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Messages - Fredd

Pages: 1 ... 44 45 [46] 47 48 ... 85
676
DF Dwarf Mode Discussion / Re: Your first titan
« on: May 21, 2011, 10:06:33 pm »
I do not know about titans, but my first big visiting monster was memorable. It was a few releases before 40d, and my first successful fort, I got the announcement some dragon with a really long name had arrived. I thought it was going to fly over the wall, and devour the populace. Much to my pleasure, and amazement, a cage trap got it.
 Boy, I was proud of it. Especially since the dungeon master could tame it. Well after my future guard dragon got tamed, it managed to crispyfy numerous dwarves, except the dm, who it loved. With the only dwarf alive being the DM, finally abandoned the fort. I always hoped that dm would go visit elf villages, spreading fiery love with his new pet.


677
DF Dwarf Mode Discussion / Re: Graveyard layouts
« on: May 21, 2011, 09:45:33 pm »
I knew it. Lagslayer is half elven!. Boo, Hiss, Boo

678
DF Gameplay Questions / Re: Armorsmith not collecting anything?
« on: May 21, 2011, 04:26:10 pm »
Dump her down a shaft, let her go dig it herself

679
Yup, they will occasionally spawn like that. Did you breach a cavern, then wall it up immediately? That will allow them to spawn in your fort. Unless you dug too close, and left a crack. That not good. If not, now you can gather cave silk safely, and not have a forgotten beast fly through the crack

680
DF Modding / Re: DFHack 0.5.14
« on: May 21, 2011, 03:10:01 pm »
Anyone have a guess to why the latest version of DF Hack is not opening. Downloaded, unzipped fine. When I double click on one the the tools, a small screen flickers into existence for a short time, then nothing. Am using Vista

681
After what putnam experienced, this calls for a new fort near a human town. Turn invasions off, stockpile it with good equip, abandon, then see if the dwarves fled to that town. Would not hurt to get some of my ex legendary fighters as companions.
 P.S I like Dwarven Fried Cats better. Need to figure out side orders for the two paw dinners. Biscuits of course will be sold.

682
well, you can,sort of. Build /dig a area that contains the shop, plus a small room in back, with a door,and a stockpile for the specialty stones. Lock back room when that stone is not needed for a job. I use same setup for a mechanics shop to produce bauxite mechanisms

683
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 21, 2011, 12:08:07 pm »
Good basic outfit is a mail shirt, breastplate, robe, helm,cap, hood, cloak, greaves, highboots, gauntlet, and mittens. Bad thing the finished goods part of the uniform will wear out in time.

684
 Another good early warning system is to seed certain strategic areas with pressure plates, linked to a floorhatch in a 1x1 room filled with water. Below that another 1x1 room, with a floodgate, and another pressure plate that activates 2-7 water. Link this to main entrance to the fort, preferably a drawbridge. When ever the target size activates one, the water falls onto the bottom pressure plate, raising the bridge. To reset, just open floodgate via a lever, the bridge drops. pull lever to close, refill the pond in the hatch room. Before you pull the floodgate lever, look to see what might have set it off. You see no animals, its a ambush.
 Just had a idea, reading about the detection range. Since a dwarf  civvy can sense a goblin on the other side of a wall, no line of sight, could you make a series of tunnels just below the surface, outside the fortress walls.
Patrol them with soldiers, and put animals on restraints,just below the surface, along the border of the embark? It depends on if the detection range is the same at a different z level, no line of sight.
 If this works, you could place some 2 story high roofed pillboxes, top level fortified, to harass melee ambushes. Have their entrance connected to the tunnels. Only bad thing would have to order the patrolling squads to sleep on floor, and provide a few small booze stockpiles

685
Dwarves move to the closest stone they can see, irregardless of walking distance to it. Remember besides spores, they have x-ray vision. So a stone on the level below is their target(50 spaces walking distance), even if another stone is only 2 spaces away

686
All the egg roasts and beer mixing in dwarven stomachs are a deadlier weapon

687
DF Dwarf Mode Discussion / Re: Military & Happiness
« on: May 21, 2011, 10:57:40 am »
Train in my post means Train order that month. Off means no scheduled order for that month, on the Active training schedule for the year.
 Its that the Active Training Schedule to start off has Train order every month for every squad. Which will cause bad thoughts to anyone without at least novice in a military skill.
 The difference between Active, and Inactive schedule is that in Active, the no job title lasts much shorter than Inactive, so they will individually train more on weapon skills.
 You can give the same orders on the Inactive schedule, as the Active, train, patrol, station. With any of these orders, all the squad members you specified in the order will show up. No order for that month on a schedule means weapon training. Train order means demonstrations, sparring, combat training. Train order is a totally different bird than individ training.
 Von, thanks for the sure, lol. I must have read that about the flasks/vials in either the old wiki, or in the forum. I think will implement some minor !!SCIENCE!! on the matter

688
DF Dwarf Mode Discussion / Re: Dwarven Temple
« on: May 21, 2011, 01:19:04 am »
Of course, you need to have a separate temple for Armok. For RP fun, set aside a squad of soldiers, with unique uniforms, similar to the Templar Knights. Beneath the temple build a room for all the unused artifacts to be stored, and tombs for extra good soldiers that had boo boos defending the fort

689
DF Gameplay Questions / Re: Stone type management
« on: May 21, 2011, 12:57:05 am »
You can also have a huge building project designated nearby, and the stone in the stockpile has been reserved for it.
 Use of a quantum stockpile works well. Create a dump zone next to the mason shops, after you hit a layer of stone you like, like marble. Deactivate your main dump zone, activate the one near the masonary shop, use mass dump, d b d on the stone you want the masons to use. Haulers take it there. When you are satisfied with the amount, deactivate it, mass claim the stone, d b c, then reactivate you main dump zone. Treat it like shops that decorate stuff, a little off the beaten, or this case, dug paths with stone. And if you are assigning jobs directly from the shop, not manager screen, make sure the first job is a block, so not to make a item from some ugly stone, lol

690
DF Gameplay Questions / Re: How do I make my dwarves prefer wells?
« on: May 21, 2011, 12:39:27 am »
Many filling pond jobs will cause it, too.

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