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Topics - Spike GT

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DF Dwarf Mode Discussion / Bees?
« on: April 14, 2011, 02:24:18 am »
So I've got a little room full of hives in my fortress with bees buzzing all over.  My beekeeper kept going in there and doing his job and he and his dog kept getting stung, which is pretty funny.  But what I'm wondering is, is it possible to do a sort of Wicker Man (hilarious Nick Cage version) thing where you set up a bee corridor to funnel invaders through so that they get stung a whole bunch?  I haven't been able to test it and figured somebody would probably already know by now.

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DF Dwarf Mode Discussion / 2D Embark
« on: May 27, 2010, 01:42:32 pm »
Lately I've had a really good time engineering 2D nostalgia in my forts.  I pick a region that's mountainous enough and has a brook running N/S in a field, and then shape my embark to be 2 vertical and 6-8 horizontal.  When my dwarves arrive, I dig to the right.  After a while I will end up going down to get to stuff I want, but the bulk of my fort will be on that first z-level.

Anybody else do something like this?

3
DF Dwarf Mode Discussion / Ice Floors
« on: May 14, 2010, 04:34:05 am »
I just learned something and looking around in the forums I don't see any mention of it, so here goes.  Constructed ice floors will melt when exposed to magma.  I just pumped magma up like 122 stories from the magma sea onto the tundra over my latest fortress.  There are a few little sections of floor that I had paved over with ice about 25 years prior, when I first dug out the first level (because they were just frozen ponds and the wall/floor thing with ice left them exposed), a fix to shield goblin eyes from the first layer of my fort.  Anyway, just uh, look out for that so you don't flood your arctic forts with magma and stuff.

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DF Dwarf Mode Discussion / Mason Problems
« on: May 09, 2010, 07:52:05 am »
So my fortress has 90 dwarves (arctic, seaside, aquifer).  I have completely dug out the first three levels of underground (only a 2x2 so it's not that large).  My masons have made enough blocks to completely floor/wall 3x4 rooms for 50 dwarves (plus two of our three mayors' quarters/offices/dining rooms...weird multi-mayor bug all on its own), each with a coffer and cabinet plus a native gold statue.  I also have a wall outside and two stories above that, the top contains the windmill array for the 120-story magma pump tower I'm working on and the one beneath it all the mechanisms to gather power.    Trade depot made of blocks.  Couple drawbridges.  Couple trash compactors.

Anyway, the point is, all masons have stopped producing things in workshops!  I can't figure out why.  Nothing is forbidden/dump, and haulers will still put the stones in the stockpiles near the workshops.  The profiles are set open so that anyone can use them.  Every one of them has the stoneworking jobs enabled.  Even when there is nothing else for them to do, they just sit around with "No job" next to their names.

Anyone else have this issue or know how to fix it?  I couldn't find anything in the wiki.

5
DF Dwarf Mode Discussion / Building Feature!
« on: October 12, 2009, 02:11:36 pm »
Maybe everybody else has already figured this out, and forgive me if you have, but I just realized something by accident while building some walls.  You know how when you go to build walls/floors/etc. it'll tell you how many building materials you need and give you a list of all available materials so you can go down and pick them out?  Well, if you want to build all from the same material, you can just hit Shift+Enter and it'll select that material for the whole job!  This is great for when you're building a huge 100-tile floor section or just long walls.  I can't believe I didn't notice this sooner!  It's going to save me lots of boring keystrokes.

 :D

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DF Gameplay Questions / Recruit Ignores Artifact Weapon
« on: December 01, 2008, 05:28:46 pm »
So I finally got an artifact weapon, a pretty little Steel Mace, and I found a peasant that I want to wield it.  So I activate him and set his weapon to maces, but he won't arm himself.  The mace is accessible and not forbidden.  It's the only mace in my fort, and he just ignores it.  What do I have to do to get this guy to pick it up so that I can get him to start crushing goblins?

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DF Dwarf Mode Discussion / Miasma
« on: April 01, 2008, 01:58:00 pm »
I don't fully understand the effects of miasma.  I mean, I know if a dwarf goes into it, he gets an unhappy thought, but does it have any other effects?  I might be just imagining it, but it seems to slow down my dwarves when they go into a miasma square (or one blows over them).

I was thinking of making a miasma trap for goblin sieges, where I put my grody-rotting-stuff stockpile underground one z-level and then punch a couple of pinhole channels into the ceiling and into the stockpile so that whatever's in there creates miasmas all the time.  I could cover any pinholes with floodgates and link them to a lever, pretty much enabling me to crank out a purple cloud at the flick of a switch.

But again, I'm not sure if it would screw up the goblins' visibility or anything like that.  If it at least checked the goblins, it might create a good window for some marksdwarves to go out there and turn them into sock monkeys.

Is there anybody with a thorough understanding of miasma that could tell me whether this might be viable?


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