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Messages - Iamblichos

Pages: 1 ... 59 60 [61] 62 63 ... 77
901
BOOM.  Definitely, definitively BOOM.  And with a quickness too - process can take as little as a week in game time.

902
DF Dwarf Mode Discussion / Re: The terrible artifact topic.
« on: July 21, 2014, 12:16:35 pm »
Here's mine:


903
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 21, 2014, 12:10:38 pm »
Boiling... magma.

MAGMA?!?

How fast do these branches FALL, anyway??

904
Yes, especially now in the Deadly Tree Update(tm), anything you don't want to be tree-overrun should be paved.

For the tree you mention, clearcutting a ring (and paving) around your fort and/or digging a defensive ditch will prevent that sort of tomfoolery.

Animals panic constantly, as far as I can tell; even things flying at the top of the sky level will trigger the panic reaction.  There's no point in defining above-ground pen zones any more, as the animals spend more time running out of them and being brought back than they do staying in them.

905
DF Dwarf Mode Discussion / Re: goblins are the worst
« on: July 21, 2014, 11:59:20 am »
Are you using Advanced worldgen?  Someone else in General was reporting a similar problem, and switching to Default worldgen parameters seemed to correct the issue.

Hope this helps...

906
DF Announcements / Re: Dwarf Fortress 0.40.04 Released
« on: July 21, 2014, 10:10:24 am »
I think the sapling survivability is fixed (yay!) but doesn't check itself against the native biome (boo!).  Thus, if saplings are permitted in the region, it quickly becomes thickly forested no matter what the original biome setting was due to:

1) super fast tree repops
2) higher sapling survival rates

907
DF General Discussion / Re: Killer Trees?
« on: July 21, 2014, 10:04:32 am »
Spoiler (click to show/hide)

This won my interwebs today.

908
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 21, 2014, 10:00:43 am »
The only solution to the surface problem is to clearcut every week or so to make damn sure no tall trees get the chance to drop limbs.

The problem of the cavern growth, though... that's just lethal.  Every dirt layer is overrun with mushrooms, and they grow through undug dirt/stone/floors/everything.  When they emerge on the surface, once you cut them down they leave cap-shaped holes in the ceiling.  This a) exposes your fort to enemies, and b) ruins the tiles below it for underground farming, since they are now "sunlit".

If this doesn't get fixed soon, I think the solution is going to be move to a place where there are either no dirt layers (glacier) or a deep stone band between the surface and the 1st cavern.  PITA factor = immense.

909
DF Dwarf Mode Discussion / Re: Trading problems
« on: July 21, 2014, 09:55:50 am »
Interestingly, I had better luck with a depot in a new embark on a flat, rocky waste with few trees.

The one time the merchants wouldn't trade, it's because one of the pack mule-driver-guard combos had climbed a tree on their way to the fort.  Cutting down the tree made them drop all their items and then path to the depot.

Free stuff, plus normal trading!  :)  Win.

910
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 21, 2014, 09:53:20 am »
Yes, trees now drop bunker-busting branches.  I had one go through three Z-levels and kill a dwarf installing an item, stunning 5-6 in my crafting area.

911
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 20, 2014, 06:57:12 pm »
Only in DF would trees drop grenades instead of branches  :D

912
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 20, 2014, 06:46:22 pm »
This was undug dirt, but same behavior.

Silly thing is, the zone I am in is supposedly "scarce" trees and vegetation... its a red sand desert.  Since switching to 40.04, the trees pop ridiculously fast and it now looks like a jungle.  I have to clearcut the fort every five-six minutes of playtime to make sure no "dangerous" trees are above my food growing zone.  Also, I have fungal trees growing through the topsoil into the daylight.

913
Mushroom trees are now penetrating to the surface and beyond.  This update has brought giant fungi to the outside world!

914
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 20, 2014, 06:37:45 pm »
Trees in .04 now drop branches that penetrate 3 z levels into the earth, killing random dwarves and stunning others from the "dust cloud o' doom".

Thinking new forts should be established in the rock layers to avoid... unpleasantness.

Also, trees grow stupid fast, and overpopulate their biomes.  EVERY area quickly becomes "Thick"-ly forested, regardless of what biome it starts as.

915
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 20, 2014, 06:33:30 pm »
Trees also grow stupid fast.  I'm having clearcut areas repop (in a "Scarce" tree biome, at that) within a week of game time.

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