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Messages - dethb0y

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1
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V3
« on: April 28, 2019, 10:08:12 am »
I must say i quite like your throwing weapons system - its the most elegant i've seen yet.

2
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: August 17, 2017, 03:52:14 am »
I'm very sorry to hear that, Amostubal. Your work on the project has been invaluable to me and i have appreciated (and looked forward to) every single update.

I hope that whatever the future might bring for you, it is great. Stay amazing!

3
Masterwork DF / Re: How to get dwarves to drink potions
« on: March 21, 2016, 11:53:12 pm »
The easiest is probably burrows + stockpiles, i would think. That said I'm really not sure.

4
Masterwork DF / Re: Worldgen cookbook for masterwork
« on: August 19, 2014, 04:45:30 pm »
My standard set up is a medium island (i've found regions make a few to many islands).

I typically up starting points to 4000 (but only ever spend some small fraction of that - it's mostly just if i want to do something radical or different).

I turn off aquifers just because i don't like the mechanic of them.

Other then that i leave it more or less at default.

5
DF Modding / Re: Larger worldmap?
« on: December 07, 2008, 09:19:08 pm »
Be interesting to find out, that's for sure. I wonder what would break first, the memory or overflows?

6
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: April 25, 2008, 05:16:00 pm »
I wonder if Teldin would be upset if someone updated the mod to work with the latest versions?

Or if we as a community could set up some kinda guideline for that, as a general concept.


7
DF Modding / Re: Megabeasts and challenging creatures
« on: January 03, 2008, 11:52:00 am »
Teldon's mod has Purring Hornets, which are far beyond nasty. It's also got a whole slew of various spiders that make life really interesting near magma vents, in particular.

Teldon's mod actually has a lot of really nice stuff - it's the only way i play, now.


8
I've ran into blendecs. It's a mixed bag: sometimes i wipe them out easy, sometimes they rend me apart. Total luck of the draw and circumstances, i think.

So far as strange encounters, the worst was a skeletal polar bear on a glacier. I'd assumed i could sneak up on it and nail it. I was horribly wrong, thing ripped pieces out of me i didn't know i even *had*.

I generally don't run into odd things, for whatever reason.


9
DF Adventure Mode Discussion / Re: Giant Cave Spider = Demogorgon???
« on: January 28, 2008, 05:03:00 pm »
attacking a ranged opponent with a hand-to-hand weapon is a superb way to die. Throw some stuff at them, *then*, when they are down - attack with your weapon of choice. It's all in the tactics.

10
DF Dwarf Mode Discussion / Re: fortress design?
« on: March 17, 2008, 09:20:00 pm »
I employ a multi-Z level design, as such:

Ground: trading post. 2X2 downward shaft covered with hatch covers and surrounded by cage traps; this goes all the way down. If the magma comes up, it's walled off, floored off, and then turned into my magma work area.

Z-1: food production. Work shops. Storage for at least finished goods (easy access to trading post).

Z-2: usually nothing; i skip this to avoid "damp wall" syndrome, and sometimes to get to rock vs. clay/soil.

Z-3: Habitat level. Such wonders as barracks, rooms (2X2), Noble Room (20X20 usually), etc. All smoothed, engraved. Where i install artifact-grade furniture.

Z-4 and below: miscellaneous. Mostly strip mining, some other tasks.

The key is actually Z-1; all production is carried out there save magma works, and it's typically very fast. Since the shaft is well secured (usually cage traps, sometimes weapon traps) it's where most attacks fade out. As well, it's close to the depot, so it's fast to get stuff to the depot.

My other big innovation is the "noble room". What i do is establish a single large room, put all the nobles in it, and all the dining room stuff. The size makes it valuable; any artifacts or masterwork items just make it more so, and the engraving ups the ante yet more. As well, it's a nice place to put my show piece items and such. I'm *slowly* transitioning towards having several 20X20 bedroom areas, with beds packed in tightly. I figure i can fit something like 15X9 per room easily, having room left over for other value-boosting items. While this design does lose a little in terms of ease of killing dwarves who are injured/upset, it does gain in security and quick defense - only one door to lock.


11
DF Dwarf Mode Discussion / Re: Fortress Design
« on: January 04, 2008, 08:49:00 am »
I'm big on modular design and basic design elements.

Stage 1: establish farms, set up storage areas for wood, food, and drink. Begin making beds, bins.

Stage 2: establish craft dwarf area, locate rock, begin scouting for a good magma smelter/forge level

Stage 3: Establish "sleeping" and "dining" areas (simple 1X4 rooms connected by a 4-wide passage way.      

After that, i generally shoot to have a legendary armor and weaponsmith, to get everything finished out with smoothing and engraving, and generally get things running smoothly.

I always start near magma, coincidently.


12
DF Dwarf Mode Discussion / Re: Artificial chasms
« on: April 26, 2008, 12:24:00 am »
I tried the "dropping a cavein to blow a hole to the chasm" trick, to no avail. It basically just had a huge pile of rock (and grass!) down at the very bottom level of my fort, sitting there staring at me.

Most unfortunate. Now if only i could find a way to get some spider silk naturally on this map.


13
DF Gameplay Questions / Re: How to build a dam?
« on: January 28, 2008, 04:07:00 pm »
it has to be a cave-in of "natural" materials. Basically, you can't build a wall/floor (as these "decompose" on cave-in), and rather have to use a natural, already-extant feature. Needless to say, this is not always possible.

Probably what i would do in this case is either somehow divert the flow or work very slowly across many winters to first dig it out, then very carefully emplace flood gates, etc. It'd be monstrously time consuming, but may be the only way.


14
I've often wondered this as well. It seems beds work that way in barracks (ie, any bed placed in the 'area' of the barracks will work as beds), but I'm not sure about dining room tables (and it would be a lot easier to hit Royal if this were the case).

15
DF Gameplay Questions / Re: Questions for AND gates.
« on: February 19, 2008, 02:17:00 am »
While it's known that animals in cages are *not* freed by a fall, what about animals tied to a chain? Although dropping them for combat would be a bit..bad for their combat abilities.

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