Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lord Darkstar

Pages: [1] 2 3 ... 50
1
DF Gameplay Questions / Re: Please Help - How do I turn of "record"
« on: May 17, 2012, 01:24:24 pm »
Full macro cheat sheet:

Control+R to start/stop recording a macro

Control+P to play the current macro

Control+S to save the current macro

Control+L to load a saved macro

2
DF Gameplay Questions / Re: Stagnant Water Fixed!!! YAY!!!
« on: May 17, 2012, 01:20:37 pm »
Couldn't you just pump it? Pumping water removes the stagnation. If you pumped that water back into your "stagnant" brook, that would be the new freshwater to dispel the old water right?

3
DF Dwarf Mode Discussion / Re: Finding a vampire
« on: March 11, 2012, 03:13:14 am »
I find it easy to find the vampires--- but it is tedious.

I nickname my founders "Founder (profession)". When migrants come in, any migrant that sleeps, eats, or drinks (has thoughts about the sleep conditions, food quality, or drink quality when I check their thoughts) gets nicknamed "NV" (for "Not Vampire"). This lets me quickly look through my units, and check on them. When I am suspicious of a vampire, I'll nickname them "Suspicious", and those that start off suspicious due to skills, kills, relationships at the start of their migration wave, I nickname "Check me out".

Once I locate a vampire, I nickname them "Leech" and lock them in a room. The reason for that is if I have to swap alert levels, they'll be free to walk around with the others and then they'll feed. So I give them their own little room, and then lock them in. I will create new quaranteen rooms for very suspicious dwarves if they haven't eaten or slept after a while of arriving. If they get hungry and thirst and sleep in the dirt then they get promoted to family NV and let out. If they don't get hungry, they go to clan Leech, and get stationed with the others.

It is too bad I can't feed my vampires barrels of blood. I find them useful to control rooms, since they never sleep, and will quite happily talk to each other until the end of time when I don't have them flipping a lever.

4
DF Wiki Discussion / Re: "dwarves" not "dwarfs"
« on: May 06, 2011, 12:38:07 pm »
Come on people, it's "dwarves" not "dwarfs". Didn't anyone read Tolkien?

Come on people, its "dwarfs" not "dwarves". Doesn't anyone watch timelessly classic movies.

Obviously Toady did. That's why you start with 7 dwarves when making a new fortress. That start just got off to a REALLY bad start, what with all the dwarves being male, and no other dwarves in the world. If it wasn't for that female adventure joining them, they'd have toiled away in making their tiny fortress, occsionally mining gold and turning it into furniture and whatnot, until they died.

I'd have started world gen over if I had a starting party all the same sex in a world where dwarf civ had died out though.

5
DF Gameplay Questions / Re: Soap: An Impossible Task
« on: April 26, 2011, 06:01:46 pm »
If you don't use that setting (which defaults to zero), then you will often end up with no spare barrels for use in brewing (or I assume, construction).

Aren't reseverved barrels unavailable as construction material?

6
DF Gameplay Questions / Re: Soap: An Impossible Task
« on: April 25, 2011, 06:04:23 pm »
He is trying to get a free barrel to build an Ashery with. If he has reserved barrels for stockpiles, he'll have to make that many more barrels before he has a free barrel.

7
DF Gameplay Questions / Re: Soap: An Impossible Task
« on: April 25, 2011, 05:54:50 pm »
Any surplus empty barrel will do.

If barrels are being moved (to your furniture stockpile for storage), they won't be available for use.

If you've got a lot of seeds/bags around, they'll get used to store plants.

Just put wood barrels on repeat, and you'll eventually get some free barrels IF you aren't brewing.

8
As long as you have some way to block off your fortress from the nasty trap avoid creatures, you don't have to have a military, just basic traps (ie, cage, weapon).

The basic military system of making a squad and equipping them isn't too difficult. Create squad, pick uniform, pick leader, pick members, use "(s)quad, (a) squad name,  (m)ove to station the troops where needed", and they'll eventually stagger in and out, getting gear and such, and trying to kill anything near them that isn't friendly. Then you just "(s), (a), cancel move". Learning to create your own uniforms and schedule duty/training/whatever is worth the effort. But it definitely a lot of work compared to the old squad system.

9
DF Gameplay Questions / Re: What do I do with my captured goblins?
« on: April 25, 2011, 04:54:31 pm »
Don't forget to strip the goblins of their weapons and armor if you use them as training dummies. Otherwise, your military might give your doctors too much practice.

10
Building destroyers cannot attack "up". Making the enemies have to path upwards through a floor hatch to get in effectively stops  anything. Just lock the hatch like a door to stop your own guys using it during a siege.

I just had a bunch of trolls, who destroyed a floor hatch from below (it was on top of my execution tower, and they were standing right under it, on stairs), so the above statement is not true. Maybe they wouldn't be able to destroy it if there were no stairs, but then the floor hatch wouldn't be very useful for my guys too.

The original "hatch exploit" said to build a ramp UP a wall, with a hatch covering it on the z level above. By creating a upside down "L" keep using a protected hatch allowing passage to an outside ramp on the z level below, this creates a situation where no attacker from below can destroy the hatch. Don't know if it works, since I use the drawbridge and moat method myself.

(Sorry about the DP--- just meant to quote this "reply with quote" and copy it into my original post above, but hit the submit button out of habit)

11
How do you guys deal with dangerous flying creatures who can destroy bridges? Also if a creature is made of liquid or gas, can it pass through fortifications?

I use drawbridges with air motes. To keep out flying creatures, I make sure the bridge closes off the opening. This is easy when you tunnel horizontally into a mountain or cliff, but if you started on a flat space, you need to build a small, roofed chamber (a "keep") over the stairwell entrance such that when I raise the drawbridge, it forms a plug in my chamber walls and nothing can enter or leave the keep at this point.

Well, I didn't just leave it up, either. I had set it to repeat so it would squish any goblins that got near it.

I didn't figure it would be up long enough for a troll to destroy it.

Drawbridges BREAK if you try to atom smash a creature that is "too large" for it. You can atom smash trolls, but if any of those goblin are riding very large creatures, you'll just get a broken drawbridge.

12
DF Wiki Discussion / Re: As a glorified idiot, I have a suggestion
« on: April 25, 2011, 04:28:58 pm »
Sounds like the Wiki needs a FAQ or the FAQ updated. "Too much stone" should be an entry in the FAQ, so it shows up when wiki is searched.

13
DF Dwarf Mode Discussion / Re: Which is better? A pick or a battleaxe?
« on: April 15, 2011, 06:28:38 pm »
gypsy scum
There are people who would crucify you just for that expression.
Somewehere in Brussels, i think.

Yeah, pointy ears who love their trees to much! You can't trust trees, they are always dropping stuff and falling down. And you can't trust people that trust trees!

14
I was thinking that the rope artifacts would be more common as you'd have those materials on hand more often. At least with the health care changes. You might have to build them a SHOP, but you'll have the cloth for wound dressing from the start of the game. So, early mood supported for artifact ropes.

Blacksmithing would require having the fuel and metal available, and if you haven't started your metal industry yet, you won't be able to support their early moods. Hence, artifact ropes would have a larger window of opportunity to occur.

As for what's more common--- ? No clue. I've had fortresses where every migrant was a metal worker or black smith, and other fortresses where everyone was dyer or clothier. Just the luck of the RNG I suppose.

15
DF Dwarf Mode Discussion / Re: Nearly a month of playing this game
« on: April 15, 2011, 06:16:43 pm »
That's why you go into the stocks menu, and forbid iron bolts THERE.

Pages: [1] 2 3 ... 50