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Messages - Elvang

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136
DF Dwarf Mode Discussion / The Practicalities of Fire Imp Defense
« on: January 03, 2010, 03:02:21 am »
The Practicalities of Fire Imp Defense
An Empirical !!Treatise!!
By Obok Mengthulokil, Clerk

The Goal
Reusable fire imp based defense regardless of grass presence with little to no player interaction needed.

The Creature and Acquisition
Fire imps are small humanoid creatures found in medium to large sources of magma everywhere. These aggressive magma-dwellers are often a source of vexation for any dwarf who wishes to make full use of their magma supply, as fire imps possess the unique ability ziril gasol, or fire breath. While their bones are valuable, the meat remains warm to the touch and more than one dwarven kitchen has been lost to spontaneously combusting fire imp fat.
The main course for capture is the placement of one or more cage traps around the magma source. The cage need not be made out of any special material, a Feather Tree Cage is as capable of holding one or twenty fire imps just as well as a ¤Steel Cage¤. Narrowing the possible exits available to a fire imp in your magma as well as providing bait, noble or chained creature, will increase the likelihood of capturing the imp. Be aware that fire imps do not breed at all, nor do more migrate to your area.

Notes
  • Size = 3
  • Speed = 900
  • Crossbow range = 20 tiles
  • Blood Type = Goo
  • Will not fire while chained
  • Will not fire through fortifications/grates/bars
  • Will not fire across Z-Levels
  • Will not fire across channels
  • Must be able to path to target
  • Fireball range is same as crossbow range
  • Opens pet-impassable doors
  • Further Reading

The Defenses+Practicality
Spoiler: Chained Imp (click to show/hide)
Spoiler: Same Z-Level Pillbox (click to show/hide)
Spoiler: Bridge Gap (click to show/hide)
Spoiler: Resetting Corridor 1.1 (click to show/hide)
Spoiler: Resetting Corridor 2 (click to show/hide)
Spoiler: Resetting Corridor 3.1 (click to show/hide)
Spoiler: Resetting Corridor 1.2 (click to show/hide)
Spoiler: Resetting Corridor 3.2 (click to show/hide)
Spoiler: Pet Corridor 1.1 (click to show/hide)
Spoiler: Pet Corridor 2.1 (click to show/hide)
Spoiler: Silk Farm Setup (click to show/hide)
Spoiler: Hatch Corridor 1.1 (click to show/hide)

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 02, 2010, 11:42:08 pm »
Sounds good, just watch the pressure to prevent water related fun.

138
DF Modding / Re: Accessing map data
« on: January 02, 2010, 10:55:58 pm »
Pretty sure something is linked incorrectly, if dfhack comes with a compiled library you'll need to make sure you link it (not an #include).

139
DF Dwarf Mode Discussion / Re: Oceanside site
« on: January 02, 2010, 07:50:09 pm »
Spoiler (click to show/hide)
EDIT: Beaten to it.

140
DF Modding / Re: Stonesense - Official thread -
« on: January 02, 2010, 04:39:29 pm »
Would it be possible for a large screenshot feature? As in, setting a second set of draw settings that only apply to that feature, allowing one to get an image larger than their screen resolution? For example, if I wanted to showcase a large area of my fortress it'd be much easier to take a single larger screenshot than stitch together several smaller ones.

141
AFAIK, there isn't actually an attachment option for the forum. The Dwarf Fortress File Depot is generally used when something DF related needs to be hosted.

142
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 23, 2009, 01:21:10 pm »
2) Magma safe questions: I have heard that not everything needs to be bauxite for the thing to work right. Suppose I wanted a functioning floodgate (not just a  permanent lava block). I would need 1 floodgate, 1 mechanism for the lever, and 2 mechanisms for the linking. Which of these would need to be bauxite for the floodgate to open and close in and around magma?
Floodgate and the mechanism that goes into it (the mechanism selection screen will tell you which is which).

143
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 23, 2009, 06:53:31 am »
It should.

144
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 23, 2009, 06:41:28 am »
I want to embark in a location with ludicrously fatal weather part of the time. Like, a temperate winter and a thermonuclear summer. Can the game be modded to do this?
Its possible, there was a fort awhile back that had a summer like that. You have to kick up the setttings in in world_gen and mess with the variance, and hopefully the civs won't die out during world gen.

145
DF Gameplay Questions / Re: Floors
« on: December 23, 2009, 04:12:31 am »
Remember that for constructed floors the game has to keep track of not only the floor, but the material you used to build it with. 10k floors will create a hit in memory just as browsing over the stones section when its at 10k would, except it'd always be there. I don't think your FPS will be affected much though...

146
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 22, 2009, 04:43:12 pm »
For my training area with captured invaders, I had to built my siege engines a minimum of 20 tiles away, which incidentally is about the range when my crossbow dwarves can open fire on an enemy.

147
DF Dwarf Mode Discussion / Re: I have no wood...
« on: December 22, 2009, 02:35:53 am »
IIRC, giving the elves large profit margins/offerings causes them to only bring cloth, rather than the more useful cages, wooden weapons, shields, and plants. Try robbing them a couple times so your standing drops.

148
DF Gameplay Questions / Re: When is this game going to get difficult?
« on: December 22, 2009, 02:27:15 am »
A dwarf should be able to outrun it, and unless the water source is multiple z-levels he shouldn't have any trouble if the leading wave catches him. Creatures can be pushed through fortifications/grates by flow btw, even if you make them several layers thick.

149
DF Gameplay Questions / Re: When is this game going to get difficult?
« on: December 22, 2009, 01:26:56 am »
I'd recommend Orcs initially if your just looking for a better invader, you can even keep the vanilla goblins around. Once you can handle an Orc siege with 2 champions, I'd recommend either one of the metal rebalancing mods, or The Better Goblin Mod. Intimidating Goblins are harder than vanilla goblins, and Terrifying Goblin ambushes alone will wipe the first 2 or 3 fortresses you play with them. There are also fire-breathing and Ender varieties for an even bigger challenge.

Another possibility is a mod that adds more/stronger megabeasts, and changing the world gen settings so there are larger populations of them.

... being unable to create a stockpile of only limestone blocks for more efficient construction...
Never noticed before that you can only select specific metal/misc blocks for stockpiling...

EDIT: If mods aren't your thing, then megaprojects + self imposed restrictions are the way to go. Like building an all glass aboveground fort/tower without using traps or crossbows.

150
DF Dwarf Mode Discussion / Re: I have no wood...
« on: December 22, 2009, 01:05:13 am »
I make sure I have no wood before each caravan arrives, along with wood stockpiles. The elves bring 40-60 right now at 1.6mil fortress wealth, and I've traded with them a bit for some caged animals (not a lot). Humans and dwarves also currently bring 40-60 wood, along with 2-3 bars of each metal type, and bauxite/3 fuel types/2 flux types. Just request the same stuff each time, buying all of it and after a couple years, that's all they bring. Helps if you request enough item types that they can fill the caravan with it. I haven't offered anything to any of the caravans, and they only get about a 500-1000 dwarfbux profit (except for the elves, I cut it as close as I can with them while trading only querns). I've got so much of each every metal right now that I can probably handle any absurd metal requests by nobles for 20 years.

It might help that I embarked with a heavily forested biome. I figure they see I'm out of wood, a crap load of living trees on the surface, and think, "Gee, these guys deserve our help!". After they leave I immediately clearcut the forest, so a reasonable amount of trees has grown back by the time they visit again.

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