Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Grendus

Pages: 1 ... 165 166 [167] 168 169 ... 174
2491
DF Gameplay Questions / Re: bottomless pits, tips
« on: July 08, 2009, 07:51:47 pm »
Unless it's an undead flying cave swallow, you shouldn't have too much trouble dealing with it. A squad of marksdwarves should be able to easily deal with it, or you could simply mod away it's flying tag and drop it down the pit. Up to you.

2492
DF Gameplay Questions / Re: No engraving in soil?
« on: July 08, 2009, 07:08:32 pm »
Train up a legendary blacksmith/mason, leatherworker, bonecrafter, and gem setter. Masterwork statues studded with diamonds and menacing with spikes of megabeast leather and rings of megabeast bone are pretty valuable, should be enough to make your low level nobles happy. Dig out a royal suite in a stone layer though, the king is harder to impress and engraving makes pleasing him soooooo much easier.

2493
DF Gameplay Questions / Re: Melting and Forbidden items
« on: July 08, 2009, 07:05:01 pm »
The problem with having lots of single bolts around is, I find, it messes up the marksdwarves- they always grab the single bolt piles for me, thus their training ios pretty useless.

Oh well, if its the only way to get steel back I guess i'll have to risk it and turn on more than one smelter for melting.

Thanks

Just use your z-stocks menu like we said and your dwarves will get the job done sooner or later.

And the idea of using multiple smelters, when you melt an item, 1/10th of the size is returned in metal.  When you get a full bar, it gives you the bar but not before.  If you have multiple smelters running, you're likely to end in a situation where one smelter has 5/10ths of a steel bar, one has 7/10ths, and one has 8/10ths of a bar.  If you did those at one smelter you'd have two bars already whereas with three you don't have any yet.  Just to forewarn.

Wiki article on Melting

Yes, but if you use only a single smelter odds are you will never get the job done. You have to balance it out, material efficiency vs time efficiency.

I usually stick with 4 magma smelters that I do all of my melting on. I never deconstruct these guys once they're built, and they do no other tasks besides melting things down.

Also, if you want to automate the process a bit, create two stockpiles. One is a weapon/armor stockpile for usable items. The other is a weapon/armor stockpile for unusable items. These are things that you dwarves cannot equip. Then you can simply mass designate the entire thing for melting every once in a while. Note that trap components will also be sent here, but if you're using glass or wood trap components you don't have to worry about this, as only metal items can be designated for melting.

The real issue, I think, was with the bolts, since you don't want a marksdwarf picking up a single bolt, firing it, then rushing in to bash the enemies. There's no real way to handle this, unfortunately, just mark them for melting and hope it goes away.

As for melting down large and small armor though, Hyn is spot on. The only thing that needs correcting is that you can change a stockpile's settings so it doesn't receive trap weapons anymore, so even if you use serrated steel disks you won't have to worry about melting them, since they won't be in that stockpile.

2494
DF Gameplay Questions / Re: First fort, dead. A few questions...
« on: July 08, 2009, 06:56:21 pm »
If I can make a few comments about your dieing to the orcs.

Orcs are dangerous, but yours sound... worse. Can I ask a few questions?

1. You make no mention of armor. If your dwarves were running around in their raggedy clothing, it's no wonder they got ripped to shreds. Did you just not mention it? By the first invasion you should at least have leather (heck, in a "survival" map I played - starting with an axe and two kittens - I had leather armor before the orcs showed up) and if you build fast you should be up to chain or even plate from whatever metals you've found.

2. Did you draft your miners? If you draft a miner and leave his weapon as "unarmed" he'll fight with his mining pick, and use his mining skill as his weapon skill. Picks may be puny weapons, but a legendary miner can easily cut a swath through the orcs if he's got some good armor, especially since miners tend to be strong, tough, and agile.

3. How skilled were your original marksdwarves? You mentioned you drafted your peasants as marksdwarves, but how skilled were your original 8? An unskilled marksdwarf with wooden bolts will be lucky to kill a kobold, let alone an orc, while a legendary could easily put a bone through an orcs eye from 30 paces.

4. Since you were building an above-ground fortress, why not just wall yourself in? It's how I usually survive the first wave of orcs, they go away after about a season.



As for your questions, magma's easy, deserts vary, and glaciers are tricky.

Exposed magma has a tendency to cause brushfires from the imps, but once you have some infrastructure it's easy. Just floor over it or, if you have a stream, pump water over the top of it to form an obsidian cap. Bonus points for carboniting an imp.

Deserts can be really hard or fairly easy. If they have saguaro or underground water, wood won't be a huge issue, otherwise you'll have to trade for it. If they have a stream, water will be a cinch, otherwise you should write off any wounded dwarf, though booze production will be easy enough. If they have magma, forge-craft will be easy, otherwise it will be nigh impossible (forget about steel, you'll be lucky if you can spare enough wood to make iron armor).

Glaciers are hard, your dwarves will freeze to death and if you have no magma getting water will be a problem. On the bright side, you can build a palace of ice, which is kinda fun. Ice is even considered fireproof (the irony) so you can build, say, an ice furnace.

2495
DF Gameplay Questions / Re: Mandate...
« on: July 08, 2009, 06:28:39 pm »
If a beating is assigned, it's done unarmed by a Captain or Guardsdwarf. These usually aren't dangerous, unless you get something like your situation where he's maimed and dies of dehydration. If you don't mind cheating, DwarfCompanion will heal your blacksmith's broken leg so he can go drink some booze.

The hammerer is, to my knowledge, sent when the other forms of justice aren't carried out swiftly enough. As long as your Captain or a Guardsdwarf arrive in a timely manner, he'll never be needed. My guess is his only purpose is to force you to activate justice at a certain point, since other than the hammerings failing a mandate has pathetic consequences.

2496
DF Gameplay Questions / Re: Blindness
« on: July 08, 2009, 02:55:48 pm »
Gray wounds never heal. If he's a champion, you'd probably be best to put the poor bugger out of his misery. Magma is cleanest, though if he's well connected letting him die to a siege then a proper burial reduces the chance of a tantrum spiral.

2497
DF Gameplay Questions / Re: A few questions
« on: July 08, 2009, 02:37:42 pm »
I'm fairly sure you can't smooth an engraved tile, I think I tried that to remove low quality engravings in my dining hall and it didn't work. I hope I'm mistaken, it would make engraving for value much easier, but if it's engraved I'm afraid the only way to get rid of the mud is to destroy the engraving via construction or magma.

2498
DF Gameplay Questions / Re: Mandate...
« on: July 07, 2009, 08:40:39 pm »
A Sheriff/Captain of the Guard is useless to a fortress early on, all they do is lock up useful dwarves to stop a tiny unhappy thought from your mayor. It's when you get the hammerer you want a captain and some metal cages/chains, since even 150 days in a cage is preferable to having your skull caved in by the hammerer.

Justice will activate itself, no need to rush it. The baron brings all sorts of unpleasantness with him, which is good considering that by the time you meet his requirements the fortress will become terribly boring.

2499
Cage traps are constructions, not mobile objects. To my knowledge, cage traps can't even be built on top of a bridge, so I'm guessing no.

2500
DF Gameplay Questions / Re: legendary dining hall
« on: July 07, 2009, 07:03:57 pm »
At least, I don't remember engraving my last one, and my Dwarves still end up with "dined in a legendary dining room lately."

Depends. The "dined in a legendary dining room" happy thought is not the same as having a "Royal Dining Room" for your dwarves. It's totally up to you, I prefer to train up a legendary mason and have him slowly engrave my wall with an actual history of my fortress. But that's just me.

2501
1. Look up the warcarp thread. Someone actually tamed them (I believe he may have modded them to be tameable though) and put them in his pit trap.

2. Seems like water would slowly drain down the pit, not instantly, however that would create a current which may sweep your victim down into the cistern as well. On the positive side, if the water is pitted he's out of your hair, but no more torture.

2502
DF Gameplay Questions / Re: Can magma go though a statue?
« on: July 07, 2009, 01:53:32 pm »
Wouldn't the statues get destroyed by the lava?
Depends on the building material. Most statues would (eventually) melt, but ones made from magma-proof metals and glass wouldn't...though the magma-proof qualities of glass constructions may be a bug.

Glass, to my knowlege, melts in magma. Currently, constructions only take damage if magma is in the same square they are, so a wooden wall can hold back a volcano's worth of magma. However, if you were to try to use, say, a glass grate it would melt very quickly. The only place in magma-construction where things like nickel and bauxite are necessary is for building, say, a floodgate to control an obsidian farm.

2503
Ok this is kina hard to say,so if a mountain +1-+9 has alot of ore would a mountain -1-(-9) have more ore than a woodland -1-(-9)?

Albedo is right, your question is a bit vague and you'll probably find the answer on the wiki, but I'm going to take a guess.

You will very rarely find ore in "soil" layers, so in that regard mountains, which are nothing but stone layers, will probably have more ore overall than a forest. However, as ore is controlled by the layer it's in not the layers around it, once you dig through the soil layers (which are damn useful anyways) you'll find exactly the same amount of ore in the lower layers of a forest biome that you would in a mountainous biome.

Odds are that unless you're trying to arm an entire army and only have a single vein of limonite, you won't suffer from a severe ore shortage. If you're having ore shortages, do some exploratory mining, it's out there somewhere.

2504
DF Gameplay Questions / Re: Dying dwarf due to stupid dwarf: remedy?
« on: July 07, 2009, 01:10:29 pm »
Once you have enough dwarves that you can support having 20 or so haulers with health care, treating wounded dwarves should be easy enough. I believe health care is on the same priority as hauling jobs, so your haulers will take care of him. Make sure you have beds that aren't designated in a room, dwarves treat those as hospital beds and wounded dwarves will recover faster in them. You should also look into de-carping your river, a dedicated marksdwarf should manage it in a season or so assuming he's skilled and well supplied (and doesn't try to hammer them).

For the liaison, requesting items doesn't guarantee they will come with the next caravan, but it greatly increases the chance they will. I requested iron anvils one year and they brought me six the next year. Just be forewarned that while requesting items makes them more likely to come, it also increases their price. The iron anvils went from 1000 to 2400 in cost, so the price jacks up fast.

2505
Also, on justice, the Hammerer arrives with the baron. Justice is activated as soon as your fortress gets large enough for a sheriff, there are simply no penalties aside from an unhappy thought for your nobles (which, prior to your baron, is comprised of your mayor and maybe the king if you've already struck the HFS). Once the Hammerer arrives though, there's a pretty nasty penalty.

I'd suggest building some metal cages or chains as soon as you start getting close to the baron's arrival. Otherwise, if you miss a mandate you may end up missing a legendary crafter.

Pages: 1 ... 165 166 [167] 168 169 ... 174