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Messages - zagibu

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631
DF Gameplay Questions / Re: Barracks question
« on: March 10, 2008, 05:15:00 pm »
The singular of barracks is Obama...no, wait...

* is killed by bad joke retaliation *


632
DF Gameplay Questions / Re: Barracks question
« on: March 10, 2008, 05:29:00 am »
The problem is, once the economy starts, civilians might not be able to afford beds, so the assign a bed to every civilian method isn't working.
Personally, I build sleeping quarters for the soldiers right next to their sparring barracks, and make sure they never get close to the civilian barracks in their life by having the dining room and all other common rooms a soldier might want to visit far apart from the civilian barracks. Make sure you set "Sleep in room" in the squad's options.

It's also possible to build a civilian barracks, where no soldier will spar, because it's too dangerous. It should look something like this:

code:

XXXXXXXXXXX
XBXBXBXBXBX
X.S.S.S.S.X
D.........X
X.S.S.S.S.X
XBXBXBXBXBX
XXXXXXXXXXX


Soldiers will still enter it from time to time, and try to spar, but they will cancel it because of the statues.
I prefer the first method, though.

[ March 10, 2008: Message edited by: zagibu ]


633
DF Gameplay Questions / Re: Dwarves won't deconstruct a building
« on: March 10, 2008, 06:58:00 am »
If it doesn't work, you can use magma or a cave-in to remove the workshop. I know, a bit drastic, but I don't know any other solutions.

634
DF Gameplay Questions / Re: Non-wiki game mechanics questions.
« on: April 28, 2008, 02:12:00 pm »
You have found a godly seed and not posted it anywhere? BURN ON THE STAKE!

...care to share the seed?


635
DF Gameplay Questions / Re: Dwarven economy; giving everyone work
« on: April 24, 2008, 01:38:00 pm »
They starved in protest against capitalism. You dwarves are commies!

636
DF Gameplay Questions / Re: Tombs and dreary dwarves
« on: April 24, 2008, 02:08:00 pm »
What's morbid about that? It's actually anti-morbid, since it serves as a memory for the life that had been once. A death pit, where all corpses are mixed and rot anonymously next to animal and goblin bones...this is morbid.

637
DF Gameplay Questions / Re: water ladder
« on: April 24, 2008, 02:05:00 pm »
Actually, the back tile of a pump is passable. If it was the front tile, a manual pumper would drown.

638
DF Gameplay Questions / Re: How do I get them to train?
« on: January 20, 2008, 11:24:00 am »
Wrestlers against a Megabeast? Is this not a bit...dangerous? Or do you mean wrestling as stat increase, then changing to other weapons?
Anyway, be careful that noone reaches legendary status, or you won't be able to open their preferences menu anymore (This hero need not work). It means you won't be able to assign them to fortress or royal guard once they reach this status.

[ January 20, 2008: Message edited by: zagibu ]


639
DF Gameplay Questions / Re: Clothes owned by dead dwarf, and other Qs
« on: January 20, 2008, 10:19:00 am »
I'm sorry to hijack the thread, but I have a similar problem. Soon after the first year, clothes start to lie around the whole fortress. They don't get picked up by idle dwarves, and you can also not dump them. How do you get rid of them?
Also, is there some way of preventing dwarves to pick up "narrow" clothing? Or at least forbid the jewelers/bonecarvers to enhance them?

[ January 20, 2008: Message edited by: zagibu ]


640
DF Gameplay Questions / Re: Colossus can be caged, yes?
« on: January 20, 2008, 10:06:00 am »
Also, drowning chambers seem to work great against Megabeasts. I've just recently successfully drowned a Titan.

641
DF Gameplay Questions / Re: *ahem* uhm... how to tunnel down?
« on: March 10, 2008, 06:54:00 am »
If you want to dig out a 3d void from above, dig out the whole void as ramps first, then channel layer after layer, starting from the top. If you want to dig it out from below, use stairs instead.

642
DF Gameplay Questions / Re: collosal collosus attack
« on: April 24, 2008, 04:07:00 am »
quote:
Originally posted by Baro:
<STRONG>How do you get megabeasts?  I've never seen one nor a siege?  Or are they both triggered by having an unplayable frame rate?</STRONG>

I think they start once you reach pop 80...

643
DF Gameplay Questions / Re: collosal collosus attack
« on: April 23, 2008, 04:45:00 pm »
Kill two of them, carve an alcove on each side of your entrance, and put the bronze statues there. Should make for an impressive fort entrance...

644
DF Gameplay Questions / Re: trolls and bars
« on: April 22, 2008, 01:26:00 pm »
You could use raisebridges. They can block a path when raised, and I think they can't be destroyed by creatures.

645
DF Gameplay Questions / Re: Detecting Ambushes?
« on: April 20, 2008, 09:57:00 am »
Just have an airlock that seperates your fortress, the trade depot (in the airlock itself) and the outside world. Like this:
code:

XXXXXXXXXXXX
    F   F
Fort F   F Outside
    F   F
XXXXXX   XXX
    X   X
    X   X
    Depot


This way you can keep the doors to your fort closed at all times, and still have wagons arrive in your depot (keep the other side of the airlock open). When all traders are inside, close the doors to the outside world and open the fortress doors to haul stuff to the depot.

If your dwarves have to go outside, just make a 1-tile wide long side entrance and chain an animal at it's entrance.


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