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Messages - Halykan

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1
DF Dwarf Mode Discussion / Re: Fighting Humans
« on: September 25, 2010, 08:38:09 am »
I've yet to lose a single kitten to ambushes.

Are you considering that a good thing?

Nope. Just pointing out the squad's reaction time is that fast. There are far more creative ways to despose of cats than leaving them to the mercy of the goblins, anyway ;)

We clearly have very different doctrines. Kittens are a crucial element of my early warning system.

2
DF Dwarf Mode Discussion / Re: [31.12] Caravan Timing
« on: September 25, 2010, 08:28:33 am »
I dunno about hunting really, I haven't found it to be quite as effective in .12. Plant gathering is a pretty solid fallback though.

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I tried this once, before the diverse underground (and guaranteed underground water sources). As it turned out, there wasn't an underground river as was advertised.

The fort actually managed to last for a few years by trading for booze but I got wrecked by too many immigrants. Victims of their own success I guess you could say.

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DF Dwarf Mode Discussion / Re: NO Goblins?
« on: September 25, 2010, 08:22:34 am »
The most recent world I genned I don't think had any living goblins, but I didn't really look that hard. I know I haven't gotten any ambushers or sieges yet but my current fort is only population 7 with very little wealth, exported or otherwise. Admittedly it's like three years in but /shrug.

5
DF Dwarf Mode Discussion / Re: Mass Magma Transit
« on: September 23, 2010, 07:35:00 am »
Those are some good suggestions. Frankly though, I'd solve it in a relatively simple manner.

Dig out the total space you want your Big Cube O' Lava to be. Then build a few supports (or one, if you really don't care about realism) on the bottommost z-level. Then construct the magma holding cells on top of the supports (out of magma unsafe materials - wood is great for this). Make sure you link the supports to levers before you start filling them, just to be safe.

Ideally you'd fill each of the magma cells separately, and when you've got your total volume, you just blow the supports and the whole thing deconstructs in the fall and incinerates. It's perhaps not the cleverest method but it's the easiest to implement.

6
DF Dwarf Mode Discussion / Re: What is your ideal population ?
« on: September 17, 2010, 10:29:41 am »
My FPS tends to be around 50ish, but only drops to like 35ish with a population of 100-120 dwarves. I'm not sure what I'm doing wrong to make my initial embark so slow if my PC can obviously handle vastly increased pathfinding relatively well, but  the end result is that I tend to play with about 100 dwarves most of the time.

I've been considering doing a generational fortress though, just for the fun of it. Unless you choose an abominable embark an experienced player almost always does well enough to get the ridiculous migrant waves that come when you're starting out. With all those workers it's trivial to specialize, and with a bit of digging and some forethought you can pretty much have every industry your embark supports running full tilt by year three.

If you limit yourself to a much smaller labor pool though, you'll still have to be making tradeoff decisions well into the middle of the game. It also makes each loss of a dwarf something to be feared, since they'll be wearing a lot of hats.

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DF Dwarf Mode Discussion / Re: Epic artifact is EPIC!
« on: September 17, 2010, 10:18:42 am »
So you plan to create uber planepacked?

Make sure it's a weaponsmith. 10 million dwarfbuck sword, anyone?

Are you sure you'd want to? You never know what might happen if it's an artifact that isn't securely locked away inside your fortress.

Though it would be hilarious to see the number of kobolds that would swarm your fortress if any of them actually managed to make off with a 10M+ valued artifact. Honestly I think it's worth doing this exploit now just for that.

8
DF Dwarf Mode Discussion / Re: Linking stuff out of sync
« on: September 10, 2010, 10:22:03 am »
I could swear that it didn't used to work this way. I agree that it certainly seems to behave this way now - but as of like 40d ish I seem to recall that objects linked to the lever's current state. At least, I thought I'd arranged a situation almost exactly like the OP is describing without any special considerations.

I don't have any of those old saves anymore though, so maybe I'm just crazy.

9
DF Dwarf Mode Discussion / Re: SwissFort: A New Kind Of Megaproject
« on: September 10, 2010, 10:17:40 am »
What breakdown of weapons are you planning on using? I could see it going a few ways.

Myself, I'd probably aim for a compromise between simplicity and military effectiveness; make about 50% of the dwarves marksdwarves (probably mostly women), and then divide the remainder into axe and mace dwarves. Maybe swords instead of axes.


10
DF Dwarf Mode Discussion / Re: Base 7 DF computer
« on: September 09, 2010, 07:22:20 am »
While having 7 states to work with would be interesting, you have to take noise into consideration. Same applies to real-world stuff.

There's 8 states for a tile in terms of liquid, if you include 0/7. But since I don't know how you'd make that trigger anything, I think you're correct to say there's only 7 states available for computing.

Realistically though, noise is a pretty big problem with DF machinery. Also processing speed - particularly for complex computers it can take a while for it to do its business. If your pressure plates were trying to differentiate between 3/7 and 4/7, you'd get a lot of random signals coming from the fluid's motion.

Also, magma is a horrible idea for any sort of practical computer, since it's soooooooo slow.

11
DF Dwarf Mode Discussion / Re: Catching a Giant Eagle
« on: September 09, 2010, 07:14:52 am »
I caught a giant skeletal eagle, after it followed a trade caravan into my tunnel and got caught in cage trap, although not before destroying the caravan and driving the rest of the traders away.

I bought a skeletal eagle from an elven caravan once. I have NO IDEA how they got ahold of it but half their party had limbs missing . . .

Maybe they were zombie elves? That'd explain why they paid so much for cow brains.

12
DF Dwarf Mode Discussion / Re: War elephant phantom master
« on: September 09, 2010, 06:45:56 am »
War Elephant: Oh, I say there, Bert, it would appear that somebody is trying to make off with the Master's remains.
War Elephant: Not a worry, William, I'll deal with it.

This made me laugh. I hadn't imagined them with posh British accents, but I'm sure it fits. Now we just need to mod in elephant-sized monocles.

13
And now four dwarves are laying on the floor, injured being perpetually interrupted by a phantom Lasher.

The siege lasts for a season, but the scars last for a century.

14
DF Dwarf Mode Discussion / Re: DF Mythbusters 2010
« on: August 31, 2010, 11:04:20 am »
I just tested mixing water & magma at the top Z-level of the arena, and the resulting rough-hewn rock walls stay in place. I'll leave testing this in Fortress mode to DF players more experienced than me, but this is tentative support for myth #2 being real.

Edit: There was nothing under the walls to support them, and nothing around them. The only place they could have been getting support from was the Top Of The Sky.

I think the only thing to do now is find some intrepid Proficient Architect/Mechanics and make a cast-obsidian Dwarven Space Elevator.

I wonder if there's any Hidden Fun Stuff on the Moon.

15
DF Dwarf Mode Discussion / Re: Hardcore Babies: Dwarven Edition
« on: August 22, 2010, 07:51:12 am »
I'm sure that this is very common, but I had one baby cling to her mother while the parent single handedly killed eighteen goblins and trolls.

Dreadfully common - at least she didn't use the kid as a shield.

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