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Messages - Kazindir

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331
Cool :)

Is the water in the pool still the same depth it was when they managed to swim across it the first time? If so the dwarves are being rather silly. :P

Checking Endok's scribblings, it depends on what floodgates are where now (is the pressure pad one a new floodgate?) but pulling this lever will open/close the gate at the bottom of the well. Once that's closed you just need to deal with the water in the pool.

If that won't work, pull this. (You may need to pull the lever for this in order to reach it.) Will stop the pump at the bottom of the well, so you'll only have the swimming pool water and the few tiles of water at the bottom of the well itself to deal with.

Maybe only depth 2 water will do? Hmm. ;D

332
DF Gameplay Questions / Re: making my own fishing river
« on: August 15, 2008, 07:01:13 am »
You definitely can designate fishing zones around artificial ponds and the like, or at least, I can.

On my current fortress I have a brook at the bottom of a small cliff. A long canal  has been dug from there into the mountain, originally to a cistern for an internal well but I got carried away and added a overly large space which loops round and back to the brook further downstream for people to fish from safely. (And when I need to, put some waterwheels.) It ended up looking something like the sub-pen from Raiders of the Lost Ark - thats one thing we need, the ability to make massive flags with the symbol of your civilisation on them...but never mind. :D

Anyway, the point is I managed to designate that area for fishing fine and my lone fisherdwarf seems to spend his time alternating between fishing there and up by a pond outside by the entrance. (Where he used to fish before I started digging.)


333
Bumping for justice. And updates. :)

334
DF Gameplay Questions / Re: A diabetic's nightmare
« on: August 14, 2008, 07:24:44 am »
Last week my cook made a masterpiece roast, consisting of 4 tallows all minced up and extraordinary degrees.

I named it the Cholesterol Surprise.

335
There used to be an iron door just behind the trade depot, at the entrance to the fortress itself. However due to people banging it repeatedly with rock salt and it generally being in the way I had it dismantled.  :P

336
Yeah, savescum and redo to remove the floating goblin and I'm not just saying that because Kazindir died again. I knew I had a nice tomb made for him for a reason. :D
That other fortress was doomed to perpetual sieging (until they savescummed to pre-floating-goblin), which meant they got no other ambushes, thieves, baby snatchers or sieges, which would be a bit dull.

If the marksdwarves insist on slacking off again, put them into squads on their own and station them each individually either on the overspan or arena tower - that way they'll only leave if they want to leave, rather than if they want to OR if their squad leader wants to. (Although in 1 dwarf squads I suppose they are squad leaders anyway.)

My squad is different of course, as thats all about style and timing... ;)


The west gate doesn't close and neither does the "gate" to the main keep. Although I doubt much would make it far into the Foe Flusher itself anyway as the rows of weapons traps were still there when I last looked. :)

337
Press tab at the embark screen until you get to the civilisation list of those who can get to the site (not the "pick which dwarf civ you want to come from" one).

Once you've embarked and started your fortress, the civ list only shows those civs you've come into contact with - which is only yourselves at the beginning.

You need to build a trade depot to get any merchants. I think if you don't have one when they show up you get a message about it on announcements and they go home again to tell the king you smell of wee.
Trade depots are (iirc) b->D to build.

Put that seed somewhere, it sounds fun. :)

338
DF Suggestions / Re: A few useful suggestions
« on: August 13, 2008, 05:57:03 am »
About the grinding stones, reading that struck me that we need more mechanical things in general.

You should be able to grind up stones into "sand" (needs a new name as most rocks won't be making glass sand) which can be put in bags and used as counterweights and such like.

However this needs more mechanical things to actually do - offhand there is only pumps and mills - otherwise you're just making things more complicated without adding any depth. :P

Maybe weapons traps need to be balanced and powered? It would at least excuse their awesomeness and explain why a weapon trap can be tripped repeatedly (until it jams) whilst a stonefall trap can't. (The stone can't lift itself back up but the weapon can reset itsellf?)

339
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 12, 2008, 02:19:43 pm »
I have an evil, malicious carp living in my river that is named, and has killed three dwarves and a mountain goat. It's too smart for me, as it refuses to fall for my fish trap that I have used to kill every other fish in the river (triggered by locking them in a floodgate sectioned room off the river, then draining it, depriving them of precious water and giving my dwarves some carp leather and carp meat!).
It's practically just him and some random sea lamprey that loves to toy with my trap, swimming inside and out of it really quickly, then leaving when a dwarf even thinks of flipping the trap's lever.

I'll get him someday *shakes fist*
"To the last, I grapple with thee; From Hell's heart, I stab at thee; For hate's sake, I spit my last breath at thee."

Which of course sounds better in the original dwarven. :D

340
Doh, again. :)

Do you have seasonal autosaving turned on? Or do you have to redo the whole year?

341
DF Gameplay Questions / Re: Are carp really that deadly?
« on: August 11, 2008, 07:21:49 am »
Listen. And understand. Those carp are out there. They can't be bargained with. They can't be reasoned with. They don't feel pity, or remorse, or fear and they absolutely will not stop, ever, until you are dead.

342
The depths demand more sacrifices.

Also, the dungeon fortress floor is on an incline. Angry dwarves cannot play marbles.

/dungeonkeeper.

343
DF General Discussion / Re: Hunters hunting in groups:
« on: August 10, 2008, 01:30:38 pm »
STRIKE THE EARTH!


The horrible truth of those words becomes clear!

344
DF Gameplay Questions / Re: Justice Question
« on: August 10, 2008, 01:26:49 pm »
I think most hammerings are a result of the Hammerer going all charles bronson on criminals who yout fortress guard have failed to punish. The mechanics however mean that if you have no fortres guard (and no captain) then they can't ever actually fail to punish anything because they don't exist to fail.
So the Hammerer never has official failures of justice to rectify. :P


/edit "Failed to punish" usually means that there weren't enough cages/chains to imprison the prisoner, OR not enough fortress guards to deal with him in time OR that a guard went off to deal with him (took the job) but then abandoned it to go and drink/eat/sleep/have a break etc.

345
DF Gameplay Questions / Re: Brook-Thawing 101
« on: August 09, 2008, 11:32:06 pm »
Does your currently dug magma tunnel follow the brook above it exactly?
If it is 1 tile (or more) wider anywhere near, then you take advantage of that to dig a little "bypass" for the magma between that point and the other wise of that wall you are worried about. Once everythign is dug out, just channel the last tile form above between the magma and your bypass, which will avoid the ater entirely. :)

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