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Messages - Karakzon

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1
Ah young dwarfling.
This is easy to fix.

When the dwarves walk up from the caverns and into the snow, the extract is "cleaned" from them as if they had walked into water, and is left as a containment on the ground.

Thats how it got there, now to get rid of it:

Constructed floors, or roads, under a roof. That's all. You just need to get rid of the snow and it'll solve itself. You might need to deconstruct and replace the traps after building a floor though.

Only way your going to manage it without hacking. I suggest in future you rig up your caverns with cleaning troughs (1 z level deep dips filled with 2 depth water) that the dwarves have to walk through between access to the cavern and the main fort. Behind several well placed animal proofed doors and restriction zones mind. And you'll still need foot coverings, but this system also doubles up as a good way to save you dwarven lives.

2
DF Dwarf Mode Discussion / Re: Magma crab-splosion
« on: August 17, 2014, 08:35:07 am »
as far as im aware its already too late for that.
Editing raws dosent work on in game creatures.


My suggestion would be to try and dig to the magma sea, and have marks dwarfs patrol pits to shoot into. Or cage them and reap the delicious magma crap bounty.

3
DF Suggestions / Re: Giant Bug Improvements
« on: August 15, 2014, 08:01:54 am »
Just to note:

Muscle efficiency is inversely proportional to the size of the organisms.
The bigger the organism the less efficient their muscle mass. Scaling an ant up will not produce something that can lift cars/buildings.
In fact their exoskeleton after a certain size would be too heavy for them to lift.

This little fact is something allot of people into bugs seem to forget or disregard. Now i know this is a fantasy world, but toady hasent stated how these giant variants come around so. Something to keep in mind.

4
DF General Discussion / World gen odditys.
« on: August 13, 2014, 05:26:08 pm »
Hey all,

So i heard that goblins dominated most game worlds left long enough. SO i decided to gen up 250 years worth and my random generator has come up with a strangely balanced world.

Kobalds have survived to the end and seem to have flourished. Their is even one who was born in 84 who is still alive somehow named Sigis.
Also a pair who were born in 121 and 123 who had a litter, its nice to think of a childhood friends story there.
Their has been Three age of myths because the rocs, cyclops and minotaur populations have stabilized into a breeding number
Mercenary zombies (none necromancer raised) appear around year 160
Each race is doing fine as the world seems to be a series of loosely connected continents. One section of the map is just solid roads.
Even the necromancers are happy in the south west with the usual 20+ towers.
Large numbers of vampires with kill lists that make me think they are the primary reason for at least half the historical death toll
Necromancer family's: seems Mother passed on her desire for immortality to her daughter. Her husband was a normal guy. Family reunions must be really weird.

Each of the continents in the world can be connected to each other with a very few well placed fortresses, so if this version is stable enough im going to try make some serious bridge forts.

If anyone would like a copy let me know and ill try figure out file deport again.

5
This looks like fun, requesting dwarfing: Karrak
Miner drafted into military wielding a pick as preference please. A Squad leader if possible.


6
DF Dwarf Mode Discussion / Re: Lycantrophical issues...
« on: July 28, 2014, 04:55:23 pm »
Yes. They should.
Dwarves should have the jobs: Give water and give food. generated by the child.
you will need a secure source of water though.

7
DF Dwarf Mode Discussion / Re: Grates vs Bars for Railing
« on: July 28, 2014, 04:43:43 pm »
Generally you would be better off having the walkway with a -1z level minor ledge running round it one tile wide, make them movement: restricted and the middle of the walkway high path value.

The problem with bars and grates is that building destroyers will just wreck them all the time. You could make the ledge 2 wide and have no ramps with the bars/grates on the edge to be extra certain, but having them line the main walk way will just be a maintanence pain in the ass.

As for blocking incoming fire: i believe both are essentially the same minus the esthetics.

9
DF Dwarf Mode Discussion / Re: Does .40 seem easier to anyone?
« on: July 27, 2014, 06:50:36 am »
The easiest defense vs dirt diggers is a moat that hits the stone layers and goes down deep enough to be climbable.
Plus they would need to know were to dig, otherwise you would get sieges akin to dungeon keeper, were you don't really know its coming until they come through the walls.

The game is much easier vs sieges and undead, but still rock hard on a reanimating biome (which are essentially impossible since they reanimate way too fast to have a chance of sorting the corpses out).

Current fort is in its 4th year, sat on a road and river crossing. Only one werebeast (geko) that foolishly tried to attack a fully steel clad dwarf who happened to be the strongest in the fort. (Had a habit of throwing her sparing partners, which before armor, usually resulted in arm pulping and 6 months in a traction bench). One necromancer siege, one goblin siege. Only lost a dwarf due to him falling into a pond and refusing to climb out.

10
DF Announcements / Re: Dwarf Fortress 0.40.04 Released
« on: July 27, 2014, 06:34:22 am »
Anyone else had the problem of getting so many different types of above ground plant seeds that it pushes the bottom ones off the UI menu and you cant see them anymore? Makes managing daylight farms a bugger if you want a little of everything.

11
I have yet to try Macros, so i just memorized this when i got bored once and tried masterwork mod at full.

Round forts cover allot of sight area in quick time and cost less resources, so while fiddly, they are quicker to build.

12
Mark a center tile. Shift+ move twice from it in the four compass directions. Mark these as channel squares.
These are the middle squares you need to designate from to get a round fort. channel 5 on either side of them.
After that go to the end and one in and channel the following, with each comma meaning to go to the end and in one:
5,3,3,2,2.
This is the dimensions for a simple and fast circle fort.
Use this to them dig it three tiles thick. Dig it two z levels deep and make a wall on the top inside.

If you want to, you can also build a smaller keep wall inside of the round fort, allowing you to have an outer wall, a inner keep that can be barricaded, and a courtyard to lure foes into to shoot into oblivion and clear piece meal.

This is my standard fort pattern and is very useful vs nearly any foe. Not really useful on terrifying sites that resurrect the dead or have effect clouds.

13
Just a note on dwarves pathing into the inner workings, wouldn't it be possible to prevent it by including smaller 1 or two z seclusion drops in one or two places so they cannot form a path into the cut off areas? Then you can just limit access with a door to specific sections and have nothing but any flyer's try to path up through it, instead of having to restrict everything.

Would make the process take slightly longer, but it might be safer for those who are lazy with restrictions.

14
DF Dwarf Mode Discussion / Re: Weak Megabeasts?
« on: September 09, 2013, 02:42:35 pm »
Go into the caverns young dwarf. Go into the caverns. FUN will come in time. Or maybe even !!FUN!!

15
DF Dwarf Mode Discussion / Re: Taming savage people into citizen ?!
« on: September 04, 2013, 03:42:15 am »
You probably got it off the elves.

Also: don't swear, people just won't answer your question in future.

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