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DF Gameplay Questions / Re: Agile sleeper
« on: June 01, 2008, 11:24:00 pm »quote:I don't really have any reason to believe otherwise, as it appears to affect speed at everything else. Agility is really a measure of the amount of time that must pass before the dwarf gets to take another action - that is, it affects speed in all things, whether they require precision or no. Assuming that crafting, like mining and construction, consists of making a set number of actions to create an object, agility would allow the dwarf to make those actions more rapidly, thereby reducing the amount of time needed to make the object.
Originally posted by Ruttiger:
<STRONG>Does agility affect the length of time it takes to do crafting jobs?</STRONG>
DF Gameplay Questions / Re: 2 problems
« on: April 14, 2008, 12:30:00 am »I'm not aware of any reasonable fix for this issue. You'll just have to accept a messy fortress.
DF Gameplay Questions / Re: 2 problems
« on: April 12, 2008, 07:46:00 pm »DF Gameplay Questions / Re: a number of issues in my last siege
« on: April 12, 2008, 01:23:00 pm »DF Gameplay Questions / Re: Evil map
« on: May 05, 2008, 11:36:00 am »DF Gameplay Questions / Re: A question, and a story, about battle tactics
« on: April 12, 2008, 10:46:00 am »
What I have here is several important things:
* The three-wide gaps in the walls house currently-open floodgates, which are controlled via underground levers. This allows me to totally block access to my fort, as well as to trap goblins in a death room.
* There's an access for my marksdwarves to shoot into the death room. If I ever get enough wood, I plan to put catapults back there too.
* There's a tower to provide access to the area about the death room. Eventually I plan to put a magma cistern into it so that all I need do to kill goblins and destroy their trash is trap them in the room and pull a lever.
* There's a long corridor leading to my main fort entrance. This does two things: block line of sight and create a chokepoint for placing traps. The plan is that the goblins arrive, charge into the traps, start fleeing (at which point I close the floodgates), and then are trapped in the death room, at which point I have many options for dealing with them.
Currently this is all actually indoors, but I'll be digging some channels around the staircase to make that be outdoors (and then walling the channels so goblin marksdwarves can't shoot my entrance-dancing civilians).
DF Gameplay Questions / Re: getting rid of animals
« on: April 12, 2008, 12:26:00 am »DF Gameplay Questions / Re: How do i deal with 2 caravans at once
« on: April 11, 2008, 07:59:00 pm »DF Gameplay Questions / Re: Magma and flux
« on: April 12, 2008, 12:28:00 am »I wish you could ask for bins, too. Oh, well. I just have to burn through all that leather and cloth I bought.
DF Gameplay Questions / Re: Magma and flux
« on: April 11, 2008, 10:22:00 pm »Edit: my current fort has a volcano and flux, but no fuel so far. Trees? Hah. I'm on a glacier.
[ April 11, 2008: Message edited by: Derakon ]
DF Gameplay Questions / Re: Magma and flux
« on: April 11, 2008, 07:16:00 pm »Even without that, you can find magma vents in totally random locations, but it takes a lot of searching because volcanos are the only magma that shows up on the regional map. You can spend a long time looking for a mountainside with magma, trees, running water, sedementary rock, and flux.