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Messages - Temetrix - Nilk

Pages: 1 [2] 3
16
DF Gameplay Questions / Re: ANOTHER AMBUSH!?
« on: April 13, 2008, 06:57:00 am »
Yes it seems that these ambushes are very caravan-dependant. Usually it's nice and calm, but when caravan enter to the lands controlled by succesfull fortress, is chaos...

Well not exactly if you really have succesfull fort, but these ambushes tend to have just enough punch so that they can wipe out the merchants. Especially if the ambush mainly consists of bowgobbos.

And by the way... Was I actually seeing right when i saw one ambush attackin goblins from another ambushing group? Or did I just got messed up... Are they really so rivallous?


17
quote:
Originally posted by Proteus:
<STRONG>I for myself restrict my trap building to a simple rule:
The traps have to be next to a wall or pillar.

This way it is well imaginable that the disc pr whatever you designed your traps with are hidden in the pillar an dcome only out if used.</STRONG>


One could also leave the stone under the trapped floor intact and imagine that those trap weapons are hidden under the floor. 8) Imagine someone standing on floor tile with 10 mysterious holes in it, then one huge spike srpings out from every whole to turn the stander into pin cushion.


18
quote:
Originally posted by Akroma:
<STRONG>weapon traps are very very overpowered as it is now, and I have no idea to what extend that will change in the future
the only thing that can beat the traps is sheer numbers

if a whole siege forces it's was through the traps, they might be able to get enough stuck so that a few of them can pass through

for that reason, always keep at least a few marksdwarves

that, or just build even more traps</STRONG>


Powerfull those traps are indeed. But overpowered? Nah, it would feel very stupid if 10 pieces of large spinning disks with serrated edges wouldn't shred any small, medium or even somewhat large critter to pieces... (large critters maybe could be only partialy minced). The thing that i keep wondering, when speaking about traps, is that how do you hide those 10 huge disks to the floor...


19
DF Gameplay Questions / Re: Magma and flux
« on: April 12, 2008, 01:24:00 pm »
Actually I now have fort on area with magma vent, some cliffs of chalk, yellow sand, trees on the west side of the map, brook, temperate climate, 'wilderness' surroundings, mostly 2 and 3 z-levels high cliffs, and contacts to all other races. Only had to create 3 worlds 8).

And bonus also, an underground pond. The cave wher it was located was exposed from one of it's corner so it was quite lucky shot 8) that i ever kenw that it existed. Like this: (pic represents only lower rigt corner of the pond cave)

code:
 
 ~~~~  #
 ~~~   #
#######  <---- There is open corner. Only opnenign to whole cave  ;)

So yay, silk and tower caps, underground forests!

Also an extra bonus: Some litle caves/tunnels dug and inhabitet by trogoldytes... Thankfully far away from my for in lower left corner of tha map.


20
DF Gameplay Questions / Re: Magma and flux
« on: April 12, 2008, 05:00:00 am »
Actually my checklist is quite demanding:
-magma vent
-running water/aquifer (for inexhaustable water)
-adquate trees (Heavily forested/woodland)
-source of sand
-tolerable tempertature (warm/temperate/cold)
-flux stone layer
-calm enough surroundings (of couse some lightly dangerous beasts for fun is ok)
-hopefully low enough cliffs (Its annoying when you have trees in one corner, brook in one and fort in somewhere near center of the map and huge walls of rock separating tohse all*)
-all civ sontacts (though i wouldn't whine abouit if elves were unreachable  ;) )

21
DF Gameplay Questions / Re: Magma and flux
« on: April 11, 2008, 06:13:00 pm »
I thought so that this involves lots of world creation. But I personally just feel that using utilites is like cheating... Thoug... If we now imagine that this utility just introduces thing that actually should be in game allready. Dwarves know everything about rocks, mountains, clifs and magma-stuff, they should be able to tell easily some info about geology of a region by hints wievable in the rock of it.

Well I downoaded it, works great.


22
DF Gameplay Questions / Magma and flux
« on: April 11, 2008, 05:31:00 pm »
So I've not played too many games in maps with magma in this 'new' DF (though I have quite lot of experience with non-magma maps.) And when I started out one game on the slopes of a volcano, I suddenly realized that there is no flux stone on the map. Now I crated a new world just to explore if it is really so hard to find these maps. And I noticed that it is, flux stone layers just don't usually exist where magma is available.

And yet I can read stories about succesfull games of real DF veterans who have active and efficent steel production on magma-bearing maps. And certainly only importing flux would not be efficent enough. So how on Smaksmo Bagsnub*...?

(Or, how on earth)


23
DF Gameplay Questions / Re: Question on export mandates
« on: April 11, 2008, 05:14:00 pm »
I can't be ultimately sure now but I've actually had export prohibition for shields... and due to boblins I already had my armor stock full of 'em. So I never bought them, and at least my countess didn't start tantruming about it, even though many caravans bought lots of shields with them, and also kept them. But I can not say if anyone got jail sentences due to this.

So I would say that you can quite safely let the caravan keep goods that you don't  want but your noble has forbid to export.


24
DF Gameplay Questions / Burial issue
« on: April 09, 2008, 02:22:00 pm »
This is rather annoying broblem that I now have. When I build some coffins in my crypts and set them to be used for burial (you know by q -> b) and makin sure that allow citizens -option is on, it should work, right?

But with me it doesen't. My dwarves just don't use the opportunity to claim proper burial place for themselves. So I have to designate tomb from every coffin, and manually assign it to a dwarf. So much manual labour and messing with long lists of names... 8(

Though, it isn't my corpse left to rot under the sun and sky... but this would give unhappy thouhgts for friends of the dead.

Edit:

I just realized something...
It actually is so that the burial site will be claimed only after dwarf is dead, right? At least my insane craftsdwarf* who just passed away, got immediately buried into one coffin and it became 'claimed' by the dwarf...

Stupid me...

(* Annoying btw, he was one of my first 7 dwarves, best stone and bonecrafter... And he went insane because fey mood failed due to lack of rough gems)

[ April 09, 2008: Message edited by: Temetrix - Nilkôn Måmgoz ]


25
DF Gameplay Questions / Re: Need Help w/ colossus situation!
« on: April 09, 2008, 02:00:00 pm »
When my first colossus arriewed it had to go through long detrour under constant rain of crossbow bolts, after that row of upward spikes, then row of 4 stone fall traps, row of 5 weapon traps with spiked balls, corkscrews and disks... all ineffective... But when it finally got inside my champion wrestler managed to tie the colossus down while hammerdwarves beat the living shit out of it... (And only 3 grunts dead, all of them had only mediocre skills.) So i think it is indeed some crushing weaponry that you need... stone fall traps, maybe w-traps with hammers and maybe even some hammerdwarves (Most preferably good ones).

26
DF Gameplay Questions / Re: New to the game and having some trouble...
« on: April 09, 2008, 11:12:00 am »
1) Is this one who builds stuff also a mason? If yes thats the reason. And in the begining you should have lots of digging to do so jsut dont leave that other miner idle, arrange som work for him/her.

2) Mine farm room into a soil layer and build farm there so that they don't starve. And you can see the calendar in the upper right corner of the screen by pressing (z).

3) The stone is still there even if it is not in your stockpile. And forget about stockpiling stones... in the end there is just too much of it to be hauled. It can be used normaly even if it's just left there where it was.

4) 1 tile wide wall is safe. Water can't desteroy walls.

[ April 09, 2008: Message edited by: Temetrix - Nilkôn Måmgoz ]


27
DF Gameplay Questions / Re: Farm n00b
« on: April 09, 2008, 11:53:00 am »
Ah indeed no cook... Well... one will immigrate sooner or later until that, raw puppy and fresh plump helmets for my dwarves. Anything I want to buy can be paid by rock crafts untill the point in which a fort will be filled with narrow armor and clothing left behind by gobbos. And in that point I usually just buy things so that I can get rid of those wothless clotes and armor. One stack of masterfully crafted and decorated steel bolts á 10000 monies (at least) takes far less space and are also usefull.

28
DF Gameplay Questions / Re: Farm n00b
« on: April 09, 2008, 11:02:00 am »
quote:
Originally posted by Gornova:
<STRONG>Exponent, THANKS   :D

i think that your examplanation must be on the wiki!


- Plump Helmet Spawn is embark with me if i do option like "embark now"?</STRONG>


And Why would you like to use "embark now" option? It certainly is not for beginners. I think you should try for first to find usefull starting builds from wiki. Spend some points on your dwarve's skills and pick good equipment.

I usually use this build: (differs somewhat from the 'normal' build of wiki)

Dwarf 1: miner 10
Dwarf 2: woodcutter 7, carpenter 10
Dwarf 3: mason 10, engraver 7, building designer 7
Dwarf 4: weaponsmith 7, armorsmith 7, metalsmith 7, furnace operator 7,
Dwarf 5: thresher 7, grower 10 (this is the one who plants the crops), brewer 7
Dwarf 6: stonecrafter 10, bone carver 7
Dwarf 7: Mechanic 10, appraiser 8, organizer 6, record keepper 6

I don't know how balanced build is this but i has worked for me.

and about the equipment:

1 pick, 1 axe, 1 anvil, at least 16 of every booze, some turtels, bunch of plump helmet spawns + little of all other seeds and some cheap meat (take many kinds to have more barrels). I also prefer to have 2 dogs, for livestock and wardog breed. Mmm... Puppy meat :P


29
DF Gameplay Questions / Re: work order problems
« on: May 18, 2008, 12:43:00 pm »
You can also Select the craftdwarfs shop [Q] then [A]dd new task, Rock toy and put it on [R]epeat. So this makes your craftsdwarves to build those toys as long as there is rock left and no one takes over the workshop.

30
DF Gameplay Questions / Re: Newbie guide please help
« on: May 18, 2008, 12:53:00 pm »
quote:
Originally posted by Clouded_scythe:
<STRONG>well it turned out to be a colosus which is crap and i liked that place too. but thank you for the acessing new levels tip i can finally mae it 3d but they dont do anything with the stair cases  and i still have no clue why they wont build anything i tell them to lazy bastards</STRONG>

How did you make this staircase? If you want to go one level down, first you dig downward stair on floor then it reveals one wall tile from level bellow... You need to then designate this wall to be dug into upward stair.

Hmm... do you really have those jobs enabled you need to make buildings you want?


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