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 - peekama

Pages: 1 ... 3 4 [5] 6 7 8
61
DF Dwarf Mode Discussion / Re: First non-trap sieges
« on: November 08, 2008, 10:55:06 am »

 Now give them weapons and watch the limbs fly away. Or the bodies fly away.

 Although I have always been partial to the 15+ z-level pit.

I wanted to give them weapons before the sieges came, but I didn't have any forges set up...

The weapons the goblins left behind should more than suffice though :D

Now watch your ultimate champion wrestlers of death all decide that plump helmet wine is more important than the survival of your fortress.

Traps are good not because they're particularly lethal, but because they're actually smarter than dwarves. Oh, and cheap and easy to make... that too.

One of my champions actually decided to take a nap in the middle of snapping a goblins neck.  I lol'd

62
DF Dwarf Mode Discussion / First non-trap sieges
« on: November 08, 2008, 10:13:23 am »
Well, I just got through two sieges without using a hallway of death of anything like that.  I must say, watching my champion wrestlers beat goblins to death is must more gratifying than the trap method ;D

63
DF Dwarf Mode Discussion / Re: Underwater base - IDEA
« on: November 07, 2008, 08:02:09 pm »
Since natural walls (such as those formed by obsidian) don't deconstruct when they fall, couldn't you make an obsidian farm of some sorts above the water, form a giant pillar, and drop it in to the water?

If that worked, you could make a series of these pillars and drop them all next to each other.

64
DF Dwarf Mode Discussion / Re: Fortifications not always filtering?
« on: November 07, 2008, 07:55:17 pm »
I've been disappointed with the damn things as well. I typically tap into magma with the ingenious plan of 'carve fortification, run for dear life, savescum in the event of failure'. I once had a fort where I swear the little buggers actually thought the area under my forges was a room carved especially for them. They never actually bothered me, however.

And benoit just answered as I was posting. That makes sense (as much as any DF bug does), much appreciated, though that does mean the problem's not exactly solvable.

A bit off-topic, but there is a better way to tap into magma pipes.

You know how the walls of the pipe vary in diameter?
What you do is find a level with a small diameter of the pipe, and then look at the level below that.  There will most likely be an area where the bottom level will be larger, like this:
Spoiler (click to show/hide)

If you mine out a tunnel on the bottom layer like this:
Spoiler (click to show/hide)

You can then channel out a space on the higher level like this:

Spoiler (click to show/hide)


The hole that you channel will remove the wall on the lower level and give you a nice, safe flow.

65
DF General Discussion / Re: Predict the next version's bugs/features!
« on: November 07, 2008, 03:52:50 pm »
Bugs:
When sending military to other sites, they just don't come back.

Alternitively, sometimes returning dwarves are hostile.

66
DF General Discussion / Re: what is Toady's "countdown"?
« on: November 07, 2008, 03:46:29 pm »
I hate to say it but

Reading the dev log ...

It sure does seem like Toady is losing interest in the project.

Things which might have previously been interesting to him are described as boring or tedious or annoying. 

I've noticed an immense uptick in the number of "blah blah blah"'s he uses. 

It sure does feel like he's getting tired of the 'ole DF.

Maybe we should make him a get well soon card.  Or maybe a "program or die" card.  Something like that.   :(

Even if Toady would be a bit "burnt out", that would be understandable to be honest...I don't know too much about coding, but it must be one of the most boring things on the planet.
Perhaps Toady shouldn't code a single line in December. It's X-mas time anyway. Spend some time with the friends/family/etc...but again, Toady knows that what is the best for him.  :)

If Toady is burnt out from coding, it probably isn't from boredom. Coding is actually one of the funnest (productive) things you can do. Don't get me wrong, the act of typing all of that out isn't fun or anything, but working out a bug in your code, or figuring out how to implement something new is awesome.

It's kinda like trying to build a megaproject in DF.  Even when something gets massively screwed, you can only be mad for so long before you want to get back to work and figure out where you went wrong.

67
DF General Discussion / Re: Music That Just Says, 'Dwarf Fortress'
« on: November 07, 2008, 03:39:47 pm »
This reminds me of DF a lot, it's from UO. I often listen to it while playing fortress mode

I'll second that.

Also, I like to listen to The Residents while I play DF.

The Commercial Album in particular

68
DF Dwarf Mode Discussion / Re: Something I'm glad for
« on: November 07, 2008, 03:25:47 pm »
It will never happen because dwarves are 100% efficient at processing nutrition so no waste is generated. This is how a single farm plot the size of a small room can support 50 dwarves or more.

Not quite.  Dwarves actually do go to the bathroom, frequently too.

Haven't you guys ever wondered where all of that "rock" lying about in your fortress came from?

69
DF Dwarf Mode Discussion / Re: Sand+Magma+Water=?
« on: November 07, 2008, 03:17:44 pm »
You could try what I'm working on.  I'm currently working on building a glass floor over the entire map, a couple z-levels up.  After that's complete, I'm going to build a giant obsidian tower in the middle of everything that extends down to the natural ground (past the glass floor). Finally, I'm going to flood the world with magma.

The map will be a barren hellscape, save for a few areas where caravans/siege can enter. But, under the ocean of magma, there will be a peaceful paradise. One where my herbalists can frolic about and pick strawberries without having to worry about those damn goblins...

70
DF Gameplay Questions / Re: Interrupted Mysterious Construction?
« on: November 07, 2008, 02:10:58 pm »
Awwwwwwwww...

This just happened to an armor smith that I had go fey.

He grabbed steel and platinum bars too...

Cheer up. You were probably gonna get a lousy artifact. It's Murphy's law.

Bu.. But what if he made a steel right sock? Menacing with spikes of platinum and encrusted with green glass with hanging bands of goblin bone?

That isn't lousy...

71
DF Gameplay Questions / Re: Interrupted Mysterious Construction?
« on: November 07, 2008, 07:28:05 am »
Awwwwwwwww...

This just happened to an armor smith that I had go fey.

He grabbed steel and platinum bars too...

72
DF Gameplay Questions / Re: Waterwheel-inactive
« on: November 06, 2008, 04:17:06 pm »
If you need to build the wheel over a brook, channel out the 3 squares where the wheel will go.

73
DF Gameplay Questions / Re: damn dam
« on: November 06, 2008, 04:15:38 pm »
This is why I dam rivers by flooding them with magma.


Dwarf Fortress: We use magma for everything.

"Urist, this roast is delicious!  What's in it?"
"Magma"
....
Dwarfy McEaterson cancels Eat: Too Injured

74
DF General Discussion / Re: the pure dwarfness
« on: November 05, 2008, 03:35:11 pm »
Super Dwarfio Brothers 64:

Find the fortresses 120 hidden +spider silk socks+.

75
DF Dwarf Mode Discussion / Re: Mountainkeep's Funniest Traps.
« on: November 05, 2008, 03:14:32 pm »
Make a long hallway filled with 4/7 water and floodgates on the sides of the hallway.  On the other side of the floodgates are small holding pools filled with war carp.

A truly terrifying trap.

Pages: 1 ... 3 4 [5] 6 7 8