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Messages - IronyOwl

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22471
DF Dwarf Mode Discussion / Re: Wood logs
« on: December 17, 2009, 01:30:54 am »
Oh, this one's easier than you think. Wood is used to make charcoal, right?

"But I use magma, I don't need charcoal."

Ahhh, you don't need charcoal for BURNING, no.

But a charcoal tower? That, you do need!

22472
DF Dwarf Mode Discussion / Re: The sixth race.
« on: December 17, 2009, 01:24:48 am »
Rhesus stole a mining pick from me once.

Needless to say, they probably used it to build a fortress big enough to laugh at mine. Decorated with the gems they ALSO stole from me, of course.

22473
DF Gameplay Questions / Re: Goblin Attack Ruined Fort
« on: December 15, 2009, 11:24:35 pm »
Channels and walls are completely impassable, so they can easily seal off the outside from invaders. Traps do not trigger from friendlies, so can be placed anywhere.

It's remarkably easy to make a hallway or channeled path completely filled with traps- stonefalls are cheap, weapon traps are effective, and cage traps instantly cage- thus removing- any foe that steps on them. The result is a passage of death that bars anything hostile from touching any dwarf that isn't outside fishing or gathering lumber.

Of course, it's precisely because of this that many choose not to use such simple methods- they're too easy and too effective, in many cases completely removing the need for a military.

Hence, I'd recommend getting a better military over architectural solutions, unless you've got a really good one you're just looking for an excuse to build anyway. Make sure you train up their wrestling before giving them weapons to spar with, and that they're wearing armor (even bad armor) and carrying shields at all times, and I think you'll find they'll be more than up to most adversaries. Just remember that squads follow the leader, even when said leader decides to sleep or drink, so be ready to promote someone else to the task if the current squad leader is taking a nap.

22474
DF Gameplay Questions / Re: Tougher enemies
« on: December 15, 2009, 11:08:53 pm »
Quote
So: Terrifying, river, magma vent, and chasm for extra fun.

That's about right, as far as wildlife goes. Emphasis on the terrifying river, as magma men aren't especially tough, imps are only dangerous because they light things on fire (which tends to produce all-or-nothing situations), and many chasm creatures spawn on the lower levels where they then can't really reach you.

To really get dangerous, you'll need to turn to modding. Numerous already-made mods exist for just this purpose, but in my experience they tend to either also add stronger materials or the like, so you end up with an Invincibilium-clad dwarf mauling twenty-foot orcs to death (ie vanilla but bigger), or else encourage/require walling yourself up and picking foes off with crossbows or waiting for them to go away, which, again, rather defeats the purpose of "tougher foes".

Modding things yourself isn't particularly hard, but making foes "stronger"- much less the strength you want them- is a bit trickier. Damblock, size, and weapon damage all affect their performance in combat, but I've heard damblock isn't as useful as you'd think, and usually calls for "tougher" foes means those that stand up better in combat, not ones that one-shot a champion and then get ripped apart like tissue.

22475
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 15, 2009, 10:45:27 pm »
The game cares about RAW files in some ways and doesn't care in others once a world is genned, so you wouldn't really expect to find any evidence of this world's geological kinks in your RAWs.

Quote
I was also thinking of building a floor out of it, collapsing a (natural) level onto it, then digging it out again.

That'll be tricky to work out, I think. Unless you know exactly how many levels the cave-in will punch through, you'll probably need a pillar of sand to make sure one of them ends up being the surface it stops at.

Sadly, I don't see any reason to think the game actually considers this stone in any way related to the soil of the same name. It's worth a try to see what happens, but the odds of it working are pretty much nil.

22476
DF General Discussion / Re: Why did the Dwarf cross the road?
« on: December 13, 2009, 11:02:26 pm »
To finish building it.

(So he'd have more to cross.)

22477
DF Dwarf Mode Discussion / Re: Sphere building help
« on: December 13, 2009, 10:57:38 pm »
Now the next trick will be to see how well my blueprints come together when a design a smaller "negative" sphere coming out of the main sphere to create the "laser disk" portion.

The real trouble here is scale. Making the bigger sphere large enough that the smaller one is recognizable as a spherical indentation instead of just a hole will be difficult, especially heightwise.

22478
If all else fails, I've heard "dwarven casinos" (rooms filled with levers set to repeat) are a good way to enrich the masses. It counts as a paying job, can be done by anyone, and doesn't require the lever be actually hooked up to anything.

22479
DF Dwarf Mode Discussion / Re: Armor for civilians?
« on: December 12, 2009, 07:24:04 pm »
A more practical solution is probably to draft your dwarves long enough for them to train their wrestling skill up. It will help them fare better against carp, requires no odd equipment options, and increases their stats at the same time.

Of course, they'll refuse to go back to menial labor if they hit legendary, but that's not an issue unless you forget about them or they regularly have to use their new skills over a period of time.

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