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1831
DF Dwarf Mode Discussion / Re: Dwarven Excrement
« on: October 18, 2009, 02:26:48 pm »
Or have them failing to get there in time because "as the crow flies" pathing makes them go to the toilet many, many steps further away "as the Dwarf walks" than the actual closest one, followed by a bad thought and some stagnant water.  I think someone already wrote a game like that.   :P

1832
DF Dwarf Mode Discussion / Re: Dwarven Excrement
« on: October 18, 2009, 01:25:15 pm »
Only female Dwarves expel babies.  If your theory is true, then that means male Dwarves are all full of it.   :D

1833
DF Dwarf Mode Discussion / Re: Things that made you laugh
« on: October 18, 2009, 11:04:46 am »
I had made an area with alternating grates and floor, around a waterfall.  I decided that I did not need so many rows of grates and started directing the Dwarves to remove the ones farthest from the waterfall.  After the first one fell two stories and broke his arm because he was standing on a grating someone else was removing, I figured out I had to have them removed in two sets of every other grating.

Everything was going fine and then I got the message that someone had stopped destroying a building to seek her infant.  I rushed over and saw a fresh splatter of blood two levels down.  Fearing the worst, I looked at the mother, who had given birth to twins not along ago.  She had dropped BOTH of them down a hole in order to remove a grating.  They only had grey damage, which had already healed by the time I had finished looking up the severity of that color.  Now we know just how tough Dwarven babies are: you can drop them two stories and they just get a little scrape that heals in no time at all.

Edit: She just gave birth again.  She now has five children, three of them babes-in-arms.  Heaven only knows how she is carrying all three, since she had to drop two to pick up a grating.

1834
DF Gameplay Questions / Re: Channeling to make a well?
« on: October 18, 2009, 08:15:28 am »
Make your well one level underground, if you can.  The reservoir goes two levels underground.  The water will not flow out over the well because of the way water works in the game, even though the well is one level below the water.

First level below ground.

X = undug
O = dug
S = stairs (down in this case)
C = channel

RIVER
XXXXX
XXXXX
XXXXX
XOSOX
XOCOX

Second level below ground, reach via stairs.  This is the reservior.  Make it as larges as you like.

X = undug
O = dug
S = stairs (up, in this case)
R = ramps, which should be removed (z) after they are dug.

RIVER
XXXXX
XRRRX
XOOOX
XOSOX
XOOOX
XOOOX
XXXXX

Channel from river, which fills reservoir.

RIVER
XXCXX

Final result on first level below ground.  Notice the channel behind the undug wall, which is the result of the ramps cut and removed on the second level below ground.

X = undug
O = dug
S = stairs (down in this case)
C = channel

RIVER
XXXXX
XCCCX
XXXXX
XOSOX
XOCOX

This is quick and dirty, but can save the lives of your Dwarves.  It does not filter out fish or other waterlife, who may be able to climb out of the well in some instances.  For those circumstances you need to take out the wall between the stairscase and the channel, on the first level below the surface.  Place grates over the channel and rebuild the wall, hopefully not sealing in a Dwarf in the process.  Do this before you cut the final channel, of course.   :D

1835
DF Gameplay Questions / Re: Outdoor miasma?
« on: October 17, 2009, 12:03:32 pm »
You can hide the hatches to get rid of the flashing.

1836
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2009, 10:23:03 pm »
Let's see, I have four right now.

In Icywaters they are trying to decide how best to penetrate a two-layer aquifer.  They have both magma and arctic temperatures at their disposal, as well as the boring and inconvenient method of simply making staircases right next to the magma pipe.  In the meantime, they are cozied up to the warmth of the magma pipe, eating plump helmets and drinking aquavit (I use reindeer moss).  They have all three types of caravans, but not much to trade at the moment since they have very little rock available.  These Dwarves were obviously shipwrecked, since my first view of them was of waves washing over their wagon.  This was a regen-restart in order to get some custom plants growing properly (BIOME statement error).

In Bittersweetness they are trying to find some place to put another 1000 Dwarfbucks worth of road so that the King/Queen will please come and occupy these palatial quarters prepared for them.  Overall, the fortress is working well.  There is no magma, but they have lots of coal.  There is sadly no flux either on the map or for sale.  There is power from waterwheels on a brook running through the aboveground statue garden and turtle-pond area.  They just got their first Elite Marksdwarf.  They are trying to cultivate a herd of domesticated elephants, since their hunters kept getting trampled to death hunting wild ones.

In Hotcakes they are trying to decide how best to join the forging area to the rest of the complex.  Hotcakes is a tropical volcanic island with a troglydyte cave complex and undead ocean life.  They only have the Dwarven caravan, so supplies have to stretch.  There is zero wind, and no stream.  They will have to make a stream from the somewhat fragmented aquifer, which is unfortunately in the opposite direction from the magma relative to their entrance.  This map has huge amounts of obsidian.  One of their goals is to build a pyramid over the opening to the walled garden, above the delving.  This was a regen-restart in order to get some custom plants growing properly (BIOME statement error).

I just restarted Riverwalls.  It is on a map with a huge river and a very long waterfall.  These Dwarves have just successfully arranged to have their Trade Depot accessable, without being killed by hippos or carp.  I think they want to make the fortress, which will be built between the cliffs on either side of the huge river, in the shape of the head of a cat.  I am not at all sure I have the artistic ability for this, but first they have to arrange to survive.  In their previous incarnation, my inattention caused them to run out of booze, and in a fit of perversity, they all ran to the opposite side of the map from some perfectly safe ponds and threw themselves into a carp-filled river.  There is no magma on the map, but I believe I saw some coal, and it is chock full of flux (chalk).

1837
DF Gameplay Questions / Re: Distinguishing fresh and rotten corpses
« on: October 16, 2009, 05:57:13 pm »
Yes, there are settings on the refuse stockpiles to distinguish between these.  You can even choose the types - eg no goblins.

1838
DF Dwarf Mode Discussion / Re: Stupid elves and their stupid trees
« on: October 16, 2009, 04:25:00 pm »
I was beseiged by Humans in this version, so I guess the seiges aren't turned off.  Or maybe it was Humans from a Goblin tribe, but they were riding horses and had no Goblins with them.

Just so you know, possession of home-grown tower caps counts as cut lumber for the Elves too, even though those are clearly dried fungus stalks.

1839
DF Gameplay Questions / Re: Extremely High Mountains
« on: October 16, 2009, 02:56:22 pm »
Just so you guys know, there's some very interestiong features here. I genned it in a practically-vanilla 40d14, and in it there is an actual 5-tile chasm (21 tiles, corners removed. I mean the kind of tile that a tree or a dwarf can occupy, not a region tile or anything) and an underground river running into it, creating a natural and enless waterfall. Smallest chasm I've seen so far. No floors in it, which is  odd, nor any critters.

there is even a cave river between the peak and the valley, with a massive waterfall into a bottomless pit.

 ;)

1840
DF Dwarf Mode Discussion / Re: Wagon busts open on embark
« on: October 16, 2009, 08:12:39 am »
I have not had the logs when I lost the wagon due to terrain on disembark.

I once though I had an Elven Liaison, but then it turned out the that Liaison for the Humans was an Elf.   :-\

1841
The cold will kill any animals brought in. I have the same problem with my arctic colony.

1842
DF Dwarf Mode Discussion / Re: Interesting spot I just found
« on: October 15, 2009, 09:21:41 am »
What Flux are you on about. None of which are on this map unless your mods adjusted it.
Where is the GCS I have been looking to no end for one, but once again none unless your Mods adjusted that...
There is TONS of IRON on the map. Once again. Mods might have changed that...

WHAT Mods are you using???

Check the chasm in the upper lefthand corner, about 13 levels up from the bottom.  Mine has a tunnelled-out section there which is larger than the others.  It had a cave spider there, until the antmen, cave swallowmen, rats, and gremlins killed it.

My location was large enough to include the brook.  You might find some marble down there.

I use the cat-mouth fix, plus the gentle farming mod with honey bees, cacao bushes, and reindeer moss added.  I also have an "all-economic stones section" in my smelter, which makes it possible for me to turn off usage of any type of stone.

1843
DF Dwarf Mode Discussion / Re: Security?
« on: October 15, 2009, 08:25:04 am »
Part 1:

I once set up some metal cage traps just inside my fortress instead of using stone-fall traps because I was short on stone, and because I only had one marksdwarf left.  I caught four goblins.  I had nothing to do with them because I don't build combat arenas or have a pit, and you can't sell caged stuff to the caravans because the contents escape on the way to the depot.

Part 2:

The landscape burned to ash periodically because of some fire imps getting upset with the wildlife.  I decided therefore to place the four metal cages outdoors and let the goblins burn up in the next fire.

Result:

The next fire came, and I was treated to the sight of a burning goblin racing across the landscape.  I wondered what had happened and checked with "k" inside the blazing area.  I was missing a cage.  Then I remembered that one of my cages had been made out of lead...   :D

1844
DF Dwarf Mode Discussion / Re: Security?
« on: October 14, 2009, 09:40:50 pm »
A minor correction:

Make your entrance 3-tiles wide, with walls on both sides.  Put three rows of three stone-fall traps outdoors, between these walls.  Outdoors, because you want to set options to Only Soldiers Go Outside during attacks, and if the traps are indoors the Dwarves will rush out into danger in order to gather the lootreload the traps.

This alone has caused me lots and lots of headaches.

Yep, the engineer will also rush into danger unless the traps are outdoors and there is a general order to stay inside.  It is bad to lose your best (only?) engineer, but even worse when all the others go running to the traps.  Their greedy little hearts have to be made to wait.  :)

1845
DF Dwarf Mode Discussion / Re: Security?
« on: October 14, 2009, 07:40:05 pm »
Make your entrance 3-tiles wide, with walls on both sides.  Put three rows of three stone-fall traps outdoors, between these walls.  Outdoors, because you want to set options to Only Soldiers Go Outside during attacks, and if the traps are indoors the Dwarves will rush out into danger in order to gather the loot.

= walls
+ floor/ground
^ stone-fall trap
R ramp down

=====
=RRR=
=+++=
=^^^=
=^^^=
=^^^=
=+++=
=+++=

Beneath the ground, make a right-angle turn in the 3-wide corridor before it arrives at the 5x5 space for the trade depot.  This keep archers from shooting at caravans without having passed over the traps.

Later on, replace the stone-fall traps with weapon traps, or have both.  You can put one large iron dagger in a weapon trap and it does a pretty good job.  These can be collected from goblins who die from the stone-fall traps.

Eventually you want to extend the wall behind the ramp so it includes a section of aboveground gardening area that can be reached only from a set of stairs within the walls.  Build another set of stairs up to the level of the wall and put a floor behind the ramp at wall level.  Enclose that in fortifications and station your archers up there.  Set stations for them and keep them there all during caravan visits.

Hunters and rangers can be recruited as soon as they immigrate.  They come with their own crossbows and metal bolts.  Alternatively you can make crossbows out of wood and draft peasants.  Bone bolts can be made from both goblins and turtles.

Some people will say that this makes it too easy, but I find it better to learn with the easy way and then challenge myself.  Also, goblin seiges don't wait for you to be ready, so it is possible to lose troops and even civilians using this setup.  You have to call everyone home and ambushes can still take out critical personnel.

Detecting thieves is done by tying dogs on either side of the corridor, but around the bend so that, once again, they cannot be shot from outside.  I actually usually put mine behind the trade depot, counting the exit ramp as "in front".  That way any visiting caravans take the brunt of an attack before my tied-up dogs have to fight.  All of your dogs should be trained as war dogs.

Some megabeasts can destroy doors and don't get stopped by the traps.  If you are lucky, your archers will see them and kill them.  If your archers alll decide to go have a drink at the same time, you'll have a hydra in the fortress.  That is when you will decide to graduate to more elaborate defenses, but the above will do for a start.  :)

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