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Messages - Ruttiger

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91
DF Gameplay Questions / Re: Artificial fishing pond
« on: March 18, 2009, 07:54:09 am »
fishing produces turtles, which makes them easy to get.  Cave lobster shells aren't so easy to obtain (I'm pretty sure they require an underground lake or river).

92
I remember in a previous version I lost my liason for both humans and dwarves (I was running one dwarf who's defense involved running behind a line of cage traps 2 thick).  The game didn't give me a new one until I started letting new dwarves in and grew a certain amount.  I think it's because you get a more important liason from each civ depending on what size you are. 

93
DF Dwarf Mode Discussion / Re: bolt/bar return ratios
« on: March 17, 2009, 07:44:47 pm »
I know it's sort of cheaty anyway, but I'd prefer to do it the hard way.  Adding in a reaction means I've got as much as I'd like, this means I still have to work for it.  Work especially hard in fact.

I like that you've done trials on return rates in particular.  I think when I get the chance I'll build a smelter in the bolt collection area and do a little experiment, see exactly how many it takes by checking. 

94
DF Dwarf Mode Discussion / bolt/bar return ratios
« on: March 16, 2009, 09:36:02 pm »
How many bolts does it take to melt into a bar?

I'm planning on using limited adamantium supplies to produce bolts, and then when I've got bolts I'll throw them on someone in a sealed environment with them, a crossbow, and a shooting gallery (a switch activated cage behind a wall of fortifications), and use the resulting single bolts to increase my limited supply. 

95
DF Dwarf Mode Discussion / Re: Goblin explosion
« on: March 06, 2009, 02:04:46 pm »
This didn't work out so well, the hammerer didn't get killed.  I locked him in afterward and he eventually starved to death.  He had 40 some kills. 

I guess goblins run and will only counter attack after being released from a cage. 

96
DF Dwarf Mode Discussion / Re: Infinite water
« on: March 04, 2009, 01:40:08 pm »
Water doesn't freeze in my biome.  The u-bend bug has definitely been fixed, I've tried to forms of it and it did not work.  I'll have to think of something else.  Consequently it's going to be harder to get to the water know that it's in the bottom of an empty cistern. 

I've read that two pumps placed so they feed each other will produce more water than they take in, which could be useful.  Does anyone know if this would work if the pumps were submerged?

97
Can it be done?

98
DF Dwarf Mode Discussion / Infinite water
« on: March 03, 2009, 12:52:16 pm »
I read once that by creating a vertical u-bend of uneven height and filling it with water will flood the world.  So I think "let's make one in a closed system with a hatch at the bottom of the U for drainage".  The idea is to fill a resevoir then shut it off. Then pipe water from the resevoir to where I want it.  It didn't work, I got a little more water into the resevoir than I took out of the lake, but not much. 

Can anyone recommend an infinite water generator setup?

99
DF Dwarf Mode Discussion / Re: Goblin explosion
« on: March 02, 2009, 11:53:42 pm »
Wow, 80 goblins in a 2X7 room doesn't work well.  The baron bit it, the hammer hasn't taken a scratch, by my uberdwarf had taken a red hit to the arm and yellow to the leg.  Still fighting though. 

100
DF Dwarf Mode Discussion / Re: Goblin explosion
« on: March 02, 2009, 11:44:20 pm »
No sooner do I pull the switch then a siege pops up.

I could take care of this by pulling... the switch.  It would bathe the southern approach in lava, but I don't have any means of cleaning up the resultant mess.  I've dispatched my army for now, which I'm sure can handle it, but just in case I'll have that "nuke them from orbit" type of option still available. 

101
DF Dwarf Mode Discussion / Goblin explosion
« on: March 02, 2009, 11:40:08 pm »
I decide to welcome the new baron to my settlement with a little entertainment!  The entertainment was a cage of 80 goblins delivered to his room (which is our live targets shooting range), and then locked in when the cage pops open.  In fact, the hammerman is joining him too.  Also locked in, my last founding dwarf who is nothing short of unstoppable.  Armed with no armor except for a helm and a plain wooden sword.  I wonder if either of the nobles will survive. 

102
DF Dwarf Mode Discussion / Re: Moody hermit
« on: February 27, 2009, 01:35:10 pm »
I've messed around with the one dwarf strategy a bit too, and i find if you kill them off a few at a time it goes better.  Let em starve to death all at once and it'll drive your dwarf insane.  Also a good idea is a killing method that doesn't produce a corpse.  Burying them is too much trouble and just another thing that'll piss of your hermit. 

103
DF Dwarf Mode Discussion / Waiting for an inevitable tantrum spiral
« on: February 27, 2009, 01:24:39 pm »
I've got a fortress I've been running for a quite a while (it's in year 20), and I recently increased the population cap.  50 dwarf turned into 100 in just a few years, and suddenly all my dwarves are pissed.

Now I have to say, with maybe 3 exceptions I treat my dwarves like shit.  I've got a few dwarves that have skills and the rest are either military or part of a massive army of miners. 

Now I've had two tantrums. One by the mayor, who killed someone in a fit of rage, and another by a child that is master of all social skills (and thus pretty badass).  I can see it's coming, but I guess it's probably a good thing.  I don't need this many dwarves, a culling of the population with some possible pet casualties is just what I need.  Still, I'm a tad worried they'll start breaking my stuff.

104
DF Gameplay Questions / Re: Iron bins vs wooden ones
« on: February 26, 2009, 10:44:06 pm »
So why after so many years do my dwarves continue to use bins in my bar stockpile.  I've got several hundred of them after a decade of cleaning out caravans and melting goblin weapons and I'm getting kind of sick of the mess.  Maybe a dozen bins are used in a 150 square stockpile.  I have nice iron bins sitting around. 

105
DF Dwarf Mode Discussion / Re: making the transition...
« on: February 25, 2009, 06:39:42 am »
I find kind of the opposite.  I don't think I've ever had a shortage of food in a fortress where I had even one field running, so that sounds kind of excessive. 

I prefer to spend my starting skills on hard to increase crafting skills.  Metalsmithing, weapon or armor smithing, gem setting, all are difficult to increase skills that I find it's best to up to 5 on a starting dwarf to save resources.

Start with an extra big field and those farmers will be legendary in no time.  It may eat their time early on, but that's a small price to pay for higher quality metal stuff from the get go. 

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