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Messages - Shadowex3

Pages: 1 ... 6 7 [8] 9
106
DF Gameplay Questions / Re: water source not working like it used to
« on: March 07, 2009, 08:56:14 am »
saltwater should have a different icon from regular water even if you're using a graphics pack.

107
DF Gameplay Questions / Re: Are Goblins Supposed to do this to Doors?
« on: March 07, 2009, 08:55:18 am »
Would using floodgates to replace crission mitical doors work?

108
DF Gameplay Questions / Re: How to kill caged goblins.
« on: March 07, 2009, 08:53:28 am »
build a bunch of weapon traps in every square around the cage, link cage to lever, open cage, collect look and dump the corpses afterwards.

109
DF Gameplay Questions / Re: What do goblins like?
« on: March 06, 2009, 02:07:49 am »
I just held them at bay long enough to literally wall off the entirety of the map except for a specific area where I chose for them to spawn that I then channelled out (for now). At the moment it's keeping them entirely out of my hair. I plan to eventually just make a nice long hallway for them to go through tower defense style. Periodically there will be alcoves of chained kittens and rather than weapon or cage traps I'm going to build a lot of pressure plates in a repeating pattern. Depending on what's possible I'll either just dump a nice chunk of my magma pipe down the chute to clean it (wasteful) or if possible arrange bridges so that the pressure plates cause everything nearby to be crushed.

Failing the feasibility of either of those I'll just make a long kitten hallway (stick them behind windows for safety?) to discover everyone and make a 1-tile wide chokepoint with my artifact adamantine mechanism and the best set of large serrated discs I can make.

110
DF Gameplay Questions / Re: magma-proof-bridge
« on: March 05, 2009, 05:17:53 pm »
Anything can go OVER magma, if you want it to be magma safe for making an Armok's Lawnsprinkler trap or something you need to build it out of iron, steel, bauxite, and if you're either insane or have far more than you need (impossible) raw adamantine.

111
DF Gameplay Questions / Re: Farming and failing to do it
« on: March 05, 2009, 05:15:46 pm »
Imho turn off everything except farm based labors and food+refuse hauling on your farmers, and I strongly recommend growing plump helmets as your staple crop since they can be grown in all 4 seasons underground and can both be turned into booze and cooked or more importantly eaten raw for a self-sustaining food supply.

2 normal farmers and a 5x5 crop sustained my 80 man fort with plump helmets no problem. If you don't mind exploiting and work the math out on the seeds right you can even boozecook to massively inflate your food supply.

112
DF Gameplay Questions / Re: LAZY. ASS. "MILITARY".
« on: March 05, 2009, 08:26:36 am »
Similar problem, I've got a bunch of lazy ass marksdwarfs that refuse to use the perfectly good crossbows and bolts I have and instead prefer to run around with NOTHING since I forbid their mining picks and disabled mining as a labor for them.

113
DF Suggestions / Re: Pulling levers for sh*t and giggles
« on: March 04, 2009, 11:48:58 pm »
Quote
Urist McNutcase has developed a compulsion to jam anything colored blue up his anus, or alternately other peoples anuses...

Quote
03/03/2009: Tweaked Strange Moods: Sodomy

114
If you have unexcavated rock then you can place up-down and individual staircases on any z-level. If you want to place a staircase going up or down in an area you've already mined out on that z-level then you either need to build the staircase into a wall or build it from the constructions menu rather than the designations menu.

Just think about it in terms of whether you're designating what to do with rock already there, or construction something in an open spot.

[edit]

Also ramps are faster for vertical travel iirc but can only be designated as upward ramps from the level below.

115
DF Suggestions / Re: Autoinclude low-level tasks in Job Menu orders
« on: March 04, 2009, 01:19:52 am »
the obvious solution would be to fill the player's orders then.

116
DF Gameplay Questions / Re: Personality and Engraving
« on: March 04, 2009, 01:18:19 am »
Just throwing out that a good way to train up legendary engravers without wasting your fortress is to have them smoothing and engraving out the tunnels you dig while going for ore/gems.

117
DF Suggestions / Re: Autoinclude low-level tasks in Job Menu orders
« on: March 03, 2009, 09:44:48 pm »
I don't see that as very difficult numbercrunching for the ai, if you have specific wishes you'd probably order those done anyway rather than overseer it. As for fuel... I don't quite understand.

118
DF Gameplay Questions / Re: Efficient noble-killers?
« on: March 03, 2009, 07:59:43 pm »
Just use magma? build a tunnel to wash them out of the side of the mountain and 12 zlevels down? Goblins? Sparring accident? Armok's Hammer?

119
DF Gameplay Questions / Re: Efficient noble-killers?
« on: March 03, 2009, 05:00:54 pm »
lock him in a room with food and booze, wall him off, and add a hallway going straight to wherever you expect the fighting to be in an invasion. In case of goblins release hammerer.

120
DF Gameplay Questions / Re: what to do with platinum?
« on: March 03, 2009, 03:45:43 am »
Probably an exploit and maybe fixed by now but isn't making a stack of bolts and decorating it pretty much the most valuable thing you can make?

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