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Messages - LegacyCWAL

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961
DF Adventure Mode Discussion / Re: Epic Failures
« on: August 18, 2008, 02:00:21 am »
On the surface, perhaps.

That's a magnetite deposit, and the engraved area is a native platinum vein.  Thanks to a screwup in a previous plumbing project and absent-mindedness in carrying out the mining, his ridiculously rich area (which has the ore Hidden in that picture) is now home to the local river's salmon.

962
Well, with the water thing it depends on whether it's sourced (aka infinite, namely from a river or brook) or just a pond.  If it's a pond, you can just dig your cistern a few levels down, carve a staircase down to it, then dig out a path between the pond and the cistern.  Or something along those lines.

Sourced water is a bit more...problematic.  Other than just keeping your reservoir at or above the same Z-level as the river, there isn't much I can think of.  Maybe dropping it down a Z-level below the reservoir and then using a screw pump to bring it back up to the reservoir, but I don't know if that would actually work.  Of course, given my track record, that would probably wind up flooding the world.  No, not just the fort, the world.


Now, on to towers.  I presume from your post that you can do this:

Code: [Select]
First level:

WWWWW
W   W
W   W
W   W
WW WW

W = wall

Now do this:

Code: [Select]
First level:

WWWWW
W<  W
W   W
W   W
WW WW



W = wall
< = up stairway

And then do this:

Code: [Select]
Second level:

.....
.X  .
.   .
.   .
.. ..


X = up/down stairway
. = where the first floor's walls are.

Then build the floors, starting from the second-story stairway, build the walls around the floors you want, and repeat until you have the height you want.

963
DF Adventure Mode Discussion / Re: Epic Failures
« on: August 17, 2008, 10:59:41 pm »
I haven't played much Adventure Mode, but there was one particularly bad one recently:

I went to a goblin tower and wound up with the demon himself sending me to kill a titan.  I went to the cave, searched every square inch, couldn't find him.  I went out to the travel map and moved a step away and them back, and tried again.  When I appeared, half my expendable dupes buddies were nowhere to be seen.  And then I started getting combat messages.  The "missing" ones had found, attacked, and would eventually kill the titan.  I never even found the corpse.

So I went back to the goblin tower, figuring that I would just leave out the part where my job was done by a few drunks and an elf with a pointy stick.  And...I couldn't find the demon.  I couldn't even find any flashing goblins either.  A titan so dangerous that a demon saw it as a threat was dead, and...well, I guess I shouldn't have been surprised that a demon screwed me over.


And in my current fortress, there's plenty of Epic Fail to go around.  But in one case, a picture really is worth a thousand words:

964
DF Dwarf Mode Discussion / Re: Do you keep a professional standing army?
« on: August 17, 2008, 10:41:48 pm »
I usually tend towards complete (and literal) overkill without really realizing it at the time.  My current fortress has almost two dozen Macedwarves (most of them Champions), three dozen Marksdwarves, and another half-dozen Marksdwarves-in-training :P


Of course, having found a few thousand ore worth of Magnetite deposits didn't hurt.

965
DF Gameplay Questions / Re: Refusal to engrave
« on: August 17, 2008, 06:41:00 pm »
Giant Cave Spider, AFAIK

966
DF Suggestions / Re: One way traffic designation
« on: August 17, 2008, 06:40:34 pm »
Just because it can handle it now doesn't mean it's a good idea to put in even more.

967
DF Suggestions / Re: One way traffic designation
« on: August 17, 2008, 06:18:23 pm »
And who says that the failed pathing you mention isn't expensive as well?


Also, I can think of a few things that'd make one-way designations harder than the relatively simple traffic designations we have now:
*Getting the designation to point in the right way ("one way" to where?)
*Determining what happens if somebody steps into the designation without going towards either end, such as straight across it.  Or worse, diagonally onto it.
*What happens when somebody goes "against the stream" anyways due to their destination being right next to them.
*What to do about dwarves that stop in the middle of the road

968
DF Dwarf Mode Discussion / Re: Hey guys, trade/caravans question
« on: August 17, 2008, 06:01:25 pm »
I tried to search but couldn't find the information I was seeking...

I built my depot inside the side of a mountain. The entrance is 3 doors wide (using the wall-removal method to get the central door) and they are controlled by levers and open unless I am drowning elves.

What I am wondering is 3 parts:

First, when traders come I still get the "They have bypassed your inaccessible depot" message, even though it apparently is accessible as they still arrive and unload eventually. What's going on there? Are some of the wagons in the caravan turning back? Which leads into my second question:

Second, Trade goods have gotten less and crappier, by a lot, recently. I'm 14 years in with 190 dwarves. I've never killed any traders but elves (via drowning), however  all caravans shipments have gotten smaller, in fact the elves are the ones still bringing the most, unfortunately just a bunch of crappy cloth. Could killing the elves be angering the other traders? Why are they bringing less stuff? Which leads into my third question:

And Third, Could it be that I'm selecting goods wrong in the trade agreement screen? I tediously go through and set everything I want to 100%  and leave everything I don't want at 0. They usually bring a couple of the things I asked for not everything by a long shot, in fact I'd say something like 1/10 of what I ask for or less. Is there a better way to weight the selections in the Trade Agreement process?
1) I'm not sure what would be causing this, but the doors stand out as a possible cause.  Check depot accessability like kurisukun said, and I'd bet that the green stops at those door.  If so, try removing them and see what happens.


2 and 3) Killing elves won't affect the human and dwarf traders one way or the other. 

The traders only have a certain amount of space, and the more of your requested stuff they bring, the less space there is for other things.  If you're asking for lots of stuff (especially really heavy stuff like anvils or ore/coal), you're very likely to get only one or two bits of the stuff you ask for.  If you ask for a TON of things, there simply won't be enough space for all of it.  I'd suggest deciding on figuring out what you really need and ask for that, and leave out anything you can get by without.  Also, you'll still get stuff that you set the slider just one notch over on, so you don't need to crank it to 100 unless you absolutely, positively need every little bit of that good that you can get your hands on.

969
DF Gameplay Questions / Re: Refusal to engrave
« on: August 17, 2008, 05:50:13 pm »
Although the water will make even engraved floors muddy, turning them gold-on-brown (but otherwise unaffected AFAIK).

970
DF Suggestions / Re: One way traffic designation
« on: August 17, 2008, 05:48:25 pm »
I'm inclined to believe Toady when he says (as Align mentions) that it's harder than it sounds.  If what little programming training I've had taught me one thing, it's that the end result usually has absolutely nothing to do with how complex the coding is.  In fact, oftentimes the most difficult-to-code stuff is the stuff that, from the end user's point of view, is small and simple and trivial :-\

971
DF Suggestions / Re: Fortress Site Selection
« on: August 16, 2008, 05:43:31 pm »
So in other words, you suggest adding some "between X and Y of the following:" options to the built-in site-finder?

972
DF Suggestions / Re: Elves refusing to use wooden bridges. Done yet?
« on: August 16, 2008, 05:41:34 pm »
I've managed to get the Elves to bring stuff other than cloth (and a single (Wild Strawberries [5])) by loading the traders up with as much money worth of crap as they can carry.  After eight or nine years of this, they decided to bring more "normal" stuff like an animal cage or two, a few logs, and the same sort of unusable clothing and armor that the humans like to bring.

Of course, even doing this they managed to piss me off because I had given up and built my spike-filled elf-slaughtering maze, only to wind up with them finally bringing useful stuff that spring.  So they were not only worthless for all those years, but I didn't even get to use my traders-into-practice-ammo converter :-\

973
DF Dwarf Mode Discussion / Re: Ditch The Axes Strategy
« on: August 16, 2008, 02:08:27 pm »
If I have trees, why do I need the wood? If I don't have trees, I bring a few dozen logs for beds, why do I need more? I never bring seeds anymore because I never farm anymore (makes the game too easy). I've tried bringing war dogs on dangerous embarks, but usually they either wander off and get killed one by one or I get annoying with them and stuff them in a cage till they die of old age anyway.
*shrug* why not bring logs?  It's that much less time your woodcutter has to spend outdoors chopping, rather than indoors doing other stuff and safely away from the elephants and carp.  And if you don't have anything better to spend your cash on, it's better than nothing.

974
DF Dwarf Mode Discussion / Re: Goblin Tower Drops are TOTALLY whack
« on: August 16, 2008, 02:00:57 pm »
All this discussion about morality is making me want to throw a bunch of Elves into an arena deathmatch against the kittens born during a catsplosion.

975
DF Dwarf Mode Discussion / Re: My First Siege
« on: August 16, 2008, 01:17:01 am »
I'd say that to make the sieges a little more dangerous without making them just overwhelmingly impossible, rely primarily on overly-elaborate fortifications, and save your traps for actually within your fortress itself.
I'm actually doing that in my current fortress.  In that fort, the approach to the front door is unobstructed and 5-wide at its narrowest point, with the traps placed only where they'll cage fleeing enemies but not incoming attackers.  The fortifications, on the other hand, are indeed ridiculously elaborate: the front door is at one end of a valley while the only way to get TO that entrance is by going down into the other end of the valley and travelling the full length of it...underneath four fortification-lined bridges, past a few moat- and fortification-protected siege engines, and around a 90-degree turn that a dozen and a half Macedwarves use as cover.

So far, the most successful siege made it to the first bridge and killed a cat :-\


So to pile a question onto the original OP's, I gotta ask:  has sieging been nerfed in the latest set of releases?  Or have I just done a great job of picking sites near extra vigorous goblin civs?  Because like 20 or so  sieges in, the armies seemed to get terrifically huge.
That's definitely good news for me, because I can come up with some ridiculously convoluted defense schemes and I want to see how well they resist a real assault. ;D

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