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Messages - Hyndis

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586
DF Dwarf Mode Discussion / Re: Dealing with vampires
« on: May 01, 2012, 03:34:39 pm »
You can recruit anyone into the military. A noble cannot lead a military squad, but they can be a member of the squad.

Artifacts are always random, but in a mature fortress with a lot of dwarves just by sheer chance you will probably get some artifact clothing that can be assigned to the vampire. Of course they can also wear just regular clothes, but the problem with regular clothes is that it will rot away over time, so you can't quite forever entomb the vampire. You still need to do occasional supply drops into the tomb.

Can't have the vampire fetch his own clothing, because after being entombed for years he'll be hungry, and then go OMNOMNOMNOM through the bedrooms.

Vampires do seem to prefer to eat legendary armorsmiths first.  >:(

587
Also, you can exclude masterwork from the stockpile.
Most of my stockpiles are limited to certain quality level, to better manage inventory.
(especially armor, so that only the highest quality is kept, everything else re-melted)

I do this as well. I have a stockpile close to my forges and crafts workshops that holds only masterwork weapons, armor, and finished goods (but not clothing). Because its the closest thing to those stockpiles, whenever I decorate an object, it picks something from that stockpile, so I have gloriously decorated armor and weapons for my military.

The non-masterworks are stored in a different stockpile adjacent to a garbage dump and smelters. Every once in a while I mass designate it all for melting. All metal objects are then melted down in the smelters. Once thats done, I chuck the rest into the garbage, but save the bins by undesignating bins for dumping through the stocks menu.

588
B will cause your masterwork clothing and cloth to be destroyed, which will piss off the workers who made them. Trading them or making them rot in a refuse pile doesn't have the bad thoughts though.

Rotting clothing in a refuse stockpile doesn't seem to cause a negative thought. Also negative thoughts are related to how many masterworks the dwarf has created. If the dwarf is churning out 5 masterworks a day, he won't care if they rot.

589
DF Dwarf Mode Discussion / Re: Dealing with vampires
« on: May 01, 2012, 12:05:49 pm »
If you just want to kill the vampire, that is trivially easy. I'm sure you can figure out a dozen ways to kill them off.

If you want to keep the vampire around that takes a little bit of cleverness, but is easy to do.

First, create a room for the vampire if they are a noble. It seems most royalty ends up being vampires for some reason. This is so they don't become unhappy for not having a room even though they don't actually use the room. Then draft the vampire into a military squad. Assign them a custom uniform. By the time you get a king you probably have a lot of artifact clothing in your fortress. Assign them an artifact shirt, pants, and shoes. Artifacts can never rot.

Lure the noble to his tomb somehow, such as with a lever with his name on it. Then lock the door behind him and wall off the room. The vampire king is now stuck in his throne room forever alone, wearing clothing that will never rot, and will never go insane from nakedness for the rest of eternity.

590
I have a clothing workshop endlessly producing clothes, and also a farmer workshop endlessly processing plants to get pig tail cloth, and a few looms. This leads to a constant production of new clothing which is enough to keep up with demand. Then there are three ways to handle used clothing:

A) Have the only clothing stockpile also be a refuse stockpile. Ensure it accepts nothing other than clothes. No bins allowed. All clothes are hauled to this stockpile and rot away unless claimed by a dwarf. Any unclaimed clothes rot away without any fuss. Continual new production of clothing is required for this as you will not have clothes stored up in advance.

B) Create a stockpile that accepts only clothes and nothing else. Allow it to accept bins. Put the stockpile near a garbage chute, atom smasher, or magma pit. When the stockpile gets full, mass desginate everything for dumping. Then go into the stocks menu and undesignate bins for dumping to save the bins. All used clothes get tossed into the garbage disposal, bins are saved to be filled up again.

C) Same as method B, except "donate" your bins of used, dirty thongs to the traders.

591

You can block off the edge of the map on the surface with raised drawbridges if you want to seal off the map entirely, or to limit visitors to your fortress to arrive only at a predesignated space on the edge of the map. This can be extremely useful to funnel invaders through your meatgrinder(s).

592
DF Dwarf Mode Discussion / Re: Children need clothes now????
« on: April 27, 2012, 06:22:21 pm »
All you need, even for a very huge fortress, is a single clothing workshop on repeat, plus a single farmer workshop on repeat process plants. Then a loom or two. Probably one loom is enough.

I have it on repeat tunic, trousers, shoes, cloak, and hood. You only need tunic, trousers, and shoes to keep dwarves happy, but I do like the additional protection from cloaks and hoods.

593
DF Dwarf Mode Discussion / Re: lapping water and presure plates
« on: April 27, 2012, 04:51:19 pm »
Uneven water is great if you want a slow but very hands off repeater.

Dig a small pit. Even 2 tiles is big enough. One tile with a ramp, the other tile with a pressure plate. Make the pressure plate a repeater, and have it trigger only at 3/3 water.

Use a bucket to add exactly 5 units of water total to the pit.

This means one tile will have 2/7 water, and the other tile will have 3/7 water. The 3/7 water will keep cycling back and forth endlessly, and it will trigger the pressure plate every time its over the pressure plate.

This is not a fast repeater due to the built in reset delay of a pressure plate, so if you're trying to power spike traps with this it won't work, but its great for less urgent things, like atom smasher pits or for danger rooms.

To ensure that no one drinks the water dry for some reason, lock the door to the wave motion repeater room once its in motion. 3/7 water is shallow enough that you can attach additional things to the repeater without needing to turn it off.

594
Adventure mode is just Rogue. Rogue was an outstanding game, but there are endless Rogue clones you can play today.

Rogue clones I highly recommend are the Diablo and Torchlight games.

Fortress mode has a very tiny number of games in the same genre. There's Dungeon Keeper, Evil Genius, DF Fortress mode...and thats about it.

595
DF Dwarf Mode Discussion / Re: naked dwarves and worn clothing
« on: April 26, 2012, 10:30:36 am »
Military dwarves seem okay if they're wearing only steel armor and nothing else while on duty. When off duty they seem to go pick up clothes as normal.

Either way, just so long as you're constantly producing new stuff and destroying old stuff it shouldn't be a problem.

596
DF Dwarf Mode Discussion / Re: When a DF player smiles.
« on: April 25, 2012, 06:01:23 pm »
My forts are dedicated entirely to the creation of art.

As part of the creation of art they need a lot of raw materials to work with. This is why I invest so much time and effort into capturing every single goblin who comes to the fortress, as well as their mounts, and turning them into raw materials to produce art with.

I enjoy it when masterful crafters decorate objects with history and glorious past deeds.

597
DF Dwarf Mode Discussion / Re: naked dwarves and worn clothing
« on: April 25, 2012, 03:29:58 pm »
Rope reeds can be grown all year. Set up an above ground farm if you can.

Rope reed clothing is what elves wear.  >:(

598
DF Gameplay Questions / Re: Freaking stagnant water!!
« on: April 25, 2012, 12:43:47 pm »
Even the pump room in case of leaks. Everything lined with constructed walls and floors. This is very important.

This is known to be false for salt water.  Cisterns in salt water areas do NOT need to be made with constructed walls and floors.  I haven't seen any science done to prove that it is the case for stagnant water yet.

Thats fine. You don't need to use this method.

But using this method has never, ever given me stagnant water from a well, even when using rainwater from ponds.

599
DF Dwarf Mode Discussion / Re: naked dwarves and worn clothing
« on: April 25, 2012, 12:35:39 pm »
Put a farmer workshop on repeat process plants, have a large farm dedicated to growing pig tails, build a pair of looms, and have a clothing workshop on repeat production of tunics, trousers, and shoes.

Thats all you need to do to keep everyone clothed and happy. They will pick up clothing when they need it.


To clean out the used clothing, have just a single stockpile for finished goods. You can either trade the bins of worn clothes away to a caravan or dump them into an atom smasher when the clothes stockpile gets full.

Alternatively, make it so that the finished goods stockpile also acts like a refuse stockpile. This will cause all clothing stored in that stockpile to rot away to nothing. This affects both clothing and armor on that stockpile, so be careful if you have goblinite stored there. As you are producing new clothes on a continual basis its okay if extra clothing all rots away. Even a fully naked dwarf will only have to wait a few seconds to get a full set of new, masterwork clothing.

600
As I posted in the other thread, you can actually fix Stagnant water with some diversion. There is a bug feature right now that water sources can be irreversibly contaminated with "stagnate". You fix this by creating a new cistern (dig it out of the ground fresh) and ensuring that water can ONLY enter it via a pump.

Yes, and its the same method you use to make drinkable water from salt water. Work the same way.

Pumps and lined cisterns are wonderful things.

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