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Messages - The_Final_Stand

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1
Hey, my blast furnace just made 12 steel bars, but used the materials to make 24 steel (12 iron, 12 pig iron, 6 flux, 6 coal). Standard Smelters take 1 iron + 1 pig iron + 1 flux + 1 coal (+ fuel) => 2 Steel, so, why does the blast furnace lose half the material?

Having checked the raws, it seems you've made a blast furnace that only makes half as much steel as it should.

2
Wards are immobile animals, like mines, I believe. Pasture them, and your dwarfs will drag them in place.


3
Wait, so you go about mining as you do, get the message "You have struck Tears of Armok!", and the next thing you know, that  level's been flooded?

Does it at least warn you that the adjacent blocks are wet before you dig into that area, or is "You have struck Tears of Armok" the only warning you get that you've found a limitless supply of water?

4
The majority of changes in the Masterwork Settings application require a regen.

The ones in the "Settings" tab don't, they specifically say that they don't need a regen.

5
Being sneaky and evil. Kill him, or at least imprison him for spying.

6
I'd be ok with a spoiler section of some kind, with big warnings about "PROCEED ANY FURTHER AT YOUR PERIL" or something, that then provides all the necessary information.

Then you can document the changes you might have made to HFS or other stuff you may not want to mention upfront, and people that want to figure things out for themselves can still do so.

7
Have they got quivers? They won't fire anything without quivers.

If they have, check that the axes are in the quivers.

8
DF Dwarf Mode Discussion / Re: Safely mining adamantine
« on: July 01, 2012, 04:14:35 am »
A hint. The passage to the circus is ALWAYS 4X4. As in, if you mine any of those 4X4 blocks, you enter the circus.

However, the passage only moves by one block in any direction between z levels.

As such, you can eliminate blocks that won't open the circus and safely mine those by either taking ones that aren't part of a 4X4 block, or by comparing to other 4X4 blocks on the lower z-level.

9
With regards to Planepacked, it's important to note that the most valuable material used in its construction was a few stones of native platinum. Native Platinum has a value modifier of 40. Slademantine has a value modifier of 300. And a Great Axe has a value modifier of 54. Artifacts have a quality mod of 120.

300*54*120 = 1944000
An artifact adamantine axe would be just as valuable.
Meph's one probably used more than one adamantine bar.

10
In the meantime, I just work with the bog standard Still "Brew Drinks" command and never build an actual Brewery. That, at least, we know works.

11
You need to have found magma, and it requires magma to build.

You also need a Golem Heart to build one. In theory.

12
I've recently been trying to get a fortress going with a fairly standard setup, and no danger rooms at all. The problem is, it takes my militia forever to get anywhere with training, and I only rarely have anywhere near enough metal to outfit even a meager squad of 10.

Add to that that my dwarfs are pretty much always Partying or have No Job due to general uselessness (fishers on a map with no fish!), and therefore everyone knows everyone, meaning a tantrum spiral if someone dies, eliminating the "zerg rush, train the survivors" method, and I can't really get anything working.

So, yeah. How do I get a working military without the use of danger rooms? I've tried with danger rooms, and all that happens is I have 10 Legendary Everythings that obliterate sieges single handedly. I want a balance between "lololol crush everything" and "tantrum spiral".


13
DF Dwarf Mode Discussion / Re: Anyone play "pure" DF?
« on: June 04, 2012, 09:13:40 am »
I mostly play pure until around 50 dwarfs, then Therapist comes on.

14
Make use of the manager. Label the dwarf(s) you want to sacrifice, give him the Strand Extractor labor, then make sure he/she/they are the only ones allowed to use the temple. Eventually, they'll go down to the temple and sacrifice themself.

15
There really ought to be a way to manufacture Wards.

A cultist of the Carp God came in my first migrant wave, set himself up, and there weren't any Wards with the Caravan. The Fortress fell when it was revealed it was the Militia Commander, and that he'd inducted his squadmates.
On a related note, they seem to have MAXAGE:1:2. I'll admit I'm not a modder, but doesn't that mean that they only live for 2 years, the first of which is "childhood"? That seems alarmingly short for something you will want a few of in case of multiple infiltration attempts.

Sure, Losing is Fun, but not when nothing's even happened yet.

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