreseeable future that's bothering them?
It's strange to complain about terrain then. But... go on, search "giant sponge" on the forum. You'll find messages like this:
A carp fleeing? THIS IS NOT DF ANYMORE
It was fleeing from a giant sponge, the creature which usurped its title of "king of the sea" by virtue of being unkillable prior to pulping. So it's weirdly appropriate IMHO.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #665 on: November 01, 2014, 09:49:12 am »

I have been training voracious cave crawlers in my fortress. That the young ones arrive fully grown, and thus are not eligible to be trained up to tame as other creatures are, is a bug or intended behaviour? So only way to train them up to tame is by making them domestic for my whole civ?

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #666 on: November 01, 2014, 10:00:33 am »

I have been training voracious cave crawlers in my fortress. That the young ones arrive fully grown, and thus are not eligible to be trained up to tame as other creatures are, is a bug or intended behaviour? So only way to train them up to tame is by making them domestic for my whole civ?
They dont have children tags.  [BABY:xx] or [CHILD:xx] will let you have baby ones to 'train up', though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #667 on: November 01, 2014, 10:10:56 am »

though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #668 on: November 01, 2014, 10:14:09 am »

though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I meant why not the second?  They should be eligible to make babies from birth.  I dont know because I havent playing with the taming yet with this build.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

taptap

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Re: DF2014 Question and Answer Thread
« Reply #669 on: November 01, 2014, 10:21:09 am »

though why cant you train the adults into tame?  Their tame (baby) adults will be tame too.

Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I meant why not the second?  They should be eligible to make babies from birth.  I dont know because I havent playing with the taming yet with this build.

No, they look exactly like the first generation - and are treated as such by the game. (The 2nd generation training only works on children, does it?)

Number7

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Re: DF2014 Question and Answer Thread
« Reply #670 on: November 01, 2014, 08:46:56 pm »

I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).

My problem is that i've embarked near a tower (for fun and profit) and every time i've done this, the undead sieges come fast, hard and very early in on the life cycle of the fort, and recent immigrant wave was huge pushing me above 60 dwarves when before i was only at 22. 

I've constructed two pillbox towers outside the entrance to my fort and intend to man them with 5 marksdwarves each side in the event of any kind of attack until my actual military is strong enough to bring the fight to the enemy (i play without any kind of traps at all so it ALL has to be with military dwarves)

the question is - what do i arm those marksdwarves with? Wooden crossbows will do fine, but we have absolutely nothing in the way of metal we can use as ammunition. Are bone bolts effective? We could definitely have a sizeable amount of bone bolts for the time being if they can actually achieve anything

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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #671 on: November 01, 2014, 09:08:37 pm »

Bolts in general are ineffective versus undead.  feel free to use wooden ammo to train on them with in your pillbox, and put down a few cages to catch some for  range later.  but Id turtle if I were in your shoes.  go spelunking.    also, maybe a necromancer trap by baiting an outside stockpile with traps.   and consider an undead trap too by leaving a trap laden path into your fort with bridges for containment.    but bone is better than wood.  make those for defense in general
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Nikow

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Re: DF2014 Question and Answer Thread
« Reply #672 on: November 02, 2014, 12:27:10 pm »

I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).

My problem is that i've embarked near a tower (for fun and profit) and every time i've done this, the undead sieges come fast, hard and very early in on the life cycle of the fort, and recent immigrant wave was huge pushing me above 60 dwarves when before i was only at 22. 

I've constructed two pillbox towers outside the entrance to my fort and intend to man them with 5 marksdwarves each side in the event of any kind of attack until my actual military is strong enough to bring the fight to the enemy (i play without any kind of traps at all so it ALL has to be with military dwarves)

the question is - what do i arm those marksdwarves with? Wooden crossbows will do fine, but we have absolutely nothing in the way of metal we can use as ammunition. Are bone bolts effective? We could definitely have a sizeable amount of bone bolts for the time being if they can actually achieve anything
Make balistats... Catapults...
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In my fortress dwarves are dying from old age.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #673 on: November 03, 2014, 11:04:28 am »

I have a cavern which used to be my main agricultural area. It got invaded by three forgotten beasts in a row. Plenty of syndrome, miasma etc. all around. Enough to kill two of the forgotten beasts indeed. How do I go on recovering the caverns (after removing the last fb from the place which I am able to do)? Floors, walls, lakes?

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #674 on: November 03, 2014, 11:19:29 am »

Are you trying to save future caravans or get the gear from the destroyed ones?

-Future caravans can be helped along by controlling their spawn point and providing bridge secured access to you underground Trade Depot.

-The current one can be smothered in water, which will wash away the goop.  Also consider using migrants with boots and gloves (or shoes and mittens) and run them through a decontamination trench (a channel of water 3/7 of water or less) and into a stockpile room which you will flood after to wash off the gear.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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