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Messages - XSI

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406
DF Dwarf Mode Discussion / Re: Most efficient way to remove an ocean?
« on: August 31, 2009, 04:52:59 am »
For a single z level of ocean, use a ring of pumps, for multiple z levels, I'd suggest that if you want your computer to not choke on DF, use magma to make a wall in the ocean that separates a part of it from the map edge.

Pump out what's inside, build fort, collapse obsidian walls using cave in, wait for water to fill up again.

407
My current fort is still digging, not because they need more rooms underground, but digging just to get more rock.

Currently have 150 or so rocks laying around doing nothing, 4000 or so used in constructions.

No stone crafts made.(Not counting artifacts, not crafting because of megaproject construction)

408
DF Gameplay Questions / Re: Falling Damage?
« on: August 31, 2009, 04:42:04 am »
I've heard that a fall over 12z is guaranteed "Explode into bits". I have no proof of it though :/ Just something I've picked up in my lurking. I've never implemented the fall of death pit. Just have an arena.

For a dwarf, 12z is pretty much lethal no matter what happens(normal fall)

Megabeasts are different from dwarves in that they can stand more damage and thus most likely higher drops, and as side note, it doesn't work to pit flying creatures, like eagles.

Demons and megabeasts can also not be atomsmashed, according to the wiki.

409
(as an aside, please feel free to share worlds with interesting stories or topography so those of us who prefer that sort of thing can benefit) :)

Just posting here to later edit in the seed for a world with very interesting topography.

Imagine, a large central mountainmass ruled by dwarves, in the mountains is a large inland ocean(On top of the mountains I think actually), in the middle of that ocean is another island, also owned by the dwarves.
In the middle of that island is another ocean, and in the middle of that ocean is a mountain.

The only way to the first ocean is over dwarven roads.

There were also 2 human civilisations, the realm of emancipation and the realm of holes, situated very close together.

Also, I like interesting worlds, but it doesn't really hold any weight over where/how/when I build a fort.

410
DF Gameplay Questions / Re: Obsidian=Wood?[solved]
« on: August 30, 2009, 06:56:23 pm »
I've found that with average quality obsidian swords, a no quality mechanism, a dragon, and closing the game by taskmanager that 10 swords in a single trap can be survived by a dragon without crippling injuries once out of 48 tries, and survived only to die afterwards 6 out of 48 tries.
The other attempts were bloody, and had dragon-bits everywhere.

411
DF Dwarf Mode Discussion / Re: The Ocean Fort of Armok!
« on: August 30, 2009, 06:48:31 pm »
Ah, you're using a different design then I am(I'm currently doing a project that makes obsidian walls in the ocean to drain it later), and while taking a lot of time, my design works to at least make a solid wall of obsidian.(In theory and small-scale tests at least, still untested for large scale use)

My first few attempts had failed horribly, but the last one worked to make very ugly, seemingly random walls(Now trying to make it a bit more smooth walls to more easily get rid of them afterwards). Turns out, the trick is to have the obsidian ready before dropping it into the ocean(Or dropping magma in a very controlled way), dropping the magma from above will make a pillar of obsidian with a large block of it right above it.

I first place walls on 1z above the ocean, and then fill everything in between that with magma, causing obsidian to form right under it. (Which helps move the next bit of magma further). In the end, there is still no wall, but a walkway that's only a single z level, however, after a cave in dropping this walkway I can rebuild it, and repeat the process to dump another z level of obsidian on it, which is needed 6 times for my current project.

I probably don't make a lot of sense, it's almost 2 am for me. Good luck with the lake :)

412
DF Gameplay Questions / Re: migrants message question
« on: August 30, 2009, 06:34:49 pm »
Wealth may be the problem, as you need wealth to attract migrants and the creation of wealth often slows down a bit later in the game.

I suggest you smooth and/or engrave some gem/ore tiles, that helps a lot for wealth.

413
As far as I know, it is unknown what causes a biome to be tropical, but they show up consistently on large worlds.

I think I've once seen one on a medium world, but that was a rarity. Large worlds will (As good as)always have a tropical biome somewhere.

414
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 30, 2009, 12:22:39 pm »
It's the same for kobolds, because they have a thief tag they will also always be hostile to other races..Including goblins, I had a nice laugh when a goblin elite marksman had their arrows stolen by a kobold thief.

415
DF Dwarf Mode Discussion / Re: The Ocean Fort of Armok!
« on: August 30, 2009, 12:18:37 pm »
Draining the first z level of an ocean is easy, draining something deeper then that leads to a lot of issues, dwarves drowning en masse is one of those problems that I experienced when I tried to drain 6 z levels.

The first z level will never really be fully drained with just pumps, there will be 1/7 water moving around everywhere, and it will actually push dwarves into the water. Besides that, the water may sometimes at completely random times come together to make 2/7 right where your workers are building. An other problem is size, the deeper you pump, the more pumps, power, and area you need. I needed 6500 power just to pump a single z level for my project, and it's maybe at most a 3x3 embark size of area to drain. To drain a 2x20 on the bottom of a 5 z deep ocean you will need to drain at least 12x30 on the surface, and a lot more if you want it done fast, or without constant interuptions.

If you want the way into your fort to be done with pumps, I would suggest you use magma to separate a part of the ocean with an obsidian wall, and then pump the water out of that, build the fort, and make the accessway as you want, with pumps to open it after you flood it again.
Use a cave-in to get rid of the obsidian walls if you want to flood the area again.

For a single z level, use pumps, for multiple z levels, pumps are not a good choice unless you are patient and have a lot of redroot dye and rope reed/pig tail to provide clothing for the workers.

416
DF Dwarf Mode Discussion / Re: Armor?
« on: August 29, 2009, 07:45:22 pm »
To maximise sparring Fun, put your barracks on a ledge overlooking a magma pipe or deep cliff, you will soon find even the wrestlers cause injuries or death during their sparring sessions, while wrestlers are almost always safe from injuring each other.
Be sure to have holes in the barracks otherwise, like wells, wrestlers will throw each other into the well if possible, for 'training'.

If you're looking for a specific kind of injury, spears are great for deaths and spine damage, while naked steel axe or sword-fighting is great if you like gathering dwarf parts. My personal favourite is to have a barracks somewhere high up and make sure there is a trench or channel of at least 2 z levels deep around the edges while using hammer or mace dwarves.

Children with legendary(Or very good) social stat's will help make it more Fun, they will be strong, fast, and have no idea how to swing a weapon without injuring their partner. When coupled with the above situations, this leads to amusing fights.

If you want your dwarves to spar safely..Well, I guess give them armour and spar using silver or wooden things I guess, and get them to wear chain under their plate when possible...Or just use marksdwarves, even designating the dining room as archery range leads to no injuries at all.

417
DF Dwarf Mode Discussion / Re: Maps tending toward one dominant ore/gem
« on: August 29, 2009, 07:29:14 pm »
I'm seeing from my own experiences that this seems to be true, certain kinds of ores/gems tend to be in the same area, and it is not at all spread out evenly. I think it's a good thing, but that might be because my 10x10 embarks tend to just have a lot of everything anyway, and I rarely even notice if one kind of ore isn't there a lot, while I can know where in the embark to dig for what ores after some exploration.

My experience shows that with a 10x10 embark, the south part(Or whatever other direction) seems to always have differences in ore frequency compared to the opposite part, some maps have it more then others.

418
DF Gameplay Questions / Re: Fortress lockdown
« on: August 29, 2009, 08:53:14 am »
Not really an exploit, it's just very cheap(Real dwarves just kill those goblins) to lock yourself off from the world.

Besides that, I personally think the penalties(Wood, trade) are enough to prevent most people from completely locking themselves off from the world.

Not as much an exploit as just being a way of taking away most(If not all) risks, I expect there to be enemies that can construct makeshift bridges for moats, stairs for walls, and maybe even fly or swim into your fortress in the (far) future.

419
DF Gameplay Questions / Re: How to get lot of iron?
« on: August 29, 2009, 06:54:53 am »
If you have soil(the stuff trees grows on without having to irrigate it), try looking in those layers for magnetite, one or two clusters of that is probably enough for most forts.

420
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 29, 2009, 04:55:36 am »
Just a quick note, if you want sieges to be more interesting, goblins can bring trolls and beak dogs if you put them in an evil biome that has trolls(Chasm?) and beak dogs(Just evil?), that might be interesting besides the random goblins running at your fort just to die in a trap.

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