Re: DF
Subject: Re: DF
From: Nathan Clark <nathan.e.clark@gmail.com>
Date: 4/13/10, 13:41
To: Barrett Brown <barriticus@gmail.com>

Oh yeah, in a recent fort, they were eating the mule foals produced from horses and donkeys breeding. In previous versions, animals didn't breed in cages. I don't know if that's still true.

On Tue, Apr 13, 2010 at 12:09 PM, Barrett Brown <barriticus@gmail.com> wrote:
I've got my fortress going on .02 so going to keep playing till I'm done with it, then will switch over. Don't know anything about troglodyte tripe. I'm milking horses and donkies, going to capture and breed elephants soon.


On Tue, Apr 13, 2010 at 12:53 PM, Nathan Clark <nathan.e.clark@gmail.com> wrote:
Can you make troglodyte tripe?

DF 31.03 is out, and they fixed the pathing problems, which is a big deal. May Green isn't out yet, but I've been using this Gold Plated graphics set: http://dffd.wimbli.com/file.php?id=2021

There's a mod on DFFD that makes a crematorium workshop so you can cook up all the little leftover body parts into little globs of fat. There are lots more body parts, and consequently miasma, in this version. You can also have little globs of fat or gold or whatever that can accumulate into larger, usable bits.



On Mon, Apr 12, 2010 at 3:48 PM, Barrett Brown <barriticus@gmail.com> wrote:
I'm going to use cages and the beastmaster to breed a bunch of stuff (they improved the genetics system for creatures) and have trap pits, a Colosseum for captured goblins to fight things. Elves are more likely to sell you interesting creatures if you first piss them off by trying to sell them organic things, as they consider such creatures to be of lesser value than the crappy cloth they bring if they like you. So, piss off the elves and you'll be treated to all kinds of bizarre animals. Going to milk the most ridiculous stuff I can in order to make, like, elephant cheese - probably the most normal of what I'll end up with.


On Mon, Apr 12, 2010 at 4:42 PM, Nathan Clark <nathan.e.clark@gmail.com> wrote:
No, but one time I tried to terraform a desert by flooding it. It just made a lot of mud.

But I noticed on my last game that a bunch of random stuff started growing in a sandy cave next to the farm, so maybe I'll try again.

There is an almost unlimited supply of nomadic creatures and crazy monsters traveling through the underground caves.

I've read about the Boolean logic circuits made with water and pressure plate controlled mechanisms. I don't know if they've added more machines yet, but they did add burrows, so you can send expeditions off to set up a completely separate fort or guard post or whatever. Of course it's still on the same map but there should be lots of stuff to see underground.

The pathing AI is not very smart so the Dwarves assigned to gather webs go crazy when you discover the underground because they can't find their way around down there. I used a burrow to tell them exactly where to find webs and that made them calm down.




On Mon, Apr 12, 2010 at 1:36 PM, Barrett Brown <barriticus@gmail.com> wrote:
Yeah, you can, I read about the specifics. That's good because it ensures that there's a chance to have some crazy fucked up shit going on at some point no matter what one's map location entails. I've got a new one going on and off to a great start; built into the third and second layers of a ten-map-layer-tall mountain with a river below it, got a herd of elephants living above me. I think they've implemented new engineering stuff (or it was already there) like waterwheels and turbines and whatnot, so I'm going to try to do some advanced construction projects this time. You have heard that it's possible to build a sort of logic engine/basic computer as of the last version. Can't even imagine what's possible now. Have you ever gotten around to building anything cool or out of the ordinary?


On Sat, Apr 10, 2010 at 5:47 PM, Nathan Clark <nathan.e.clark@gmail.com> wrote:
Supposedly you can dig all the way down to hell.


On Sat, Apr 10, 2010 at 2:30 PM, Barrett Brown <barriticus@gmail.com> wrote:
I was playing last night and I accidentally flooded most of my rooms while trying to muddy-up some sand for farming. Plus the location didn't really excite me anyway. I'm thinking about going for something as wacky as possible for the next one. Best game I ever had, started out on a very steep mountain with a river-chasm 50 feet below. 

My first reason 


On Sat, Apr 10, 2010 at 2:50 PM, Nathan Clark <nathan.e.clark@gmail.com> wrote:
No, but I think some of the materials values were weird in 31.01 so it was impossible to kill with two copper pick axes, a copper axe, and fists.

In my next game I used a community patch from dffd.wimbli.com that changed the materials values, and then those dwarves didn't have any problem killing hordes of underground crocodiles, giant toads and troglodytes...until that coral python appeared. But the python appeared after I switched to a fresh install of 31.02... so I don't know the current state of toad power/killability. I haven't made it that far in my new game.


On Sat, Apr 10, 2010 at 12:18 PM, Barrett Brown <barriticus@gmail.com> wrote:
So, was this like some sort of special toad?

On Sat, Apr 10, 2010 at 12:55 PM, Nathan Clark <nathan.e.clark@gmail.com> wrote:
My first 31.01 fort was attacked by a giant toad. The original 7 dwarves wrestled with the toad for a few seasons, but never killed it. Then they starved to death.