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Messages - Loctavus

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46
DF Dwarf Mode Discussion / Re: Why are ducks so tiny?
« on: June 06, 2013, 02:25:08 am »
I knew about the size bug for animals, I didn't realise it affected fortress born dorfs as well  :o

But I'm very sure these are the adult sizes, it's hard to get them confused. Madness I say!

47
DF Dwarf Mode Discussion / Why are ducks so tiny?
« on: June 05, 2013, 09:34:39 am »
I wasn't getting any meat from ducks. A check of the raws showed them as size 1000. That's the third of the size of a chicken.

What.

I know there isn't a lot of meat on them but seriously. I've since corrected this in my own raws and made them the size of chickens.

Edit :

A quick poke about in the other raws and I find this. Rabbit, size 500. Cavey, Size 800.

Since when were rabbits smaller than guina pigs?


48
DF Dwarf Mode Discussion / Re: The best feelings in DF
« on: June 03, 2013, 10:40:19 am »
I second Firsal's comment about the defence system. Watching an entire invasion fall into your automated death machine is a beautiful thing.

49
DF Dwarf Mode Discussion / Re: Help with a resilient FB?
« on: June 03, 2013, 10:21:37 am »
I fear the only way of dealing with this monstrosity is either to wait for it's head or lower body to get chipped off (which might take another year) or lure it into another location for obsidianising. It's not a blob at least, so it should be killable by dismemberment. I think you've just been really unlucky so far.

Edit : Is a cavein possible? That would obliterate it.

50
DF Dwarf Mode Discussion / Re: Kitten alarms
« on: June 03, 2013, 09:50:38 am »
With regards to the kittens, if you have narrow passages where the kobolds run,  have a pit full of kittens behind a window. Nothing short of a building destroyer will be able to harm them, and they should spot any sneaky types running by. They'll find anything a chained up creature might.

The only shortfalls are the window means the sneaky things will always be at least two squares away, which might detract slightly from detection ability. Thus I wouldn't trust a single pit with one kitten to find everything. Additionally you need sand and a glass industry to make windows. It might be possible to order windows specfically from the traders, but I'm not sure.

On the plus side, there's no need to go about reloading the detector with fresh kittens just because a kobold got lucky and smashing all the windows will potentially keep some megabeast occupied long enough to seal yourself in.

51
DF Gameplay Questions / Re: trap and water related questions
« on: May 31, 2013, 10:51:52 am »
Right, but the minute I open up a tunnel to the ground floor of that cavern, any flying forgotten beasties will gleefully shortcut through my stone grate drainage system. In other words they can smash things above them.  :o Not the answer I was hoping for but it does answer that question!

52
DF Gameplay Questions / Re: trap and water related questions
« on: May 31, 2013, 10:34:35 am »
Thanks for the answers. I might have to do some testing with 3 myself.

As for 5, I'm wondering if I block off a water drainage tunnel in the roof of an underground cavern, will some horrible firebreathing condor smash it's way through from beneath...

53
DF Gameplay Questions / trap and water related questions
« on: May 31, 2013, 10:17:52 am »
1) Do traps survive submerging? I know pressure plates do.

2) Do they activate when submerged?

3) Do things drown in 6/7 water, assuming they would drown at all, or does it need to be 7/7

4) do building destroyers attack and destroy floor grates?

5)Can they do so from beneath?

54
DF Gameplay Questions / Re: Digging safe pits
« on: May 24, 2013, 09:38:21 am »
I don't think it's me highlighting 2 or more z levels, I'm quite specifically doing it a layer at a time, largely to avoid any stair fragments being left behind. I am wondering if it's something to do with the fact I have 4+ miners scrabbling across the staircase as it's being removed though.

The weird thing is the blood and corpses keep turning up several z levels down. Unless that's the guys making a break for a bed before expiring.

55
Dear Madam Urist

I must ask that you stop making a fuss and shouting at our good mayor and get on with planting the food we need to survive. We know that flies health and safety concern, and rats are a dire and unimaginable threat.

In accordance with your wishes, Bridgechanneled and her six kittens have been put on the case.

However your other complaints are groundless. The missing chairs and well were built months ago, and the fact you had to sleep in the dirt is down to the fact you refused to build the bed before you slept. Also, your husband should know better than to go cleaning the traps when the threat of goblin incursion is ever present and his tomb will serve as a reminder to those who place cleanliness over personal safety.

I must also point out that you don't even know the meaning of dire and unimaginable threat. One supposedly exists even know beneath our feet. In the deep deep caverns. They say it is a giant skeletal elephant that breathes fire. If the scenes in the meeting area persist and you bruse the fat of anyone else I will personally appoint you to investigate the truth of this matter.

Yours, the overseer.

56
DF Dwarf Mode Discussion / Re: How good is a cobaltite whip?
« on: May 24, 2013, 07:34:43 am »
Are you guys forgetting artifact quality bonuses? sub-standard material aside it might well be perfectly usable. Capture some goblins, disarm them and chuck them into a pit with a champion with their armor still on. See how long they last.

57
DF Gameplay Questions / Digging safe pits
« on: May 24, 2013, 06:48:39 am »
I've had some problems when digging deep pits, mostly with injuries to my miners.

Digging it all as up/down staircases and then channelling it used to be fine, even without dumping the resulting stone. I've now ended up loosing miners to injuries, and I'm not even sure *how* they're hurting themselves.

Not even bruses and then suddenly I get a message someone's been found dead. Then later on, another one ends up in bed with her leg fractured in two places.

After experiencing the same thing on an earlier fort, I dumped the stone before ordering the stairs to be channelled out and it still happened.

I'm only channelling one layer at a time, so it can't be a simple fall to the level below. I don't suppose there is a way to get things like collisions to always show up in the combat logs? They do get recorded, but only if the thing has been fighting recently.

58
DF Gameplay Questions / Re: Kill the goblins, get the loot
« on: May 24, 2013, 05:20:56 am »
  XXXXXXXXX
STTTTTTTTTTS
  XXXXXXXXX

This is the current death pit setup. Two 1 tile wide pits with traps for dodging. What I ended up doing was an S shape tunnel, layered over itself with stairs. This gave me three passes over the pit without making the hole any larger.

XXXXTTTTTTTTTTTS
      STTTTTTTTTTTS
      STTTTTTTTTTTXXXXXX

That meant there was much less surface area to hit at the bottom of each shaft, and much less surface area to coat with spikes. I didn't realise spikes did damage if things landed on them. The current setup is 3 wooden spikes to a square, and I've hollowed out the gap between them at the bottom for weapon traps, to cope with survivors.

I thought glass weapon traps were no better than wood though? Or has that since changed? It's somewhat moot as I have no glass on this map, but it would be good to know for future, especially how they compare to metal weapons. I was going to make a ton of iron spikes for it eventually, but I'll import some glass instead if it's worth it.

59
DF Gameplay Questions / Re: Kill the goblins, get the loot
« on: May 23, 2013, 09:54:48 am »
My water based design was a pressure plate triggered flow of water to wash things off a narrow ledge. A test firing proved it was very good at washing, but it's far more likely to take out any of my guys who are dumb enough to hang around.

I'm probably going to go back to weapon traps. I was using traps with wooden spiked balls to try and sweep gobbos into a death pit. However these were a bit too lethal, particularly when I stacked 3 or 4 trap weapons into one trap, they were killing goblins and then jamming as a result. I might design a special 'sweeper' trap weapon, with several hits but pitful damage.

Maybe stacking a few training weapons into one trap would do the trick, and save the lethal stuff for the bottom of the pit.

60
DF Gameplay Questions / Re: Kill the goblins, get the loot
« on: May 23, 2013, 07:28:19 am »
have you tried weapon trap

Yes, I use these quite a bit. However the problem with those and the cage trap is there is an upper limit to the number of gobbos any particular arrangement can cater for whilst still encouraging them into the teeth of my fortress. I'm ever in search of a perfect design that will

a) kill goblins automatically, along with creatures the bring.
b) cope with an undefined number of creatures.
c) Require little to no military intervention. I'm just as prone to inattentiveness and fatal dithering as my dwarves are.
d) preserve loot for scavanging in an accessable place

This usually involves ways of plucking invaders off the main path of my fortress and into a pit of variable doom.

However the mechanisms for plucking and squashing are still work in progress. Sheer velocity has proven less effective than it used to be. My latest attempt left me with a pit full of water, dead dwarves and a broken drainage system.

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