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Messages - Rex Tyrannus

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1
DF Gameplay Questions / Re: Coming to an agreement on HFS (spoilers)
« on: July 23, 2011, 06:40:40 am »
As someone who was spoiled without consent, I'd like to make a suggestion. Create a sticky thread in this (and probably the discussion board, too) that is titled: A note on spoilers, read this first. This thread explains that the game has a feature that many players prefer to discover on their own. Discuss that the feature is related to adamantium, and that readers of this board wishing to keep the surprise intact should avoid reading threads with certain terms in the subject.

Even so, we'll still get people who write threads with actual spoiling terms in the titles, so we need to probably have mods enforce some sort of title restrictions--assuming this is a toady one policy. Which all leads to my real point...why do we care about this subject so much? No one "spoils" that goblin sieges bring trolls and flyers. No one "spoils" that mining an adjacent tile to a magma sea is potentially hazardous. Why the touchy feelings around this?

This is a forum about a [poorly documented] game. People come here because they want to learn the mechanics. I think it's expected to be spoiled on some level. As I said at the top, I was spoiled by my coworker who turned me on to DF. One of his leading points about why I should play was the HFS. He didn't think much of telling me and I didn't feel spoiled--until I came here and found out that you all use it as a means of entertainment.

My two cents.

2
DF Gameplay Questions / Re: Unable to enable certain labors...why?
« on: July 20, 2011, 10:14:07 pm »
First off...thanks for the info. Secondly, let's just assume I'm stupid and move on. Turns out, my "mason" was really my woodcutter and my "memory" is really piece of crap. Sorry. But I do have two (less stupid) questions:

  • Are there any other mutually exclusive labors?
  • Any idea why my two marksdwarfs can't select anything?

If a save file is still needed to look at #2, what is needed? A zip of the whole region directory?

3
DF Gameplay Questions / Re: Unable to enable certain labors...why?
« on: July 20, 2011, 09:34:31 pm »
With the case of my marksdwarfs, it won't let me toggle any profession (just noticed that, thanks). But I have a mason who I can either have mining or masonry enabled. Enabling one removes the other. That guy can have any other labors enabled, as near as I can tell.

4
DF Gameplay Questions / Unable to enable certain labors...why?
« on: July 20, 2011, 09:10:14 pm »
I have some dwarfs who I can't enable certain labors. I have a marksdwarf who can't hunt, another who I can't turn on recover wounded, a mason who can't mine, and a few others. It won't let me in DF preferences for the dwarf and it won't let me in Dwarf Therapist.

What game mechanic am I missing?

5
DF Gameplay Questions / Re: How to make an arena?
« on: July 20, 2011, 09:03:09 pm »
    assuming you have baddies in a cage trap...

    • build your arena space
    • place the occupied cages in there by (b)uilding a ca(g)e
    • select the appropriate cage by changing the view (either X or tab, can't remember) so that you see each cage, rather than grouped by material
    • repeat for as many enemies as you like
    • build a lever (probably outside your arena)
    • link each cage to the lever using (q), finding the lever, and (a)dding a task. select cage with (j). It'll take two mechanisms
    • keep track of which enemies you've selected as it doesn't remove the cage from the list
when done, pull lever by adding a task, the (P) the lever. Have fun.

6
DF Gameplay Questions / Re: Tree farming.
« on: July 20, 2011, 06:26:31 am »
10x10 is awfully small for a tree farm, even one that's just for Science.  I'd suggest 20x20.
Even 20x20 is tiny - if you're going to make a tree farm, go for broke and make it at least 50x50, preferably multiple Z-levels tall.
And he was talking about letting it for years and counting them, so why should he go for bigger? if it has a big difference we will see if not, well more tests awaits, but i completly understand that someone don't wan't to count on 2500 squeres ...

You don't count the squares. Count the logs. 50 x 50. Have a trained bookkeeper. Have a large wood pile nearby. Every spring, clearcut the patch. Every autumn, record the logs count in the z stocks screen.

Since it's SCIENCE, you can make a point of only chopping those trees and never using wood. Results should be indicative of the true game mechanic and the larger the area, the more statistically relevant the SCIENCE.

7
DF Gameplay Questions / Danger Rooms + Kittens
« on: July 19, 2011, 12:36:19 pm »
This is the first time I've ever created a danger room. I've got a 2x3 room with two tiles of booze and four tiles of upright spears on a lever. Works so well that I'm considering not using it in future. Too broken.

If I do decide to go ahead with it, though, I have a problem. I embarked four years ago with two breeding pairs of cats. I now have fourteen metric tons of kitten wandering around and they keep getting splorched in my danger room. I love a dead kitten as much as the next DF player, but my dwarfs are starting to get bent out of shape over it.

I tried making the door tightly sealed (not pet passable, right?), but they sneak in every time a recruit opens the door. I tried making an airlock with sealed doors on each end, but that just requires a few extra seconds before the inevitable.

My danger room is the bloodiest room in the fort, excepting my execution chamber (which has too much miasma to see the blood). Why are the f--king kittens so determined to get a training spear in their pancreas and is there a way to keep them out?

8
DF Gameplay Questions / How to choose the right Baron
« on: July 17, 2011, 08:50:07 am »
So, in hindsight, a little forethought would have prevented my problem, but I just had the liaison ask me to pick my future Baron. I was in the selection screen and all I had to view were names. I alt+tabbed over to Dwarf Therapist and found my back-up armorsmith. Lazy, not good at anything else; in short, he is perfect unless he has some weird tastes.

But I couldn't view his tastes in that screen (I think). I had to just go on faith and picked the lazy armorer. After doing so, I find out he likes bismuth bronze, amber, opals, and cave fish leather--none of which can I produce in house.

So question 1: Am I going to get constant demands for bismuth bronze doors, cave fish leather underwear, and other crap I can't produce?

Question 2: Is there a mechanic (other than finding out ahead of time) for viewing a dwarf's tastes inside the baron selection screen?

Question 3: What else makes for good safe not annoying nobility?

9
DF Gameplay Questions / Re: Armless dwarf?
« on: July 15, 2011, 08:33:11 pm »
I had a urist mcnohands. No labors and still got spam about storing owned item every two minutes. My urist really had motor nerve and I read about editing the init to allow healing nerves. In the end, I put him in a squad and assigned him to cavern three.

Cave croc mcfullbelly.

10
DF Gameplay Questions / Re: will this dorfy plan work
« on: July 14, 2011, 06:41:18 am »
Crush your unwanted dwarfs under a lowering bridge. Then raise it to block off your hermit from the world.
What relation does this have to the dorfy plan?

A fair guess: It was posted here by accident and was supposed to go to the thread about a hermit fortress.

Nevertheless,  this seems like sound advice, applicable to a wide variety of DF challenges.

11
DF Gameplay Questions / Re: No raids, no sieges?
« on: July 14, 2011, 06:13:38 am »
World map is likely small but I don't remember. I usually don't see any value in large worlds for fortress mode so I usually pick a quick world gen option unless I want something specific for embark. Can't remember.

Is there a way to check?

12
DF Gameplay Questions / Re: No raids, no sieges?
« on: July 13, 2011, 08:29:41 pm »
Me and my big mouth. Late winter, year three. Vile darkness. 21 gobbo marksmen. Idiot leader ran outside of my burrow restriction to pen/pasture an animal and took about 70 bolts. Died right on my refuse pile. Convenient.

13
DF Gameplay Questions / Re: Irrigation?
« on: July 13, 2011, 12:12:06 pm »
Just don't do what I did once: assume you know how much water you have, assume you don't need the floodgate, drown your carpenter while he sleeps and all your cows.

Actually, I had done this creating a cistern channeled off a river, so I knew how much water there was (unlimited). I just assumed my cistern was on the same z as the river and it wouldn't overflow.

14
I usually use caged goblins for marksdwarf practice. I have a special 10-x by 20-y by 2-z room whose second level walls are all fortifications with a drawbridge as described above. In this room, I put all my caged enemies (didn't know about the thief issue). I'll typically have ~20 beasties caged and I'll rig 6 or so up to a lever.

Surrounding the fortifications, I have a 1-tile perimeter burrow. Pull the lever, assign the squad (or usually the worst marksdwarves in the squad) to defend burrow (special alert) and watch the carnage. I leave their equipment on--unless I've captured a legendary bowman, because they shoot through fortifications. The armor helps them live longer so my short guys gain more XP.

The biggest pain is rigging the cages to levers. I haven't figured out how to (or if I can) keep the same 6 cages on the lever and move prisoners into those rigged cages. So I have to re-rig my lever every round.

If I could figure out how to rapidly swap ammo, I'd have these guys all use wood bolts, too. Again, more shots fired = more XP. I'm thinking of creating a noob squad who only has wood assigned in the M->F screen, then promoting them to my "real" squad who does all of its training defending the cavern 2 burrow. (Noob infantry defends cavern 1.)

15
DF Gameplay Questions / No raids, no sieges?
« on: July 12, 2011, 09:38:23 pm »
I have a fort that's about three years old that's never had a goblin raid or a siege. Goblins are in the [c]ivilization screen and I've seen goblin snatchers (about two a year, probably). The embark screen said surroundings were calm, IIRC. But I'm pretty sure I've had calm surroundings in previous forts with a raid or siege every year. I have 84 dwarves and a created wealth of 453k dwarfbucks.

So are the gobbos just lulling me into a false sense of security or can I start disbanding my military? Is there a way to tell the status/strength/distance of the goblin civ?

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