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1
Alternately, just keep a notepad window open and type anything interesting in there when it happens. I know how much of a pain screencaps can be without dedicated capture software in older versions of windows, so I can understand not doing them much.

2
Actually, could someone upload one of those full-size point-of-interestable maps to whatever it's called? Or have those been broken by a new version at some point?

3
Yeah, in hindsight that comes off as much more like a smug jerk than intended.

See, I used myself as a point of comparison because I am honestly embarrassed by the low quality of my overseer posts. I was not kidding about totaling two pages double-spaced. For an entire year, with few to no pictures. I would prefer much, much better posts than I can manage, but would have felt kind of hypocritical demanding that.

4
No, no, I get that terrible terrible things happen to every Battlefailed fort. I did read the entirety of Battlefailed and Failcannon. It's just that no one is doing the updates well. I used to think I was the absolute master of low-content succession fort posts (horrible horrible screencapture problems did not help) but my posts for a year could generally total like two pages double-spaced counting season headers.

5
I actually once created a reasonably stable fort with surface trade on a place that was entirely comprised of reanimating terrain. It got kind of boring after a while, though, because I basically bolted myself underground except when airlocking in migrants or caravans.

Anyhow, the trick is to dig out a chamber to build the depot in, ideally on a slope, set up floodgates/doors on both sides, build the depot, lower the outer floodgates, mine out a 3-tile-wide entryway, seal the floodgates, seal the inner doors, lower the floodgates when there's a caravan incoming, then raise them and open the inner doors, trade, store everything you care about, reseal the interior doors, then open the outer doors.

Then you build a new trade depot somewhere else because oh my god it's full of zombies.

Anyways, could one of you overseers give us a proper succession fort update? I never thought I'd say this, but if I had the time I could do better updates than any of you have managed. Which is saying something, if you look at my previous succession fort attempts.

6
Hey, can you load corpses into minecarts?

7
DF Gameplay Questions / Re: Caverns and Questions!
« on: August 27, 2012, 09:32:16 pm »
Caverns are basically full of pillars. The layouts are in fact a confusing maze; I recommend simply descending to the lowest level if you intend to do anything major in the caverns. Frankly, I rarely make active use of the caverns in part because they're such mazes and in part because of the inhabitants. If you can't figure out the layout, just use it as a wood source.

8
So, if you have a mixed biome where only part of the map is haunted and that part is reanimating, does that make the whole map reanimating?

9
I tend to prefer to construct my forward defense on the surface. However, now that I think about it, that's pretty much a holdover from the pre-burrows days when the only option was All Dwarves Underground and surface fortifications were needed to fend off the Entrance Dance.

I also usually carve my starting dining room and farm excessively large, which is probably not the best of ideas but does stop me from having to make new ones. I also generally create a barracks/hospital near the surface to support the military.

If we have an abundance of steel components, we should use it to create steel coffins for our weaponlords.

10
DF Gameplay Questions / Re: Acceptable defense?
« on: August 26, 2012, 10:07:23 am »
The thing is, even if you have a hospital and soap, it can easily be overrun when the civilian milita lands 15 people in it at once.

11
Blood rains are syndrome-bearing? I thought that was only the pungent slush or whatever that does that.

I once embarked on an evil biome that constantly rained slush which knocked dwarves unconscious.

12
I like axedwarves for fighting undead because dismembering them seems to be the best way to put the larger corpses down quickly and the fragments aren't nearly as dangerous as the full-sized corpses.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 25, 2012, 10:27:53 pm »
Setting up yet another attempt at a partially-haunted biome. This one has a relatively thin layer of haunted mountain across the north that apparently lacks corpse reanimation but does have the eternally dreaded dust every so often.

So far I've carved out the massive hospital/barracks and the central dining hall. I also set a horse in the haunted section to test the dust, with two skilled axedwarves to confront it if it doesn't turn out to retain a coating. If it does I'm probably screwed.

14
DF Dwarf Mode Discussion / Re: How do you get such nice fortresses?
« on: August 25, 2012, 10:15:39 pm »
I generally make the social center of my fort a gigantic, engraved, often statued dining room.

As for getting everything engraved, remember that smoothed stone has no quality modifiers. Assign every useless dwarf you don't draft into the military to engraving and it'll go pretty quickly and they'll skill up enough to provide decent engravings.

15
DF Gameplay Questions / Re: My first waterworks!
« on: August 25, 2012, 10:01:38 pm »
No! You must drain it! There is nothing that cannot be drained!

Sorry, I was rereading my Halltraded turn recently. But seriously, if I managed to drain a massive bunker complex that had gotten a hole punched into it from a major river complete with waterfall, I'm sure you can manage draining one little dining room in a location where the river freezes.

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