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Messages - Duke 2.0

Pages: 1 ... 1081 1082 [1083] 1084 1085 ... 1098
16231
DF Gameplay Questions / Re: Crossbows and Z-levels
« on: April 30, 2008, 07:39:00 pm »
Actually, Toady did state that there is an advantage to fortifications. The farther away you are, the less effective/likely a bolt/arrow will be. While shooting near a fortification does not have as many ill-effect if at all.

16232
DF Gameplay Questions / Re: Crossbows and Z-levels
« on: April 28, 2008, 06:50:00 pm »
Dwarves can shoot to anywhere they can look.

Take an adventurer and travel to the top of a goblin tower at noon. Use the look command, and change z-levels. That should be he general idea of where their line of sight.

And I also have a question: Can creatures with bows use archery? I had a fortress on a large platform isolated on a cliff, and another cliff above it attached to the edge of the map. Deciding that I don't want bowgoblins to shoot down on my outside dwarves, I made a fortress up there. Then one day, during a siege, I noticed several bits of ammo on the grounds. Not spend ammo mind you, but still-usable. I didn't have any xbow dwarves up thetr, so I assumed the goblins were shooting over the wall.


16233
DF Gameplay Questions / Re: Goblin Snatchers
« on: April 24, 2008, 06:31:00 pm »
They set them free in a field of happiness and joy. This is the only way a dwarf child can reach adulthood.

I mean, how many children die of old age in YOUR (deathtraps) fortresses?


16234
DF Gameplay Questions / Re: water ladder
« on: April 23, 2008, 10:48:00 am »
Wow, 37 z-levels? Tower to the heavens?

It would really depend on how large you want it. I think the Wiki example would be best for a tower, but I'm not sure if it is outdated or not.

And hopefully your map will have high winds, or else after every bunch of levels you will need to set up a perpetual motion watermill.


16235
DF Gameplay Questions / Re: Adventure Mode Getting Money/Gear
« on: June 13, 2008, 09:05:00 am »
There is an adventurer skills arc thats planned, but with all the other arcs that are more important it could take a while.

But imagine creating a roast from those lions you just killed that can buy out a caravan.


16236
DF Gameplay Questions / Re: Magma Pipe... (what makes the lava?)
« on: June 12, 2008, 11:01:00 pm »
quote:
Originally posted by Derakon:
<STRONG>I'm inclined to agree with Reynard. This can make draining magma pipes rather dangerous...</STRONG>

Indeed.

There has been more evidence of magma "Appearing" at the z-level where the magma was at the beginning than bubbling up.

Although when volcanic instability comes into play, I expect much bubbling to happen.


16237
DF Gameplay Questions / Re: Getting sand
« on: June 12, 2008, 06:40:00 pm »
There have been some rumors of black sand appearing in the underground river, but nobody really knows how that works. Heck, we don't even know if it's real or not. If you make a bunch of waterworks in some stone layers, check around the channels for sand.

I also make any soil type that sounds like sand(Loamy sand, sandy loam, etc) into a full sand layer.


16238
DF Gameplay Questions / Re: Moods and other questions.
« on: June 10, 2008, 10:33:00 am »
Or you could just try damming it. Make a temporary separate channel for the water that leads to either the edge of the map or just to a large area. Make sure there are doors/floodgates in the new channel attached to a lever before you mine out the last squares before the water source.

When the original riverbed is dry make some walls/doors/floodgates and close the floodgates for the separate channel. Flow dammed.


16239
DF Gameplay Questions / Re: Moods and other questions.
« on: June 10, 2008, 09:58:00 am »
1. I believe you need around 20 dwarves to get moods, and even then you need a lot of underground squared to be revealed to get them.

2. I... I really don't know.

3. (l)ook, I think. Or the standard k. Hover the cursor over the object, and select the letter corresponding to that object. You should see what you need from there. You don't start with detailed equipment, and equipping has always been a hassle for me. Thus, no clue how to check equipped items.

4. Remember: You can't build on the five or so squares on the edges of the map. If you have a natural small canyon, you could theoretically do it. Else there will be a bit of flooding.


16240
DF Gameplay Questions / Re: Underground Warfare
« on: June 10, 2008, 08:57:00 am »
Well, if you have some expendable miners:

Mine out all the ground 1-level beneath the goblin tower.

code:

 T  
 T  
..T..
D   .
.....  

Then with your expendable miners, start making ramps from the underside to isolate the tower from any supporting ground.

 

code:

 T  
 T  
.^T^.
D^ ^.
.....  

Ramps don't support ground, so when the last one is made around the tower then the whole thing would collapse. Or you could build one support, link it to a lever, and do some crazy things with it.

Threaten the Goblin towers with your doomsday weapon, and demand tribute. Collapse one tower to show you mean what you say, and continue to extort the goblins out of their possessions. Then when you feel bored, collapse the tower anyway. Make sure to remove the ramps after building the support, so if there are any survivors then you can flood the pit.

A view from the top.

code:
 
z 1
###############
#  _________  #
# |         | #
# |  Tower  | #
# |  Here   | #
# |_________| #
#             #
###############
z-1
###############
#^^^^^^^^^^^^^#
#^           ^#
#^    I      ^#
#^           ^#
#^           ^#
#^^^^^^^^^^^^^#
###############
Ramps go at ^ signs
I is a pillar

Again, do this with miners you can afford to loose. Goblins can use those ramps 'till you get rid of them.


16241
DF Gameplay Questions / Re: Animal husbandry
« on: June 09, 2008, 08:55:00 pm »
Think of it like the Radio.

There is one emitter. It travels through most things like walls to reach the reciever, a radio.

Except the radios produce another radio or another transmitter from the transmission. Then the radios follow you around and make the world slower. Then they start clogging hallways, streets and highways. Then when the Chinese invade, the military get stuck because of all the radios and transmitters following everybody around. Then you hack them all apart for their parts.


16242
DF Gameplay Questions / Re: Tax Collector Tantrums
« on: June 05, 2008, 08:21:00 pm »
quote:
Originally posted by Torak:
<STRONG>

Or use him to scare away the Elves.</STRONG>


Used on elves bringing out the rope weed cloth he just banned from being exported.


16243
DF Gameplay Questions / Re: Lava. Flows. Very. Slowly.
« on: June 08, 2008, 07:57:00 pm »
Back in the 2D days, they didn't have "depths." They had floods and anti-floods. Whenever you release water it not so much flows as creates a permanent flood. When the source is cut, an "Anti-flood" is created. Thus unlimited fluids. This is the basics behind "Kobolds Quest."

Now you have depths, puressure and z-levels. Thanks to the lack of a helpful U-bend for magma, you might want to use pumps. Iron corkscrews and bauxite blocks for all!


16244
DF Gameplay Questions / Re: you have discovered an underground pool
« on: June 07, 2008, 06:09:00 pm »
quote:
Originally posted by toast:
<STRONG>ooh cool i have been wanting to play with tower caps. so the pool is as good as a river in that respect?</STRONG>

Indeed. Think of it as different states. A map without a discovered underground water feature has a state of "No Tower-caps" for the entire map. When discovered, the state is switched for the entire map.

Prepare to see saplings growing on any muddy underground tile.

The only difference between a pool and a stream is that the stream is infinite, and includes a chasm.

Although some people have found magma pools refreshing, so who really knows.


16245
DF Gameplay Questions / Re: Nobles
« on: April 17, 2008, 05:24:00 pm »
quote:
Originally posted by Dkarrde:
<STRONG>Gulbar Tantrumtongue, Crossbowgoblin has mandated the construction of certain goods.</STRONG>

Oddly enough, some people would prefer this.


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