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Messages - aelystur

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16
DF Dwarf Mode Discussion / Re: Item in room?
« on: June 23, 2008, 09:06:08 pm »
a while ago I read on one of the other posts how one of the nobels madea  similar requests (cant remmeber which one it was , but it was one of the posts telling the story of the fortress along the lines of boatmurdered) in this case it was a statue.

you could give a statue a try. (if you havent given the hammerer an extended bath yet)

17
DF Dwarf Mode Discussion / Re: Kitten is destroying my fortress!
« on: June 23, 2008, 09:02:32 pm »
Personally, I can't stand DF cats. Any immigrant than arrives with a  cat, earns them a death sentance. I change their occupation to "cat owner", then lock them in a  room to die. That way, later when I look at the coffin, I know what happened to this particular dwarf. After the owner is dead, and cat/kitten becomes free, I immediately set the offending "vermin" to be butchered. I have a  trapper in my fort set to trap animals perpetually. Usualy I have between 20-30 taps sitting in my stock pile, and once in a  while I will empty them into a cage, if my dwarves dont eat them fast enough.

edit: stupid fnigres and keyboard, I need a new typist who actually proofreads what he types ::)

18
DF Dwarf Mode Discussion / Re: Tower on a lake, also Han Solo traps
« on: June 23, 2008, 08:14:20 pm »
1) edghe tiles are un-minable, and walls cant be any closer than 6 tiles away from edge of map (im a flooder too, usually just water)

2) yes invaders will start on those edge tiles even if theres no acess to the rest of map from them. or at least in the previous version.

3) not too sure on this point, I rarely work with volcanoes and I prefer to use aquifers instead of rivers. you can do all your digging and leave 1 tile between rest of project and river. when your moat is ready, and you have your planned drainage (if any) set up, dig awqay the last 2 tiles. I know brooks are digable, even though they show being a full zlevel) (my dwarfs can walk accross and brooks wont power my waterwheel, at least in previous version) if this is the case with the river you have , set your diggers to tunnel from the surface.  this will however flood your  moat. if you want a drainable moat, you will want to simply wall off the river without digging into it. which means leaving the 1 tile between your river and moat.    I usually encounter enough disasters with waterworks without risking catastrophe with magma, so I can offer any help with. that

4) sounds lieka  nifty idea. as far as I rememebr walls dont burn in magma, but again, I jsut updated my fversion so that may have changed.  you may want to do a test witha  glass wall in magma to be sure it wont melt.

19
   with my current fort I am quite proud of my irrigated traders entrance. (im playting ina  2x2 map with 1 layer of auifer. saves on cpu, and makes for easy flooding/draining when properly set up)

   off to the edge of the map I have a road built with walls on either side and a floodgate 3 wide at entrance, and a series of pumps to flood the entrance. The road is 3x36 with a ramp leading down 2 levels. then takes sharp 90 degree turn and heads in 3x16 with a  ramp heading north up 1 level (drain at the end here 3x floodgate and floor grates leading to aquifer and a 1x wider tunnel for access to leavings of drowned invaders/traders)

  At the top of the ramp is another flood gate. road takes another turn for another 3x5 distance with a flood gate to lock off trade depot.  the trade depot area has just enough room for the depot and a blank 1x5 area jsut before the depot lock. theres a door for access to depot for trading I only make passable during trading.

   Just before the depot lock I have  a 2x wide tunnel in a U shape as a trap lure for invaders with 2 chains to put anmimals in as an alarm. the beginning fo this tunnel starts witha  flood gate. just inside the lure tunnel (with enough room so the "alarm animal doesnt block the gate) I have chained an animal (usually a mule. last longer than the cougers I managed to get) then just past the corner in the tunnel is another chained animal. 

   Just before the next corner is my hammer traps (had to do something with the hammers my weapon smith was pumping out) 22 traps in total atm. this allows me to keep the lure open just a bit longer in case of a larger invasion. at the inside end of lure tunner is 2 pumps to flood the tunnel block and entrance into fortress. (due to leaking I had to wall off this area and used a door. switch for the lure tunnel gate and pump are on this end.) the main flood controls are in my dining room area.
 
  when I'm invaded, the traders are either safely in trade depot, or have decided im not worth the trouble, I close the depot lock.   

   when the invaders reach my hammer trap, I turn on the lure tunnel pump, close the main gate and turn on the main flood pumps. (I usually waite for invders to hit hammer pumps to get as many as them as possible. they are my main source of iron after all.)
 
   when invaders are safely drowned, I turn off all pumps, and open the drains. ( I later added 2 drain tunnel with gates to my lure tunnel to speed up drainage) when everything is drained, I lock off the lure tunnel for safe recovery of junk. when traders are finished and ready to leave I unlock trader depot and open main gate, and close drain (if finished draining) when traders are gone, I lock main gate, and open everything inside for easy recovery.

   my largest invasion toook 2 seasons with 40 hauling dwarves. close to 40 invaders I believe. (half my haulers have legendary skills and walk a fair speed) I usually suspend whatever production tasks are set to speed up recovery

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