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.

Topics - Sabre_Justice

Pages: [1]
1
DF Gameplay Questions / My First Self Destruct Mechanism
« on: November 05, 2009, 02:38:25 am »
Okay, I've started to tire of my first successful fortress, and the King I'm working for happens to be an elf so I figure rather than deal with the shame I'll prepare for a glorious death of magma and madness sometime down the line.

So, I've got a magma pipe and I'm pretty good at working with it, but how would I go about making sure I can cause sufficient flooding to kill as much stuff as dwarvenly possible after pulling one lever? I've got no natural bauxite on the map so I'm gonna have to go easy on the floodgates, and I assume the most efficent route would be to create magma reservoirs near where I want it to flow, to make sure it gets going as quickly as possibly.

Other things I could take advantage of include a caged Fire Imp and a lot of Fire Snakes (well placed cage traps work wonders), I want to leave as much glorious destruction as possible.

2
DF Suggestions / Musical Instruments and other sounds
« on: November 05, 2009, 12:16:19 am »
I couldn't find a recent thread on the topic, so I'll share my recent ideas;

Now, last I remember I think we can build musical instruments but they're just trade goods like the rest, but I don't think it would be too hard (I could very well be wrong) to implement a system where musically inclined dwarves perform in public places (and hopefully practice in private) with the instrument of their choice, which gives a happy thought to any dwarves that are listening. If a dwarf particularly likes the instrument or the song, they might even give the performer a coin or two, so we don't have starving artists but buskers (and maybe nobles could pay them for private performances, or to follow them around mariachi-style).

Another music related idea I had- I want to forge and ring a great big bell. Probably using metal (brass in particular), we could order a large bell to be forged, and to use it requires it to be constructed like a building. Ringing the bell could work like a regular performance, maybe not using the skill of the dwarf but mostly the quality of the construction, and the bell could maybe also be set up to ring when a lever is pulled, maybe to alert the dwarves when things are happening (as opposed to automatically knowing what's going on as they do now I guess), or just so you can set up Norte Dorf. Note that a gong could probably serve the same function as a bell. The bell/gong may be rung whenever a noble arrives (or says so), a child is born, etc.

Apart from that, what instruments might be possible to build in DF's setting, and where would they be crafted? I can imagine drums and horns would be the easiest to make with wood or bone (and metal drums aren't out of the question), while string instruments might require wood, and trumpets and the like needing metal.

3
I keep getting this message whenever I try to order a dwarf to make glass, despite having the ingredients nearby and plenty of free bags. What am I missing?

4
DF Dwarf Mode Discussion / Unusual Artifacts
« on: July 02, 2009, 09:51:38 am »
Especially on young fortresses, you never know what dwarf is gonna get a strange mood next, and what skills they happen to have (or not). Everyone loves artifact weapons and armour, but what about the odder things that dorfs are compelled to build?

I have a turtle shell animal trap in my latest fortress, for instance.

5
DF Gameplay Questions / Working with magma, for beginners
« on: June 29, 2009, 05:23:30 am »
So while digging out bedrooms I finally struck upon a magma pipe on my fortress, and after some careful exploration and placing of several doors, I've decided I could use some help. I like this location, so I wanna get it right the first time if I can (ie, avoid roasting everyone).

So, what steps do I need to take if I want to utilise this magma pipe without killing everyone? What's the best way to find the top? How exactly do I build magma smelters and forges?

6
DF Gameplay Questions / Floodgates
« on: June 28, 2009, 05:56:59 am »
On my latest fortress I've been trying to set up floodgates so three of them open and shut as the entry drawbridge does- but they always take two lever pulls rather than three to set them off, so they end up out of synch. My brewer/bowyer was an unfortunate casualty of this experiment. How do I get floodgates to work properly?

7
DF Dwarf Mode Discussion / Dwarf Fortress DS?
« on: June 18, 2009, 01:44:57 am »
I just got back from a trip to the country for a week, and as a newbie had to figure out this game without the aid of the internet, and playing off a flash drive. But I also had my Nintendo DS to pass the time, and I realised- this game might be great on the DS. It lacks a keyboard, sure, but the touch screen and some interface refinements could well make up for that, and it's far from graphically demanding. On the other hand, it may end up taking a looooong time to load... but if I have time to kill, well hey.

DS homebrew has been getting more popular thanks to the SD card slot and general hackability of the DSi, I wonder how difficult it would be to adjust this game to work on the DS, if it's possible at all.

8
DF Suggestions / Mounts, Mounted Combat and Pack Animals?
« on: June 17, 2009, 06:32:35 am »
Sorry if this has been suggested before (trust me, I know the feeling, CoH player), so I figure I'll do the shotgun effect and throw in a bunch of different ideas at once hoping one is newish.

I'm a bit of an animal lover both in real life and with games, and seeing that the kind of animals you get in DF are very useful in real life, many only recently supplanted by technology, I think we should be able to train other animals besides dogs to perform tasks. Assigned to a particular dwarf, they could help them in basic hauling tasks, allowing a dwarf to carry two items at once perhaps, or they could be assigned to a pump or device as a dedicated source of musclepower. Consider horses and donkeys pushing mills in real life, and elephants helping with logging today.

Of course, another way to make animals more useful is to allow them as mounts (I don't think this is in-game, right?), which is pretty self-explanatory. Mounted Combat sounds like it could be a skill of its own, or perhaps a more general Animal Rider skill. Mounts could allow dwarves to move faster, or have an advantage in combat, but the animals in question would likely need to be properly trained for it as well. At this point there might as well be a new building for it, the Stable.

9
DF Gameplay Questions / Drawbridges for Dumbos (and other questions)
« on: June 07, 2009, 04:19:56 am »
Every time I think I got this game worked out, something else comes up. Case in point, I've started on a flat plain (don't judge me!) and decided to build one of those cool drawbridges to go with the little keep, and of course I had to elevate it and build ramps and a wall to allow wagon access and that. But I've come across a few problems:

1: I have a dwarf stuck outside who I can't seem to coax back in, he seems content to live on vermin and sleep in the dirt. I've tried drafting him and stationing his one-man squad inside the keep, but he got halfway there and stopped. Is my drawbridge inaccessible to him or something? (for the record, it says the wagon CAN access it, soo...)

2: I haven't got the actual drawbridge to redraw yet. I haven't experimented yet because of the above moron and I was trying to get it accessible in time for an elven caravan (I failed), but I've built a lever on the ground near it and tried to connect, but I get the message 'Not Enough Mechanisms'. Does that mean it needs to be closer, or simply a message stating that it's hooked up to the bridge and there's nothing else it can attach to?

3: I'm worried about supplies of food and booze. I have a still, and the meat processing areas set up, but I can't seem to get the dwarves to properly make slaughtered animals into food and goods in time. How do I gotta do this?

Pages: [1]