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Messages - Skorpion

Pages: 1 ... 161 162 [163] 164 165 ... 178
2431
Mine works just fine, but it consists of the area next to the hole, and the Open Space itself. Have you tried that?

2432
DF Gameplay Questions / Re: Efficient noble-killers?
« on: March 03, 2009, 03:04:38 pm »
Get rid of the guard and the nobles, but KEEP THE HAMMERER. I've had hammerers help kill megabeasts.

Yeah, but I have an army of elite champions, with more in training.

2433
So. I build a wall, with a door in one end, and a lever, set the lever for useless nobles, and wait.
The countess comes in, pulls the lever, nothing happens. She turns around to leave, and the door's locked.
Meanwhile, the hammerer goes to pull the OTHER lever, but buggers off just before doing so, in order to have a drink.
Then the baron consort shows up, yanks the lever, and wanders off, flooding the room the countess is in. Whoops. Or not.
So, the water floods in. Slowly. And guess what? She learns to SWIM. So, now she's bobbing there, in 5/7 water, STARVING TO DEATH. Slowly.

2434
DF Gameplay Questions / Re: Efficient noble-killers?
« on: March 02, 2009, 10:46:11 pm »
I don't see why people find nobles so annoying, pets cause far more trouble IMO, at least FPS wise.

Yes, but she demanded clear glass stuff. Three of 'em. I don't have time to make an ashery, make pearlash, make glass, and then turn it into stuff. And the mayor has a flute fetish which never gets fulfilled, so then the hammerer has to go. The baron consort just eats and pulls levers, so HE goes.
And the tax collector will demand coins, so off he goes as well.

Then it's back to the original issue of too much goblin junk.

2435
DF Gameplay Questions / Efficient noble-killers?
« on: March 02, 2009, 10:34:31 pm »
So, I got nobles. I'm working on killing the countess, but she's starving to death while bobbing in 5/7 water instead of dying properly by drowning.
However, the rest need to go quickly. I'm already sick of the mandates and price alterations.

Anyone got suggestions/designs for noble-killing machines I can make quickly?

2436
DF Gameplay Questions / Re: what to do with platinum?
« on: March 02, 2009, 10:26:20 pm »
Leave it lying around in strategic locations, so mood-y dwarves will get to it first.

2437
DF Gameplay Questions / Re: Most valuable mass-production furniture?
« on: March 02, 2009, 10:24:27 pm »
Wouldn't it be quicker to set them all on a mass smoothing spree?

Also, they get happy thoughts of 'admired own fine X lately', so anything should do.

2438
Instead of a channel, have you tried a tunnel?  Dig a tunnel - using the dig designation - from your fort to the brook.  Just a straight tunnel, nothing fancy.  It'll probably take a while to work its way there, but as long as it's not open to the sky and you don't make it spread out, it should get there.  Eventually.

If there's valleys in the way, make a covered pipe between tunnel segments.  Just a 1-wide line of floor constructions with walls on the sides and a roof on top.

^ Sage advice. Uncovered aqueducts = reduced tactical mobility.
I tend to dig them a Z-level or two under the brook, then channel into it in stages, after pulling it up to one end of your fort.

2439
DF Dwarf Mode Discussion / Re: Fortress Design Principles
« on: March 02, 2009, 07:25:05 pm »
Well, I'm working on an ideal design through trial and error.
And boredom, improvisation, and mad flashes of inspiration.
But mostly trial and error.

The principle is to have ALL entrances come through one underground area, that can be easily flooded or drained at will, and to use caravans for frivolities only, rather than necessities. A curtain wall conceals the main entrance, and provides a courtyard.

My current design is almost infinitely defendable. Water would run out eventually with heavy use draining the two large murky pools if someone were to smash the windmill powering the screw pump bringing water up from the brook, but the farms are entirely devoted to booze, with meat being handled by meats.
The entrances are a single main entrance hall, hooked up to a flooding system, which drains into the graveyard. The trade depot and 'main' underground entrance are down a level with ramps, with ramps up into the courtyard allowing access to the main stairway to the stockpiles, and the channeled dump-spot, which can be shut off via bridge.

2440
DF Gameplay Questions / Re: Idlers and Automation
« on: March 02, 2009, 03:15:05 pm »
Just you wait until you get serious goblins. It's gonna take me YEARS of 20 haulers cramming silk and leather underwear into bins, and two wood furnaces and two smelters working non-stop melting the iron down, carpenters making the bins, wood haulage, hauling more goblin stuff when they show up, and so on.
Then there's the constant cooking, bonecrafting, and expansion of the stockpiles.



2441
DF Gameplay Questions / Re: Dining room
« on: March 02, 2009, 10:58:07 am »
Designate a dining room and not a meeting area.
I've found that any time I have a meeting area, someone organises a party just when I want stuff done urgently with every dwarf in the fort.
Such as removing stuff from the trade depot without having to deconstruct it and have it all dumped.

2442
DF Gameplay Questions / Re: Decorating with Bone?
« on: March 01, 2009, 09:09:45 pm »
Yes and yes, just like bone crafts.

2443
DF Dwarf Mode Discussion / Re: Armok God of Blood
« on: March 01, 2009, 07:48:05 pm »
Makes sense. I mean, I have an array of traps, an elf drowner, and a pit for throwing prisoners in.

And a big pile of loot that my dwarves spend all season sorting through and selling to the elves.

2444
DF Gameplay Questions / Re: How do you stop Migrants?
« on: March 01, 2009, 03:29:11 pm »
Stop creating wealth. I've pretty much stopped currently, and haven't had any in a coupla years.
Or kill a LOT of dwarves.
Or trap a dwarven caravan, so you won't get wealth assessments.

EDIT:
If you trap a caravan, don't let it go. I finally found how to release one, and I got about 15 migrants at once.

2445
DF Gameplay Questions / Re: Cave adaptation
« on: March 01, 2009, 02:29:10 pm »
well, i moved my meeting area to the top floor of my tower.

the green squares are glass flooring.

guess what the wavy tiles are



So, you have the next level down projected with images of trodden-in vomit?
Yuck.

On a related note, my obsessive collecting of every last item goblins drop makes my dwarves end up wearing shoes covered in blood, mud, and vomit.

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