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Messages - Snappydude

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16
DF Gameplay Questions / Re: Retracting Bridge Mechanics
« on: October 10, 2008, 10:08:29 pm »
I've certainly noticed that they don't fall straight down, but get strewn about thataway. Maybe airborne creatures follow the same rules as projectiles and thus can pass through fortifications/grates... That would certainly explain it.

17
DF Gameplay Questions / Retracting Bridge Mechanics
« on: October 10, 2008, 08:43:20 pm »
So, in the interest of starting a war with the elves, I've taken to seizing all of their goods and then dumping their traders into my pit-o-doom. I have a setup like this:

+++++++++++++
X|0000000000X|
X|=========X|
X|=========X|   out <-> in
X|=========X|
X|0000000000X|
+++++++++++++

+ is fortification
= is bridge (retracts)
0 is open space (16 z-level pit)
X is floodgate
| is wall grate

As soon as the caravan leaves my trade depot, I close the outer portcullis (wall grates) and wait for the elves to all pile up against it. Then I wait until anybody I care about gets out of the way, and close the inner portcullis, trapping the elves on the bridge and avoiding accidents. Then I pull the level, bridge retracts, elves fall to their messy, messy deaths.

Now, the last time I did this, several of the elves went ended up on the OUTSIDE of the portcullis (floodgates were left open) and promptly ran away. Do retracting bridges toss things a short distance upward? I was under the impression that objects on them just fell.

18
DF Gameplay Questions / Re: HFS Question (Here be Spoilers)
« on: October 09, 2008, 02:23:28 am »
Roger that.

19
DF Dwarf Mode Discussion / Fire imp hit by dumped garbage?
« on: October 08, 2008, 02:16:01 am »
So I found this fire imp in the magma pool where I dump my garbage:

Spoiler (click to show/hide)

Would his head and neck injuries be caused by a careless peasant dumping a boulder on him? Because that would be really, really funny.

Reminds me of a game of Nethack I played... "A rock falls on your head. Your fedora does not protect you. You die." Only now I'm imagining that poor archaeologist at the bottom of some dwarf's garbage chute.

20
DF Gameplay Questions / Re: HFS Question (Here be Spoilers)
« on: October 08, 2008, 01:05:30 am »
Did you do anything with a utility, like Tweak or something?

Nope, I've been playing completely vanilla except for adding a few [trAINABLE] tags.

21
DF Gameplay Questions / HFS Question (Here be Spoilers)
« on: October 08, 2008, 12:22:57 am »
HFS Question:
Spoiler (click to show/hide)

Also, what's the BB code for a spoiler cut so I can add another level of hiddenness here?

EDIT: got it, thanks Frelock :)

22
DF Dwarf Mode Discussion / Re: Silly question
« on: October 07, 2008, 01:00:32 am »
EDIT EDIT: Is there any way I can just tell him to pick up the axe? For whatever reason, I can't select "Woodcutting" as a job preference for him, presumably because he has no axe, or because I lack the precious +-*/.

You should be able to enable Woodcutting, axe or no axe.

I'm assuming you lack +-*/ because you're playing on a laptop (or something) with no numeric keypad. If that is the case, you can (and should!) change your key bindings as per the wiki (here). Hope that helps! :)

23
DF Gameplay Questions / Re: Killing children.
« on: October 06, 2008, 09:35:56 pm »
You've set pop cap, right?

But I liiiike splattering immigrants  ;D

You could cheat, and use Tweak or Companion or similar to turn the children into adults, and then off them the normal way.  Not sporting, but convenient.

Eh, not really my style. I prefer to do things "Dwarf-natural" :P Though if I can't figure it out some other way, it may come to that. I'm loving this fortress and would hate to lose it to the laggabeast.

But aside from that, I would imagine that it might be easier to get adults to go somewhere else than it is to get kids to go somewhere.  That is, make a meeting hall area that's got a collapsing ceiling (or whatever).  Wait for kids to be there.  Draft any adults who are in there and move 'em out.  Collapse.  This *should* be more reliable than waiting for the child to wander into the deathtrap, because they *should* be drawn to the meeting hall.  But you never know.

Oh, actually: children claim their own bedrooms if they can.  So, ensure there are enough bedrooms so that each dwarf gets one, then look for the ones that are claimed by children.  You could keep watch out, or simply trap 'em so that entering them is lethal.

I might try these suggestions. I like the one with the bedrooms -- then I can be sure to separate the unloved immigrant orphans from "child of megachampion x who has 7000 goblin kills and doesn't really care about anything any more." Although it'd be bad news if they decided to have a sleepover  :D

Step 1: Put pressure plate in child's bedroom.
Step 2: Connect pressure plate to horrible, horrible death trap.
Step 3: ???
Step 4: Profit!

Too bad the economy's kicked in, or I could actually assign kids to specially constructed rooms with death traps.

24
DF Gameplay Questions / Killing children.
« on: October 06, 2008, 08:53:32 pm »
Hokay. So. The computer that I'm playing on can't handle much more than 100 dwarves, even on a 3x3 embark zone. This is fine -- I just dump all immigrants in ye olde pit of death and watch them splatter.

The problem is the children. Out of a fortress of ~100, about a quarter of them are children/babies. The borne children of my legitimate citizens I just have to deal with, as I can't kill them without upsetting them (especially my champions -- yikes. One has like five kids). However, the immigrant kids refuse to stand on the drawbridge and die with their parents. How can I get rid of them? The ethical implications don't bother me, I just want a playable framerate.

I tried assigning one to a lever connected to his death, but he doesn't seem to want to pull it. Any other creative ideas? I've considered creating "accident zones" and waiting for a child to randomly wander in alone before triggering them, but the imprecise nature of such a system just seems to be asking for trouble.   

25
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 06:33:31 pm »
Dumping those items seems to have done the trick. They now go shooting at least SOME of the time, and will pick up ammo. Thanks!

26
DF Suggestions / Re: Mark Items for Decoration
« on: October 06, 2008, 06:12:57 pm »
On a slightly different topic which is still relevant to decoration, I think engravers should be able to decorate stone/metal items.

I suggest a new order at the Craftsdwarf's Workshop: Engrave Item. I did a quick search and I didn't see it mentioned previously. It would be cool to have thrones, doors, etc. with engravings on them.

27
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 05:06:03 pm »
Interesting.

I caught one of them carrying a *Copper high boot*, Left Hand, one with a -Copper high boot, Right Hand, and one with -deer leather backpack-, Right Hand, cat leather backpack, Left Hand.

Aha! 'Sniper' seems to have *Copper right gauntlet*, Right Hand, AND +Copper right gauntlet+, Right Hand. Imma dump them both and let the peasants sort it out.


28
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 02:19:44 pm »
Wait. So marksdwarves shouldn't carry shields? That would kind of explain everything...

29
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 02:05:05 am »
Won't work -- they completely ignore any ranged capability of the crossbows whatsoever. They won't pick up any ammo. It's not that they train at the shooting range less frequently -- they won't do it at all.

I had them stationed behind fortifications 1-z up during a siege. The goblins came to within 4-5 squares and they just stood there. There was a stockpile full of steel bolts about 3 squares away, but they didn't pick any up.

Funny thing is, the senior one is nicknamed "Sniper" for single-handedly wiping out an ambush from the same spot in the early game  :P

30
DF Gameplay Questions / Re: Military Specialization
« on: October 06, 2008, 01:30:45 am »
I'm running 40d...

The changelog says
"made sparring dwarves work on their selected weapon/unarmed skills rather than using their best skills"

They are indeed using the crossbows, but they're using them as clubs. Perhaps it's related to the dual nature of crossbows -- they can be wielded as crossbows or hammers, and since the dwarves in question have higher hammerskills, that's what they're choosing to practice...

Should I post this to bug reports?

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