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Messages - XSI

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1
It's a shame they will only get you cloth after a few years, but at least it's worth letting them live.

For now.

Don't giant scorpions have building destroyer tags? If so, you may want to consider not letting them out of the cages, Fun can happen when they just walk around.

2
DF Dwarf Mode Discussion / Re: What makes Dwarf Fortress so awesome?
« on: March 31, 2010, 08:27:38 am »
A second surprise:  I'm constantly catapulting rocks at the trade depot out of frustration, and no one is dying.  Not my dwarves, not the pack mules, and not the caravan guards.

I think that, unlike with ballistas, catapults are completely friendly-safe.

catapult rocks only do damage where they stop moving, so if they fly past the depot then they actually fly over it, so they cant hurt anything. I think they aren't as much friendly-fire safe as just unreliable in hitting friendly targets.

3
DF Dwarf Mode Discussion / Re: What makes Dwarf Fortress so awesome?
« on: March 29, 2010, 07:07:57 pm »
To me, it really is that DF is a true sandbox game, the player is given the tools to make his own fun, and then everyone can have his own kind of fun. Be that building a metropolis, a utopia, a war camp, or a wooden above ground fort designed to provoke war with everyone. If I can't decide to go somewhere random with just the dwarves and exactly 38 cows and 81 stones, only to build up the stones into a huge tower and toss the cows off it, then it's not a sandbox game.

The fact that DF is extremely detailed really helps. Weapon traps cutting out the liver of invaders? Can't get that kind of gruesome detail in other games.

4
DF Dwarf Mode Discussion / Re: Flaming Catapult
« on: March 29, 2010, 07:02:25 pm »
Yes, naked dwarves are flammable(It's the beards!), but they are a lot less so then a dressed dwarf, and it requires the dwarf to stay in contact with the fire or high temperature source for a longer time. It is possible for creatures themself to burn, but very hard to cause.

This might work, provided the catapult itself won't burn, I would be more concerned about the wood burning then the dwarf, but since you're probably making loads of catapult parts to train up your siege engineer anyway you probably have enough parts.

The real question is, how many burning rocks can a catapult fling before burning down? If it is even just one then I would say it's a success, though you will need to make new catapults regularly.

This is a weapon with potential.

5
DF Dwarf Mode Discussion / Re: By Armok that's BRILLIANT!
« on: March 24, 2010, 05:44:09 pm »
I've smoothed and engraved a magma pipe.

FROM THE INSIDE.

6
Just for completeness sake, the game also gives the no seeds message if you try to farm on the sea floor.

7
DF Dwarf Mode Discussion / Re: cloging underground river drain
« on: March 24, 2010, 05:40:54 pm »
If you're patient, you can seal off the chasm the river dumps into by re-enabling the canceled job every time the dwarf gives up.  If you're quick, the dwarf will dance back-and-forth between the canceled tile and the exit, completing the job a little bit more each time.  Tedious, but effective.

While this works, I'd like to mention 2 things.

Firstly, it really helps to lock them in there, they won't try to run out and will be closer to their construction tile by the time you set it to continue building.

Secondly, if you're very unlucky or just plain doing it wrong your dwarves can be washed off their platforms by the water and..Well, it's a chasm under there, that's a long way down.

edit: That would be if you do it a single tile at a time.

8
DF Gameplay Questions / Re: Human caravan wiped out
« on: March 24, 2010, 11:23:33 am »
They will think you did it(Or at least didn't responsibly protect them), but most of the times they will forgive you. It's fine if they lose a caravan every now and then, just try not to lose too many.

9
DF Dwarf Mode Discussion / Re: cloging underground river drain
« on: March 23, 2010, 10:48:52 am »
You can route magma somewhere close to the shaft(Assuming you mean the pipe down into a chasm most underground rivers seem to have), the magma will form obsidian walls preferably just next to the drop. You can then fill up anything in the tunnel down in any way you want to, and then somehow remove the obsidian from the top.

As with most things, the solution is magma.

I hope I've interpreted it right.

10
DF Gameplay Questions / Re: Dirty-Rotten-Baby-Bagging-Goblins!
« on: March 23, 2010, 06:35:05 am »
Moving caged hostiles invariably results in their escape, in my experience.

Once your dwarves have some experience, anytime you get the "snatcher! protect the children!" warning, you can draft the nearest dwarf. If he's Legendary, or even close, he's likely more than tough, strong, and agile enough to beat the f**** baby snatching bastard to death with his bare hands. This is immensely satisfying and I recommend it. Even if the dwarf dies, he dies a hero!

And with a miner or woodcutter, I can recommend this even for ambushes, I've seen woodcutters and miners destroy entire squads of goblins without any injury.

Moving caged hostiles does not always result in attempted escapes, thieves of both goblin and kobold variety will almost always try if they are let out to be pitted. However, my own experiments have shown this can be reduces by stationing active military nearby, it seems the presence of a military dwarf is one of many factors.

Caged invaders from sieges and ambushes escaped a 30% of time when I tried without military nearby, it was reduced to 1 in 5(20%) when I stationed a few recruits near the cages. The ones that did escape had their parts decorating the floor.
Thieves had now been reduced to maybe 60% attempted escape, a small improvement, but overall not good for the goblin's health.

This has been done with 10 tested goblins from invaders, and 5 thieves for each of the situations. Large scale testing may be needed to confirm this or improve the results and/or theories.

11
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 23, 2010, 04:18:39 am »
Had another facepalm just a few minutes ago.

Adventure mode, trying to find my way down after traveling all over a mountain range(No fast travel) I find a waterfall in a brook, and it is a series of small 1-2 z level drops spread out over a long trip down. Knowing how dwarves just completely shrug off such drops in fortress mode, I figured I'd go through there to get down a bit easier, and to grab a drink since my waterskin was empty.

First drop, 2z levels. Broke an arm, bruised several other parts. My sword drops but I just pick it up again. No worries, the arm will just heal.
Second drop, 1z level. By now I'm surrounded by 3z high cliffs, so no going back now. The second drop breaks both my legs, so I'll have to crawl.
Third drop, another 1z. Bruised spine, otherwise no problems.
Fourth drop, 2z, broke my hand on the not yet broken arm, drop my shield and pass out from the pain for a while.
From there on it seemed to be fine, by then the mountain around me became a bit lower, so I could see 4z high cliffs to both sides, can't go back, so I go forward.

Looking ahead, I see the brook is getting another waterfall, and hope I can survive it.

It's a 6 z level drop.

All because I wanted to drink from the brook, and then I noticed that I had armours with loads of water coverings I could drink, as it had been raining just before I jumped in. Facepalm.

12
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: March 23, 2010, 04:06:42 am »
Well, Morul is one of the most awesome dwarves known to..Dwarves.

As far as I know, it is possible to exterminate all non-vermin wildlife in adventure mode just as much as it is in fortress mode, it's just a lot easier to set 20 dwarves to hunting and have the animals come to you rather then making an adventurer and going out to hunt down thousands of animals.

According to the age of x thread though, depopulating things in adventure mode will not always make the game recognise the extinction, new ones will be generated when needed, or in case of wolves, an adventurer will be ambushed by nothing at all. All wolves died, but the game still decided wolves ambush him/her.

I think I'm missing the point. But that's ok I guess, I'm usually asleep at this time.

..Oh, right, eccentric behaviors....Er..I have a single tomb ready for dwarves that will soon fail a mood(No silk or something like that), if they fail the mood, they will be buried, if they survive it, they earned that tomb. In both cases I make a new tomb.

13
DF Gameplay Questions / Re: Question about Fortress defense.
« on: March 23, 2010, 03:30:28 am »
Ět is also popular to micromanage dwarves and their equipment for sparring.

You can make silver weapons yourself and buy wooden ones from elves, these serve as sparring weapons because they're less dangerous. This is optional though, and getting them a good shield and armour will possibly help more.

Next version will have ways to just order dwarves to use sparring weapons to spar with, and regular weapons for duty, so it will be a bit easier then. They can also be set to go for the best quality armour, so they won't ignore masterwork steel shields to hold on to the no-quality wooden one they picked up first.

14
I've had this too, I think the problem was that there were no plantable seeds/plants with the [biome: mountain]  tag or something, but I'm not at all sure on the exact cause.

It's known that for some reason it just doesn't work, so yes, I would say it's a bug.
Unless the game is so detailed it takes altitude into consideration for plant growth, but I doubt that, I've seen parts of mountains that had no plantlife on them but they were lower then a nearby green hill(Higher z level) with trees and shrubs.

15
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: March 23, 2010, 03:04:19 am »
Another thing: I assume those Age of Death tests were made in adventure mode? I don't need to tell you that they aren't necessarily applicable to fortress mode, if that is the case.

The tests were done in both adventure mode and fortress mode, there was even a community started about the age of..I'm not sure which it was, death or the other one. Either way, those ages effect the forts, if all elves died out, no elves will show up. If all wolves died out, no wolves will wander onto your map.
I'll get a link in a moment.

As for myself, I've several times exhausted fish and some game in my longer lasting forts, took me 50 years for the game, but just a wave of 6 migrant fishers only needed 2 seasons to completely fish out the brook. Also fun, if you're out of aboveground targets for hunters, they will try the underground, including fire imps. They have no problems trying to swim through magma to get to their kills.

Edit for the link:
http://www.bay12games.com/forum/index.php?topic=46033.0

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