Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Loctavus

Pages: [1] 2 3 ... 22
1
DF Dwarf Mode Discussion / Re: Stupidly Awesome
« on: July 16, 2013, 10:44:56 am »
Some idiot walling himself out in a fb infested cavern then having the iron balls not to freak out, deconstruct the wall he'd just built, and then rebuild it from the right side.

All without being webbed, smashed and eaten. I was impressed.

2
DF Dwarf Mode Discussion / Re: Mechanic has been killed by a trap.
« on: July 16, 2013, 10:32:30 am »
Look at the freqency of him passing out in the log. I don't call that merely bedding down on the spot. That's some kind of syndrome. Possibly from horrible rain.

3
DF Gameplay Questions / Re: Armless Urist McMacedwarf
« on: July 12, 2013, 05:01:50 am »
Is there any damage listed in his thoughts/status other than 'arm gone'? I'm also of the mind that the absent limb being removed took all of the potentially healable wounds with it. After that, blood loss would have been the only deadly factor besides infection and he's not apparently suffering either of those.

4
Is the Depot listed as occupied? ie, traders still marked as occupying it (even if they are zombies) or is it as if the traders have left now and it's just a structure full of crap.

It might still think the 'traders' are on the map, even in zombie form. You're in an exellent position for some zombie science.

Also, what possessed you to build a depot outside in zombie country?

5
DF Gameplay Questions / Re: Meeting Places - How do you use them?
« on: July 12, 2013, 04:36:26 am »
The vomit stains too?

6
DF Gameplay Questions / Re: Meeting Places - How do you use them?
« on: July 11, 2013, 02:43:11 am »
Problem for me without a meeting hall is how to stop all my guys just wandering around and getting themselves perished by something. Friendships do seem to be something of a tantrum inducing hazard but I found the idiots hanging out outside and in other unhealthy spots. It was always someone I actually cared about that got wiped out in an ambush too, though I don't like loosing guys. I guess this is where personal bedrooms are best used. I tend to use dorms for my early years as I find designating bedrooms rather irksome. I really should put more priority into making them and try again without a meeting hall.

7
DF Gameplay Questions / Meeting Places - How do you use them?
« on: July 10, 2013, 10:44:51 am »
That is not to say I don't know but I'm curious about what the habits of the community are.

Myself, I generally use a great big single meeting hall which forms the hub of my fortress. This is usually positioned with the main staircase of my fortress running up and down through the middle of it, so my guys hang out here when they have not much to do and have reasonably short distances to go when something crops up, or they need to attend to their basic needs.

My defences are usually designed to prevent anything hostile ever reaching this room. That said, when something does disaster usually follows. Typically because the something is a titanic steel firebreather.

I don't use statue gardens or a meeting place from the well. When I tried statue gardens in my earlier days of dwarf fortress I found half my fort being locked down for ages due to parties highly irritating. Especially as it seemed to be a permanant state of affairs until I tore down the statue garden again.

8
DF Dwarf Mode Discussion / Re: Hidden entrance
« on: July 09, 2013, 08:03:53 am »
Took me a moment to absorb that layout, and all I can say is it's ambitious and awesome!

As well as drainage, it would be a good idea to consider what happens to 7/7 water sitting on top of a raising bridge when it opens.

I think any water that's in the space where it becomes a wall will be destroyed, the rest...might well fall through below. I'm not entirely sure. Have you factored this into your plans?

9
Manipulating the raws so that cats catch on fire and blow into bits purely from their own bodyheat is something that will always stay with me.

Not sure if it still works like that in the current version, but you could probably get them to melt.

10
DF Gameplay Questions / Re: the silver arrow
« on: July 05, 2013, 03:13:25 am »
The absolute savagery of ranged weapons combined with the ammuniton use bugs that plague marksdwarves all contributed to me removing ranged weapons entirely.

That and reapeatedly getting sniped in adventure mode by archers way out of my sight range.

Maybe when they're less frustrating to use. Granted I'm probably being short tempered and missing out on a lot of potential use, but I find it a lot easier if nobody gets them. Of course it makes the elves wimps, but I don't go out of my way to antagonise them anyway. I let them cart away my rubbish in exchange for trees 'humanely' cut down.

11
DF Gameplay Questions / Re: Upright spear traps.
« on: July 03, 2013, 07:43:00 am »
It makes more sense for things like saw blades, but yeah it's fairly standard for weapon traps.

12
DF Dwarf Mode Discussion / Re: Does old age inflict wounds?
« on: July 03, 2013, 07:41:02 am »
You're not anywhere frightfully cold are you? ( think I can see trees in that screenie but I'm not sure...)

I remember old versions did this sort of damage when guys were outside on glaciers.

13
Actually history was set to short.

World size was small.
Civs set to high.
Number of sites to low.
Minerals to frequent.

Everything else normal.

Recipe for dawn of the dead?

14
DF Gameplay Questions / Re: Looking for underground caverns?
« on: July 03, 2013, 02:40:49 am »
I found digging down rather than across much more efficent. Afterall each cavern occupies a vast portion of several layers at a time, you're far more likely to hit one that way.

15
DF Gameplay Questions / Re: Looking for underground caverns?
« on: July 02, 2013, 08:26:54 am »
I make a regular habit of locating all three caverns and the magma sea before the end of the first summer, so I think I can add tuppance to this!

What I do is dig four pilot staircases, deeeeep down. I space them out about 20-30 blocks from my inital all purpous store room underground, for each major compass point. I usually keep going with the first tunnel until I hit magma, sealing up and diverting as needs be when I hit the caverns. Uncovering part of one can usually help me dig the others.

It might take a while depending on how many miners you have. I usually start with two and get more from immigration.

The most important step for *any* cavern exploration is -seal it back up afterwards-.

You can perminantly spy on a portion of the cavern once you've punched through the wall or the roof. Just remove the last up stair (z) and build a wall on top of the remaining downstair. You will need to make another 2 level staircase to let your miner out and your mason in. But this seals the hole. I found out the hard way that leaving these open is an invitation for any flying, firebreathing forgotten beast otherwise.

Pages: [1] 2 3 ... 22