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Messages - Albedo

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46
Can I use the swinging wooden beams to send a kobold careening down a pit into lava?

What you ~can~ do is force them to dodge off a narrow ledge and fall.

In the combat mechanics, when a weapon (including from a weapon trap) swings at a creature, first thing they do is try to Dodge it. This may make them jump 1 tile from their current location. If they jump into open space, they fall.

If you make a line of weapon traps, and channel out the tiles to both sides, then ~if~ they dodge it's 6/8 that they'll jump and fall, and 1/8 more they'll jump back and have to try again.

And if they don't dodge... well...

(Make sure the first z-level below the traps has been "smoothed", as some creatures can climb and will grab the wall and save themselves.)


You can also use a raising bridge on a repeater to toss them randomly. Good times.

47
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 12, 2015, 12:55:09 pm »
In the meantime, I realized just now that the critter list for the animal stockpiles is in order of the raw files.

So, you're suggesting that if we put the RAW files in "an order", then the animal stockpiles will ~also~ appear in that order???

<runs off to test>

48
DF Dwarf Mode Discussion / Re: Animal People: What are they good for?
« on: July 12, 2015, 12:52:22 pm »
Gotta catch em all!

Save the animal people... collect all in a series!

49
DF Dwarf Mode Discussion / Re: We hates them (Rodent People)
« on: July 12, 2015, 12:50:18 pm »
I got your "plaintive gesture" right here.

50
Dwarf physics and "common sense" rarely intersect. Altho' experimenting is the way to progress, usually the wiki will tell you how things work, and what can/not be done.

51
I thought that strange moods only gave experience for the skill used to create the artifact?

Nope.

Other unexpected item-producing skills include Weaver, Engraver, Gem Cutter/Setter, and Tanner. And Bone Carver sometimes produces non-standard furniture instead of off their usual list.

http://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Artifacts_created

52
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 12, 2015, 12:38:51 pm »
I certainly was disappointed when my magnetite dining room had a diorite floor (or whatever), and the first time I dug a room out of gems and got... just another room. So I'm on board with you there.

(And I mainly put that link for any and all, not accusing you personally of ignorance.)




53
DF Gameplay Questions / Re: Getting organized and efficient?
« on: July 12, 2015, 12:36:21 pm »
+1 (generally speaking).

A dwarven fortress itself is much like dwarven engineering - a large, lumbering, clumsy juggernaut that is unstoppable once set in motion.

If you have a lot of dwarves, you'll probably have a lot of idlers - don't worry too much about it (unless, of course you enjoy fine tuning that, then more power to ya!). 

It's pretty easy to have almost no idlers up to a couple dozen dwarves, and if adding a dozen adds a few idlers, that's still making your workforce bigger by almost 10 dwarves.  It's the net engine size that matters, not % at the high end.

54
DF Gameplay Questions / Re: Drawbridge Striking the Merchants
« on: July 12, 2015, 12:31:22 pm »
3. "seized goods" - you seized goods from the caravan and they left

This actually has 2 forms, right?

One is if you simply "take" trade items (off the Trade screen) without paying, and the other is if you claim/dump items from the merchants/guards/caravan for your own use.

The first is seen as "bad" (w/ severity depending on the amount involved), while the second is simply tallied against total trade profit - something like that?

55
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 11, 2015, 03:17:23 pm »
Just leave them where they are - if they give birth a SECOND time without being out of their cages, then it's confirmed.

But as it is, doesn't seem we can confirm they were not pregnant before they were caged, right? (Or am I misunderstanding?)

56
DF Dwarf Mode Discussion / Re: Animal People: What are they good for?
« on: July 11, 2015, 02:04:20 pm »
I captured an animal person. A Gray Langur Woman.

Build a room with tables, chairs and a booze stockpile and designate it as a meeting area. Put a single brass support in the middle of the room...

57
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 11, 2015, 02:02:32 pm »
Doesn't address my question. Both could have been pregnant before caging afaict.

58
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 11, 2015, 02:00:48 pm »
re outdoors/underground/etc.: http://dwarffortresswiki.org/index.php/DF2014:Tile_attributes

So I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?

Only Toady knows if it's intended or not, but it's certainly the way it works atm.

59
Build a straight wall (or remove a line of ramps), and build your traps at either end - animals will wander around the barrier and cut the end, right into the traps.  I also modify the "corners" of the walls of my fortress to allow for a few cage traps there - works the same unless I have guards on the walls which scare them off. (I have raising bridges to seal the area for harvesting/reloading the cages.)


Elephants (and rhinos to a lesser extent) take SO much grazing that even 1 is tough to keep alive. A tiny herd can easily strip all your grazing land bare quite quickly, resulting in them then quickly starving to death. Sad, but true.

60
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 11, 2015, 01:29:31 pm »
critters can make babies through cages so long as they are within 1 tile of each other O.O

This would indeed be "not trivial". You ~sure~ they were not pregnant when they were caged? (Only way to be sure is either a loooong duration in a cage (longer than any pregnancy would take) OR caged before maturity.

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