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Messages - The Yellow Peril

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1
DF Dwarf Mode Discussion / Re: Massive *SPOILER* (and awesomeness)
« on: September 06, 2010, 10:24:40 am »
if we could cage a few packs of demons, they would stop coming.
Why? Is there some limit on maximum amount of creatures of given type on map at the same time?
Yes, there is. Demons, who have insane amounts of their brethren in biomes, provide an excellent example: until they all either die or leave, no other demons come in. But as soon as you kill the entire pack, you receive a reinforcement. It's not guaranteed that there won't be a few hundreds of frames(seconds at 100 FPS) before you notice them, though. They still have to come out of "fog of war" and all that.


Everything you've said is TRUE, however one thing you mentioned before isn't. Caged creatures DO'NT count as being on the map, so if you caged 100 demons, more will still spawn. Trust me, I've had a huge mountain goat problem precisely because of this, and I managed to fix it by releasing about 6 mountain goats into a 1x1 area, which caused no more to spawn. All the while they were in cages, they kept spawning though.

2
DF Dwarf Mode Discussion / Re: Why won't elves attack?
« on: September 03, 2010, 08:47:27 am »
Elves attack? I thought those caravans were free shipments of goods to my fortress as a gesture of respect for us  ::)

3
DF Dwarf Mode Discussion / Re: Any problems with my skycity idea?
« on: September 02, 2010, 02:18:47 pm »
I have heard a rumour that if you create obsidian at the Top Of The Sky then it can attach itself to heaven, and be supported without contact with the ground.

...this may or may not be true, since I have never managed to get magma and water up that high, let alond get them into contact, considering that you can't build walls on the top level.

It's true, but the tile you have up there doesn't give support itself, so you can't build sky-anchored constructions, sadly.

4
DF Dwarf Mode Discussion / Re: Massive *SPOILER* (and awesomeness)
« on: September 02, 2010, 02:16:58 pm »
I would download the save and try to wall it off myself, but having had the experience of walling off the first layer of caverns in a 2x2 embark, I know for a fact I couldn't endure it. Massive respect to anyone who does manage to do it, though.

5
DF Dwarf Mode Discussion / Re: Gravity
« on: September 01, 2010, 01:51:08 pm »
Which means its working correctly (whether it is supposed to or not), everything should fall at the same speed. Ask Galileo.

Just to be pedantic, a perfect model would include drag and terminal velocity. Everything does not fall at the same speed.

Cave-ins do fall instantly, according to the wiki.

If Achilles is falling at 10 metres a second, and the tortoise is falling a 1 metre a second. . .

6
DF Dwarf Mode Discussion / Re: Best expedition name
« on: August 26, 2010, 10:10:01 am »
My current biggest and most successful fortress came from the expedition called "The Bloody Onslaught". Rather ironic, because they don't even have a (working) military.

7
That can you attach (N)otes to levers.

8
DF Dwarf Mode Discussion / Re: GCS SCIENCE "it blinded me with SCIENCE!"
« on: August 23, 2010, 08:23:59 am »
To answer one of your questions, opened doors can still be destroyed by building_destroyers.

9
DF Dwarf Mode Discussion / Re: Farming plot plumbing
« on: August 23, 2010, 08:10:15 am »
This is a good design, but it doesn't spread the water evenly over the whole room, and it can sometimes be hard to get the furthest away tiles from the water source muddied. I've taken to having an irrigation system which waters from one z-level above, dropping the water into the centre of the plot. This makes use of the insane speed that water falls, too.

10
I wonder if this isn't something to do with the speed at which things fall. Maybe as a dwarf drops into a z-level, magma is set up to cause injurys based on the amount of time they are submerged for. As they very quickly exit that z-level and drop into the one below, the timer on causing damage is reset, and so forth, resulting in there being little to no damage caused to the dorfs even when they actually spend a lot of time dropping into the magma. Just a thought.

11
Lungfish. Freaking. Lungfish.

Embark by a river. Within 2 seasons there are 50 lungfish in the deepest part of my fortress. Within a year, the lungfish have climbed up enough stairs to reach the top of any tower I build. Cats will slaughter them by the 100, leading to massively overflowing refuse piles - yet this somehow never affects how many of them there are.

Also naked mole dogs / jabberers are annoying because of their extreme speed.

12
DF Dwarf Mode Discussion / Re: Trap foes in the caverns?
« on: August 18, 2010, 02:04:29 pm »
They would probably survive forever. I once released the HFS into a massive goblin siege (over 100 goblins), and the goblins came incredibly close to winning - so that gives you an idea of the strength they have.

13
DF Dwarf Mode Discussion / Re: Map Request: Tiny Island
« on: August 18, 2010, 01:59:55 pm »
I've been looking for a site like this too. Haven't gotten it yet.
When I find one I plan to sink the entire island and see whether it can be reclaimed.

I've been trying to do this too. It seems that for whatever reason, during worldgen it's impossible to get islands much smaller than one full embark screen. I really really really want to channel away an island until it is totally reclaimed by the sea. Also, having sea on all 4 sides of the map means a certain way of preventing any migration, which is actually why I think this type of map isn't allowed anymore. The lengths toady had gone to to ensure that things can enter the map from the sides - you can't contruct walls on the edges, you can't build constructions on the top z-level, you can't dig away/cavein the sides, etc. is probably why you can't get an island this small. Let me know if you find one.

14
DF Dwarf Mode Discussion / Re: Anal Rituals
« on: August 18, 2010, 01:56:30 pm »
-Never, ever build ramps.
-Give my imprisoned enemies better rooms than my dwarves.
-Savescum over the tiniest of mistakes.
-Never make prepared meals - my dwarves can survive off raw plump helmets.
-Become too attached to my military dwarves, to the point where they have lavish tombs, rooms, equipment and names. If any of them ever die, the whole fortress goes into mourning, and if any dwarf can be held responsible (for example, another lesser-trained military dwarf not obeying the kill order because he is sleeping) will be caged for an extended length of time before being slaughterd.

15
DF Dwarf Mode Discussion / Re: Goblin Cities? More than average?
« on: August 10, 2010, 09:39:05 am »
GENOCIDE


move from one tower to the next, embarking with only military dwarves.  No fort building, just a hit squad.

This is a very fun challenge, however if a forgotten beast rules the goblin civ, you might have a bit of trouble  ;)

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