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Topics - Connal89

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So I had this idea while mass pitting a heap of goblin prisoners. With the advent of falling objects colliding mass pitting to break legs has become harder. The intended training targets suffer more damage and you have more casualties. Then I remembered something

If a creature is tied to a chain and a bridge under them falls, the creature will either land safely one Z level below (hole is one Z level deep), or hang 2 Z levels below and break their legs.

That's a direct excerpt from the wiki. So with that in mind
  z+2
====
- oco -
- bbb -
====

= wall
- floor
b retractable bridge
o open space
c chain

Below this is a an empty space 2 z levels high accessible to your military squads

Stripping a goblin/kobold/elf of their weapons and assigning them to the chain the retracting the bridge when they path onto it will cause them to fall 2 zlevels, break their legs and hang immobile...instant pinata

Then new recruits then enter equipped with training weapons. They could then flail away rather ineffectually at the chained prisoner for an ungodly amount of time thanks to their wooden sticks and the armour of the prisoner. Should provide a good way to quickly level up weapon skills in 'live combat' with no risk.

Thoughts? Improvements? Holes in the plan?

2
So I figured with the advent of 34.08 its time for a new fort because I don't really feel like retro fitting my current fort with carts and I've spent alot of time dicking around that's lead to a backlog of problems. As a side note I read somewheres a little while ago (i'll be damned if I can find where now) that the generic world gen uses the Island template which causes maps to be very deep to compensate for the lack of overland space making access to caverns and the magma sea far more tedious then need be. Using the Region template in Advanced Gen would make the map much shallower so it was claimed.

Selecting Advance World Gen and Region Large template was easy enough but hitting 'e' for advanced parameters assaulted me with a list of variables I was scared to touch. The obvious ones like embark points and end year were perfectly self explanatory but following that I have no idea what's safe to touch. I get the feeling that the standard world gen options would rescale a whole variety of those values just by adjusting the slider. And I have no idea what values are 'normal'

I spose what this wall of text boils down to is the question; Can I simply set the template type and desired number of years and go to generating a world that will land pretty much in the normal values or are the ranges by default set to be much wider resulting a veritable crapshoot?

3
DF Gameplay Questions / Dealing with trapped fliers
« on: May 12, 2012, 01:10:40 pm »
The name says it all. I put out cage traps around the map hoping the score a few of the giant lions that come and go and instead I've managed to fill a stock pile with useless giant sparrows.

I have absolutely no idea what to do with them because they're not trainable nor would I want to train the bloody useless things. The best idea I've got is perhaps using a few to power level animal training on a couple of dorfs and putting a roof over my  live fire range, building the cages n mass lever releasing them.

So really 2 questions:

1) Will they fly through fortifications in the same way things are supposedly able to swim through 7/7 depth liquids making them useless as target practice?
2) I can't pit them because they'll fly back out n run amok...Is there another way of mass disposal I'm missing?

4
I've read that in older versions breeding dragons was impossible without at least modding but I'm curious if this works in the current version with dragons being able to lay eggs? Getitng curious as I have a Dragon caged and a Roc flying around at the moment

Delving into the raws, admittedly as a layman it's still pretty hazy. Using a turkey as a comparison dragons would appear to be breedable, both females have the [LAYS_EGGS] tag and a clutch size etc beyond turkeys having a line naming the child version.

I also checked the Roc's raws which only confused me more because in addition to the child name line there was also the [CHILD:1] tag.

I'm aware these questions have probably been asked 1000 times already but I haven't been able to find anything that's definitely from the current version, to sum it up:

-Can dragon's breed?
-If not what is it in the turkey's raws that allows this and not dragons?
-And what is the significance of the [CHILD:1] tag in the Roc's raws? Are they breedable or intended to be?

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