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Messages - Max™

Pages: 1 ... 652 653 [654] 655 656 ... 664
9796
DF Dwarf Mode Discussion / Re: Death Trap Assembly/Suggestions
« on: October 17, 2014, 06:31:14 am »
Couldn't you lair flag it to prevent item scrambling?

As for the traps, I like the minecart one. Include pressure plates with a weight setting that you deliberately closed your eyes and mashed keys to set, so you have to get around through whatever other obstacles you include to find the right combination of items to put in the cart... or can you load a cart in adventurer mode? I haven't done much in it, ran at a crab, the crab exploded, I chuckled but went back to dorf mode.

If you can't load it then see if you can preset the carts with the right weighted items (could make it easier on yourself and just limit each plate to a single combination of cart+item like a stone or something perhaps?) and check to make sure the system operates properly, then rely on the item scattering to make a mess and force you to find the right two items to get everything working to finally breach the inner sanctum.

In the process you end up setting numerous minecarts zooming around on repeating loops through different parts of the very same path you will have to work your way across to leave!

Plus include them doing things like triggering floor hatches/grates/retracting bridges/smashing bridges/floodgates/weapon traps and so forth.

You get there, it is a mess, but for the most part it is dormant, barring the smattering of normal dangers, then you go through all the effort to tidy up and get things working properly to get to the delicious candy coated prize in the center, which you can now escape with, assuming the now fully armed and operational deathtrap doesn't work as advertised, that is.

Oh, bonus fun, similar to the demon suggestion above, but campfires can trivialize that... set it up so removing the final prize releases a cave-in that brings the circus to town, who will then be free to path up into a convenient waiting room, which is also blocking the only way in or out of the fort. Try to account for demon pathing to stall them just long enough that you have a chance of hitting the exit before they do... but don't include time allowance for getting knocked over by a minecart or dropped into a pit by a suddenly opened floor hatch.

9797
Hmmm, I've noticed dorfs who caught me in a production lull would often have "lack of chairs" type complaints if I was only able to get them a bed/table/cabinet in their bedroom/dining room.

When you start tossing around masterwork ones though, you notice "admired own fine/tastefully arranged/masterful/sublime seat lately" which amuses me to no end, so I guess the ones that don't use it directly just look at it and smile?

9798
DF Dwarf Mode Discussion / Re: hard pop cap: 20. Baby cap: 0.
« on: October 17, 2014, 06:08:25 am »
Just had to say, did this with my newest fort and the added breathing room from not having to throw up rooms, make furniture, update food production, make sure I've got enough leather for civvy uniforms, keep track of training interesting moodable skills, and all that jazz when 40 or 50 useless fisherdorfs and lye makers and children get crammed down your throat...

Well, it is a breath of fresh air, fresh air and a hint of smoke due to my having time to set up a magma flooding system around two engraved obelisks on either side of my main fort entrance, which was super handy when elves showed up with crap I don't care about, plus the marsh titan that was apparently more dangerous than I thought (coral titans can be tough apparently?) so I'm just down the time it takes to reprime the cisterns.

Well, that and all of the ground cover on the 2x2 embark due to the brush fire which ended up marching up to the top and then back down the left side, helped along as it propagated by all the trees, of course, whoops?

9799
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 17, 2014, 05:56:57 am »
Coral titans are dangerous?

Crap, glad I went with Option M (for Magma) instead of Option M (...for uh... Military, note to self, fire the guy who names my contingency plans... wait, is that me? Ok then, I'm fired! Did it work? Am I still here? Is anyone still reading this?) though I must admit I was curious to see what it means when they "emanate an aura of giving and kindness"...

9800
Not MW incidentally, but yeah, that was a very weird alert box... and it didn't seem to be radiating much kindness at the echidna and rabbit it killed before I got it lured over to where the magma finally caught it.

Oh, and "Drunk" is the best profession ever. Setting it yourself is amusing... the game doing it? Got an ss?

9801
DF Dwarf Mode Discussion / Re: Trading food versus Trading Rock Crafts
« on: October 17, 2014, 05:51:18 am »
There is no such thing as "excess rocks", only "future blocks/mechanisms/stone furniture/siege ammo" and "almost enough to finish enclosing the starting wagon in a stone box that encompasses the whole embark, save the edges and sky where constructions are blocked"

9802
DF Dwarf Mode Discussion / Re: The most expensive hammer in history!
« on: October 17, 2014, 05:45:39 am »
createitem BAR SLADE
createitem BOULDER SLADE
createitem SMALLGEM SLADE
createitem GEM SLADE

Pretty sure all of those will give slade materials that will respond appropriately if a dorf tries to make something out of them. Had to figure out the last two when I had a weaponsmith who loves picks grab some candy and run downstairs, get all excited... and then they sit there because they need cut gems, I'm on a map without a ton of gems everywhere, I dug down to the candy through layers of marble and obsidian and iron ores, I don't have a jeweler in the fort, nor do I keep the workshops around... so that's awkward.

Incidentally, I did learn that createitem SMALLGEM ADAMANTINE makes something but it's useless because you have to use createitem SMALLGEM RAW_ADAMANTINE, which they promptly snatched up. Had the same thing happen when I tried to make featherwood spears for a shaft of enlightenment trap, figured createitem WEAPON:ITEM_WEAPON_SPEAR_TRAINING PLANT:WOOD:FEATHER_TREE made sense... got "feather tree plant training spear" out of it... whoops, just FEATHER works of course.

9803
DF Dwarf Mode Discussion / Re: Cave Adaptation
« on: October 16, 2014, 08:55:57 pm »
I know, but I forgot to include a picture of a british gent with his pinky up for comedy. T.T

9804
DF Dwarf Mode Discussion / Re: Trading food versus Trading Rock Crafts
« on: October 16, 2014, 08:54:20 pm »
I got spoiled by noticing the freaking absurd return on trap components. I've bought a steel bar from a caravan, turned it into an exceptional large serrated disc at the conveniently placed forge next to the depot (right in front of the merchants too), and bought the entire rest of the caravan out.

9805
DF Dwarf Mode Discussion / Re: The most expensive hammer in history!
« on: October 16, 2014, 08:49:20 pm »
Yeah, I dfhacked a slade anvil out of curiousity once... kept getting cancel spam on the forge I wanted built with it, looked around and saw it was still sitting within a square of where it was made. An anvil made of starcore density materials is pretty damned heavy apparently. Had to autodump it to the location before they'd use it.

I'm just glad the ground doesn't know how heavy it is, otherwise it would punch straight through to hell and let all the !Fun! out early.

9806
I did the reverse, had one dwarf panic cleaning himself and puking everywhere, figured he was just freaking because of the goop falling on him.

Then he started to melt and things went downhill fast... glad I installed those gutters.

9807
DF Dwarf Mode Discussion / Re: Cave Adaptation
« on: October 16, 2014, 08:40:40 pm »
Yeah that, siege.
Guess I can move my dining(puking) room above the roof next time.
I believe the technical term is vomitorium.

9808
DF Dwarf Mode Discussion / Re: Gentle advice about future prospects
« on: October 16, 2014, 07:30:52 pm »
I got down to 60~80 FPS from 180 starting in a 2x2 on a 33x33 world (I think, might have been 17x17 but I think it was bigger than that as I found serene+terrifying side by side in several places) with 100 years of revealed history, three cavern layers, an aquifer, short river (about 30 squares up from the bottom right corner and ends about 15 left of the bottom right corner, about 6 squares wide), temperature/weather/spatter turned on, goblin blood rain constantly, reanimating biome in the bottom left embark square, I think 110 dorfs, and a massive crundle/FB/draltha/etc zombie party going on the caverns.

Was running with two 12 square wide waterfalls dropping down the sides of the happythoughtsroom, and up-ramped four entire levels out from just under the aquifer to the lower level of the full engraved two-story living area before filling the bottom level around the freshly sealed bedrooms with magma, all with multilevel 3 active so I can see down into the living area hallways from the top of the waterfall levels. It did drop down to 30~40 at one point but I realized my dead/missing list was 750 units long and did the dfhack fix which put me back up at 50, and finally getting sick of the "let's paint the caverns red and then have a big zombie party" going on in the basement so I did exterminate undead and went back up to around 75~80.

9809
DF Dwarf Mode Discussion / Re: siegeless in Seattle
« on: October 16, 2014, 07:19:05 pm »
Thank you! Forgot to do that, the pop setting just changes how many arrive, not when/if.

9810
DF Dwarf Mode Discussion / Re: strange siege
« on: October 16, 2014, 07:14:39 pm »
Its annoying that bandits seem to favor being completely unarmed and unarmored atm. You get missions to kill a criminal mastermind and bandit lord which has the country in terror and he turns out to be a dwarf with boots.
Just boots, nothing else?

Cause, that sounds pretty terrifying... I sometimes end up with situations when I assign civilian armor but forget I ran out of leather before finishing the last set in a group, and then notice one of my dorfs is running around in leather high boots and leather armor... nothing else...

*note to self, queue the leggings jobs before the armor jobs*

Leggings+Boots=shirtless and manly!
Armor+Boots=pantless and... unsettling.

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