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Messages - Lord_Phoenix

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1
DF Dwarf Mode Discussion / Re: Potential Bug?
« on: November 12, 2013, 03:29:39 pm »
Dumped items are refuse?!

As for the goblins, this fortress has never been abandoned/reclaimed - this is the initial embark.

Edit: Thanks for the heads-up on the dumped items = refuse thing. That's weird and I would have never figured that out otherwise.

Items marked to be dumped are considered refuse since you're putting them in the dump.  If you unmarked them, they'd no longer be refuse and eventually get put in a stockpile if any are available.

2
DF Dwarf Mode Discussion / Re: powering the millstone
« on: October 17, 2013, 10:16:09 am »
so i need to dig a channel in the center tile of the windmill, where the millstone should be put then?
the windmill stays on the open space. i dont know, if theres any wind, but the vanes are moving.

The millstone should be built directly below the center of the windmill on the level below.

3
DF General Discussion / Re: Future of the Fortress
« on: September 30, 2013, 11:44:16 am »
Bay12, lets try to figure this out: What historical person is that emperor dwarf? I'd say Frederick the Great...

Not historical, but Littlefinger from Game of Thrones comes to mind.  Cowardly, avaricious, treacherous.  Will be all obsequious until he's ready to plant his dagger in your back.  Just the sort to skillfully and creatively maneuver their way up to a position of power via any means, where they all end up living in fear of him and doing what he says rather than the other way around.

4
DF General Discussion / Re: how do I buy from caravens?
« on: July 18, 2013, 07:29:51 pm »
What you do is:  Once the traders have reached the depot and have unloaded their goods, you select the depot using q and toggle the "Trader Requested at Depot" option, and you should also tell your dwarves to move goods to trade to the depot which is another option in the menu there.  Once you toggle that on, the trader will come to the depot.  If he's taking too long, you can change whether it has to be the broker or just any random dwarf as well.  Once the trader reaches the depot, then you can open the trade menu from the depot, and then you just select what you want to trade to them on the right side of the menu and what you want to buy from them on the left.

5
DF Dwarf Mode Discussion / Re: I hate this game
« on: July 15, 2013, 11:15:38 am »
For the OP, let me suggest DwarfHack, it can be used for cheatin' but if you can restrain from that it is a brilliant way to automatize some of the indurstries, so you can focalise on other more interesting ones.

How exactly? (I read through the functions but didn't see one of those except quickdig?)

DFHack has production automation and such.  For instance, you can set a carpenters shop to make beds until you have 10 free ones, which it auto suspends the order when you hit that, and whenever you dip below 10, it will automatically reactivate the work order.  Or a tailor shop to make shoes, shirts, and pants until there are 50 free of each, and when your dwarves go to pick up new clothes and it drops below 50, automatically start making them again.  Amongst other useful things.

6
DF Dwarf Mode Discussion / Re: Hidden entrance
« on: July 09, 2013, 09:21:23 am »
Took me a moment to absorb that layout, and all I can say is it's ambitious and awesome!

As well as drainage, it would be a good idea to consider what happens to 7/7 water sitting on top of a raising bridge when it opens.

I think any water that's in the space where it becomes a wall will be destroyed, the rest...might well fall through below. I'm not entirely sure. Have you factored this into your plans?

What you do is move the dam bridges out a few tiles, giving you room to have a couple of drainage shafts dug into the bottom of the river bed in between them that head down to the caverns, with grates at the top and lever activated hatches just underneath them or something like that.  So once you pop up both dams, you just open the drains and it drains out the remaining water.  Or you could have your drains in your entry hall itself, if you don't mind it getting a little wet from time to time.

Alternatively, rather than digging your entrance tunnel into the side of the river wall, you could dig it down into the river bed, and cover it with a lowered bridge (which acts as a false river bed) that will be raised once the dam bridges are raised to reveal the ramp/stair way down into the dark.

7
DF Dwarf Mode Discussion / Re: Would you like to become a Barony?
« on: July 08, 2013, 02:56:06 am »
funny, i always thought that the dorfs were a bunch of exiles from the mountainhome, banished to the booze-less, alligator infested wilds for stealing socks. every so often another batch of useless petty criminals get sent into exile, and wind up on your doorstep.
of course i am Australian, so maybe i'm just projecting.

Even if it was like that, I'm willing to bet you guys still have the current monarch of England on at least one denomination of your money.

8
DF Dwarf Mode Discussion / Re: Murder MYSTERY!
« on: July 05, 2013, 02:04:37 am »
It's also possible if you have any angry sort of ghosts for them to do all sorts of nasty stuff to your dwarves.

9
DF Dwarf Mode Discussion / Re: Murder MYSTERY!
« on: July 04, 2013, 09:56:40 pm »
Dishmabmat = Rampartbent.  Dishmab = Rampart, Mat = Bent.

Might have been infection from the break that spread to the lungs or something.  Might have been hit by some random falling thing which damaged his lungs and led to suffocation.

10
DF General Discussion / Re: surprised *spoilers*
« on: June 09, 2013, 05:48:12 pm »
I've killed 3-4 dozen with my soldiers before in a straight fight.  I'm pretty sure people have beaten them with an army before.  The important thing was numbers and lots and lots of marksdwarves with good ammo I believe.  I killed that many with about 60 soldiers, most of which were melee soldiers.  Webbers will decimate even legendary melee soldiers, so having more marksdwarves helps.  Having more than 100 soldiers would probably let you beat it.

Anyway, you're not supposed to beat them.  It's supposed to be an unstoppable end to your fort related to very early versions of the game where by mining adamantine you'd start a random chance every game year for a forced game over.  The more you mined, the greater the chance per year.

Now it's just a bit more in your hands and it's actually possible to prepare for and protect yourself against the demons if you know they're coming.  At least until Toady codes in allowing building destroyers to destroy constructions, or tunneling invaders.  At that point it won't be possible to completely seal them off anymore.  :)

I managed to beat them with a single melee squad.  Of course, I very carefully dug out enough to give them full adamantine picks and armor first (my armies are made up of former miners).  I think all but 2 soldiers died.

11
DF General Discussion / Re: missing text in-game
« on: June 03, 2013, 02:50:31 pm »
Hit F12.  Ah, crap, already suggested.

It's an issue with the Truetype font rather than using the tileset for text.

12
DF General Discussion / Re: A dwarfy way to grill
« on: June 03, 2013, 02:50:10 pm »
Would those even be safe to eat?  lava is usually associated with all sorts of toxic fumes and ash.

Given that that close to the lava they would cook in less than a minute, I'm sure it's safe.

13
DF Dwarf Mode Discussion / Re: Something I didn't expect
« on: June 01, 2013, 02:28:45 pm »
You are right, this could be a blessing in disguise.

She is content to be locked up down there and doesn't give out mandates or demands (yet). She has just been elected as Mayor too, so that's two nobby positions that are not giving out annoying mandates. :D

I might cage some gobbos and let her beat them up later.

Yeah, non-dwarves don't give mandates/demands in noble positions.

14
DF Dwarf Mode Discussion / Re: Creating a megafort ...
« on: May 31, 2013, 12:39:00 am »
I'd use stairs.  Down stairs on the top level, up stairs on the bottom, up/down stairs in between.  Like scaffolding.  You can dig them from the bottom up or from the top down.

Then when you want to remove the stairs, you start at the top and channel out the down stairs, then on the next level, you designate remove up stairs/ramps, and then once the up part of the up/down stairs are removed, you channel out the new down stairs.  Rinse and repeat, level by level, all the way to the bottom, where you just remove up stairs/ramps.

Impossible to have any collapses or anything using this method, because the up/down stairs on each level supports the stairs above it.  Occasionally, a dwarf will get bonked on the head and fall to the bottom if you don't clear the scaffolding of materials before taking them down though.

15
DF Dwarf Mode Discussion / Re: Artifact Awe Traps
« on: May 31, 2013, 12:33:31 am »
With grates couldn't you just build them IN the tunnel? That way if they want to get to your fortress they have to go through it and get stuck?

Yeah, but the point is to keep the passage open.  Putting it right in the path would just have a big, angry, forgotten beast blocking your dwarves' path to the caverns.

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