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Messages - assimilateur

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631
DF Gameplay Questions / Re: Cat Cage question
« on: July 05, 2010, 02:37:56 pm »
Should people really be worrying about catsplosions? I mean, sure, having like 70 cats will hurt your fps but that's no big fucking deal. It's mostly no big deal because getting rid of already adopted cats, while more of a hassle than doing the same with unadopted ones, is perfectly doable.

Here's how to do it:
1. In a tight corridor, place a door, then an upright spike trap, then another door and a lever. The order has to be exactly as described, and you must build all of those things adjacently, i.e. with no spaces in between.
2. Link up the lever to the spike trap, and assign said lever to the dwarf whose pets you want to euthanize. Set the door that's nearest to the lever and mark it pet-forbidden. That way his pets will try to follow him but won't be able to reach him. Once they reach this door, however, it's probably best to mark the outer door as forbidden or pet-forbidden as well, as some pets (cats definitely, but other species might be different) are going to try and go back once they reach a pet-forbidden door. I understand that you might not want to do this, as it could be considered gamey; in this case, cat-killing might take somewhat longer, but that shouldn't be a problem.
3. Designate the lever for repeated pulling, until satisfied with the results.

Before you ask, yes, losing pets is distressing to dwarves, but that's nothing a good meal or admiring a nice piece of furniture won't cure.

632
DF Gameplay Questions / Re: Tips on dorf breeding?
« on: July 05, 2010, 07:39:08 am »
and then time enough for those kids to grow into adults

Not to mention time enough for them to train. Having 100 dwarves with neither military skills nor good equipment is going to be only marginally less useless than having 11 of them.

Way I understand your situation, I'd recommend setting up a shitload of traps, mostly cage ones, just inside your fortress. You may also want to remodel your entrance using temporary walls so that the goblins have to walk as far as possible to reach your guys. Once you have what seems to be enough traps to cage or kill most of them (this should be enough, as they're likely to retreat after losing roughly half of their number), lower your drawbridge.

633
DF Suggestions / Re: Wow racial averages are a bit...odd
« on: July 05, 2010, 06:49:19 am »
They're immortal, and they're also dickheads. That's a bad combination.

Well, my problem with your post was that you seemingly put it as though being (murderous) dickheads followed from being immortal, which didn't quite make sense. Way I see it, there can hardly be a connection between immortality and the forming of amoral societies in which murder is no big deal.

Alternately, they're a rather cold race, for whom the whole casual murder thing is necessary to, like you said, cull the population.

I meant that in the game-mechanical sense, as in, that the dev couldn't figure out a different means of keeping their population from spiraling out of control. I did not imply a roll-playing sort of justification.

That said, I think we can safely consider the word "murder" a misnomer in this context. Murder means unlawful killing, and since they have no sanctions for murder (probably not even vigilante justice), we can safely assume that their ethics are more of along the lines of "do what thou wilt shall be the whole of the law".

634
DF Suggestions / Re: Wow racial averages are a bit...odd
« on: July 05, 2010, 05:34:34 am »
For example, it's been speculated that the reason goblins take such a casual attitude towards murder is that they can't die any other way - except suicide, but there's no functionality for that in the game, and besides which, it doesn't seem as fun. The DF goblins are evil and nasty because, with their immortality, their lives probably get supremely boring.

I'm sorry, but isn't this sort of ridiculous? It doesn't follow that an immortal creature wouldn't value life, since it only has one, regardless of how long that would be.

Your justification would however make sense from a purely game-mechanical perspective, to sort of cull their population.

635
Can't you sell off an artifact and buy out a dwarf caravan with lots of expensive stuff on it?

As Sphalerite said, that won't work, and even if it did it would hardly make much sense since you can produce large amounts of valuable trade goods, using renewable resources, already. I'm talking about prepared meals.

Wait a sec... I can build those skull floodgates and opal armor racks!? How?

Have you even tried it before asking? You can build, as in place, artifact furniture the same way you'd do with the regular stuff.

636
until they starve to death.

They won't do that. Currently only your dwarves need food and drink, invaders and traders, as well as miscellaneous animals, don't.

637
DF Bug Reports / Re: Strange Mood Dwarf does not claim workshop
« on: July 03, 2010, 02:56:52 pm »
Furthermore, you're not the hall monitor, and I wasn't speaking to you, and a post attempting to stop a derail (even if one is occurring) is just adding to it.

Well said, mate.

638
DF Gameplay Questions / Re: The Little Questions Thread
« on: July 03, 2010, 02:23:14 am »
I want grass on an inside subterran dark muddied rock.

Yeah, I was being a dizzy motherfucker when I wrote that post (not just the part where I addressed you). In short, I don't think you can make grass grow there.


Off topic: it's a good thing the thread title got finally changed.

639
DF Gameplay Questions / Re: The Little Questions Thread
« on: July 02, 2010, 07:37:48 pm »
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.

Talk about brain fart. Thanks for pointing that out.

640
DF Gameplay Questions / Re: Dwarves not using bedrooms
« on: July 02, 2010, 07:02:48 pm »
Dwarves will still go into restricted zones

I never implied otherwise.

My reasoning was that, assuming bed selection is based on distance, and traffic zones "virtually" increase effective distance, dwarves should reasonably be expected to sleep in their rooms if you set this up properly.

Also:
That's

641
DF Gameplay Questions / Re: Dwarves not using bedrooms
« on: July 02, 2010, 06:43:14 pm »
So it does work pretty damn counter-intuitively after all. I mean, traffic designations influence pathing costs, at least if the d_init settings are any indication. This sounds like a way of virtually increasing distance to any point inside a restricted traffic area, and I am quite unpleasantly surprised that it doesn't.

642
DF Gameplay Questions / Re: Dwarves not using bedrooms
« on: July 02, 2010, 06:10:56 pm »
Would making the hospital a restricted traffic area improve this situation? I have very little experience using traffic designations, and I can't even test that properly right now because I've been starting and restarting new fortresses ad nauseam lately, but on the face of it this makes sense. I mean, it should not interfere with anyone who has real business at the hospital, since they have to get there regardless of distance, while theoretically making them treat their proper bedrooms as being relatively closer now.

Of course, knowing DF, it's a long shot that this will work.

643
DF Gameplay Questions / Re: The Little Questions Thread
« on: July 02, 2010, 06:00:21 pm »
So, how could I go about building and using a magma glass furnace (Like I said, I'm new)?

From the Wikipedia (for fuck's sake) article about magma forges (it's analogous to magma glass furnaces, smelters and kilns):

Quote
To build a magma forge, you must have fire-safe materials, an anvil, and a build site with at least one tile open over magma at least 4/7 deep. Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out.

One thing to add is that you can't channel out the center tile of where you want to place your furnace. All other tiles are good, and the impassable (you can tell which are impassable by the dark green color) ones preferable.

Is it possible to make grass grow on underground rock tiles?

just to be on the safe side: underground muddied rock tiles.

Grass should grow there as long as you don't cover the area with anything, including bridges or glass floors.

644
DF Gameplay Questions / Re: The Little Questions Thread
« on: July 02, 2010, 02:32:38 pm »
This article has all the info you need. What you should be looking for is a list of "moodable" skills and what workshop they require. Lacking one of those skills, your dwarf will opt for a crafts workshop.

645
DF Gameplay Questions / Re: Possessed dwarf not gathering materials
« on: July 02, 2010, 06:39:28 am »
If he liked aluminum and requested metal, then it must have been the lack of said metal that drove him mad. I mean, unless this has been changed in .31, artifact creation does not require coal even at a non-magma forge or glass furnace.

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