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Messages - zagibu

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616
DF Gameplay Questions / Re: stone stockpiles
« on: March 13, 2008, 03:05:00 pm »
It's not always possible to let them lie around. I use two garbage dumps (1-tile channels), one with magma below, and one with an access below, so I can eventually reclaim the stone/stuff, if I need it. Junk stone goes in the magma one, other stone int the non-magma dump.

617
DF Gameplay Questions / Re: underground water
« on: March 13, 2008, 05:55:00 pm »
Damn, this means I really have to uncover the underground river. I just carved out fortifications in it's walls to let the water in, which didn't uncover it, unfortunately...oh well, I will probably dig into it from above, so nasties can't get at my miner.

618
DF Gameplay Questions / Re: underground water
« on: March 13, 2008, 03:13:00 pm »
I think he might be asking, whether cave river water allows these things, and thus is special, or if the discovery of a cave river enables any water to carry these features...

619
Nothing besides isolating the two fortresses completely, by digging a channel across the whole map or building walls or just installing a door at the goblin fortress and locking it. They will ALWAYS run and pick up items that get dropped on inside tiles, there is no order to forbid that.
Also, restricted traffic zones only make the calculated way longer, so that a way around a restricted traffic zone seems to be shorter than directly through it (at least in the brains of the little dudes). If a job target is INSIDE a restricted traffic zone, the zone will do nothing, as the shortest way to the target will obviously lead through the zone anyway.

[ May 26, 2008: Message edited by: zagibu ]


620
DF Gameplay Questions / Re: Artificial Lake
« on: March 13, 2008, 04:26:00 am »
If the brook freezes in winter, you can mine away the ice and build floodgates or a raisebridge in the brook's bed. I'm not sure if the raisebridge works, but if yes, it could be a good solution for a multiple z-levels high dam.
If it doesn't freeze, you can still do it by having a side-bed for the brook and trying to pump empty the main bed in a small section, so you can work there.
Something like this:
code:

~~~~
~~~~%%____  Pump it into the side channel
~~~~  ____  \
~~~~  ____   ¦- This section of the brook should be shallow enough to build in
~~~~  ____  /
~~~~______  Let it flow in back again
~~~~


The brook in this picture flows from top to bottom.

[ March 13, 2008: Message edited by: zagibu ]


621
DF Gameplay Questions / Re: Meeting halls
« on: March 13, 2008, 03:53:00 am »
Meeting zones are also more flexible in shape. Meeting halls are like bedrooms, you need doors or else the "room" will overflow into the next room.

622
I have read the thread, but you are still wrong. Your argument that ranged weapons would have disappeared if armor was that good is bollocks, because armor was very expensive, and the foot soldiers were thus poorly armed. But lords had chainmail that could not be penetrated by arrows, and later platemail that could not be penetrated by crossbows or even the first firearms.

Shields were indeed good protection against arrows and crossbow-bolts, because they were cheap to produce, and even a thick wooden shield could fend off dozenz of arrows.


623
Ranged weapons are not only overpowered because of rate of fire, but also because of their penetration. Good chainmail could withstand many arrows and good platemail was impenetrable for crossbows and even the first blackpowder weapons.
But that's not what's important. We are talking about DWARVEN armor. The stout dwarves should certainly be able to carry much thicker and heavier armor than puny humans.
Now tell me again that a low-tech goblin stick-and-sinew (or bow, if you want to flatter the goblins) can pierce a walking wall of steel. NO WAY!

624
DF Gameplay Questions / Re: Should I wall off my empty lake beds?
« on: March 13, 2008, 03:01:00 am »
quote:
Originally posted by Othob Rithol:
<STRONG>Quite possibly, if you seal up the main entrance, a flying monster like a dragon might path through there too.</STRONG>

According to the wiki and my personal experience, dragons can't fly in Dwarf Fortress (which is a shame).

625
DF Gameplay Questions / Re: strange fey mood
« on: March 13, 2008, 04:00:00 am »
Moody dwarves do not always request a workshop related to their skills. I had quite a few legendary wood-, stone- and bonecrafters that were something else before...

626
DF Gameplay Questions / Re: mining vs. designing
« on: March 12, 2008, 06:45:00 am »
I usually do 7-tiles apart strip mines to begin with. It still allows for finer detection (just mine another strip in the middle to get 3-apart strips) later, when you have dug out a large area.

627
DF Gameplay Questions / Re: The tricksy goblins!
« on: March 11, 2008, 05:34:00 am »
I use a design like this one to prevent the entrance-hop:
code:

XXXXXXXXXXXXXXXX
D.^.^.^.OOOOOOOO
D.^.^.^.OOOOOOOO -> To the inner fort
D.^.^.^.OOOOOOOO
XXXXXXXXXXXXXXXX


Where D are the entrance doors (or whatever). As you can see, there is an outside area between the entrance and the inner fort.
Even better is to have this outside area one z-level higher and connect it via ramps to the trap area, so archers can't shoot the dwarves trying to get out.
A problem with this approach are flying enemies...

628
DF Gameplay Questions / Re: Milking
« on: March 13, 2008, 05:16:00 am »
Cave spiders already provide silk, but maybe some sort of maggot juice or syrup...

629
DF Gameplay Questions / Re: Noob questions
« on: March 10, 2008, 06:38:00 am »
1) Yes.
2) Yes, you can chain them.
3) Yes, hit D to see if a depot is wagon-accessible. Wagons need 3 tiles wide passage from the map border to the trade depot. They can cross ramps, but not stairs. If your depot is not wagon-accessible, only the walking traders will come to trade (which means less goods to trade).
4) Yes, they do. You can give them backpacks and set their squad orders to carry water and food.
5) Yes, it does. Check the wiki for details. Basically, Iron is the standard metal, steel and obsidian is 1.5 times as good, adamantine 5x, and everything else is worse.
6) No idea. Give them a quiver so they can carry more bolts.
7) Not that I know of.
8) I guess so. Vermin can, so fish/turtles probably can, too.
9) A road is only there to prevent trees from growing in it's path. Wagons don't need roads.

630
DF Gameplay Questions / Re: Cheap booze?
« on: March 10, 2008, 06:31:00 am »
You can also create a casino to prevent poverty. Just build a hall full of levers and create pull lever jobs which are set to repeat. Idle dwarves will come over and pull the lever and earn some money. Alternatively, you can set up querns or two stockpiles which are set to take from each other, resulting in infinite hauling jobs.

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