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 - XSI

Pages: 1 ... 27 28 [29] 30 31 ... 40
421
DF Gameplay Questions / Re: Little goblin surprises.
« on: August 29, 2009, 04:51:08 am »
On a possibly related note I also noticed that smoke from that waste disposal seems to appear at the entrance to my fort whenever I burn things. Is this normal it is a very long way away. Is there some sort of rift in space between my magma pit and the entrance to my fort?

I'll just mention that this is a sometimes appearing known 'feature', if a caged thing gets tossed into the magma with cage and all, it may return to where it ran into the cage trap, so if you capture a berserk dwarf with masterwork items in the middle of your workshop area, then set him to be pitted into magma, there is a chance he will appear in the middle of your workshops again, wearing his masterwork stuff, but now also on fire.
There is a chance a lot of goblins you have caught are actually the same ones you pitted into the magma.

(This info is from a different thread I've seen somewhere, just thought I'd mention it)

As for cage traps, I always think of them like a pole standing at an angle holding up a cage, goblins run through it, push the pole away, get caught. Or when inside, a large red X on the ground with a cage suspended above it. This would explain why kobolds have trap-avoid.

422
DF Gameplay Questions / Re: Dwarf Flesh = Delcious?
« on: August 29, 2009, 04:43:47 am »
(...)blooded against say elves will often attack elves whenever they come to trade

So, this dragon I tamed and placed next to my trade depot, which slaughtered a human caravan before I got it into a cage, has a chance to use his fire breath on my lignite blocks trade depot?(Now I mention it, that's probably not my best idea)

I like that, also, the dungeon masters I've seen are all consistent in their likes.
Cloaks, obsidian, gold, silver, copper, long swords, coins, and diamonds.(And some other stuff, but I can't remember those,  all dungeon masters have these likes as far as I know)

423
DF Dwarf Mode Discussion / Re: Your failed megaprojects
« on: August 29, 2009, 04:37:08 am »
I've started to work on draining 6 z levels of ocean using only pumps a while back.

Turns out, if there's still water under a square it will not be drained completely, the 1/7 water that is still there will keep going in all directions, and it can(And will) push dwarves and building materials down the other 5 z levels of water.(Dogs however, seem perfectly fine with swimming around)

Not only that, but it also seems having 1/7 water sloshing about there stops construction because of dwarves claiming the building site is submerged, I guess the 1/7 water keeps coming together on the worst moments to make 2/7 right when I need something done. Not to mention that dwarves with no job loved standing on the most dangerous parts and falling into the water to drown, lost at least 2 legendary masons that way.

Now I'm using plan B, apply magma(To water to make obsidian walls, then drain what's inside it)
Too bad, I wanted to do this without making chunks of obsidian anywhere except a few engraving spots in the completed fort.

In another fort, I had a small obsidian factory that wasn't sealed off properly, and right next to the dining room.

424
DF Dwarf Mode Discussion / Re: Mid-fort strategy
« on: August 28, 2009, 03:19:46 pm »
Migrants are so nice.

Useful dwarves get into the fort to live as you normally would.

20 useless peasants/soap makers, welcome to the fort, you're just in time to start work on the ridiculously dangerous and overly complicated megaproject with a 90% fatality rate under the workers.

If they pick up useful skills while building, they get the useful dwarf treatment after the project is done.

Alternatively, cannonfodder soldiers.

425
DF Gameplay Questions / Re: Eviction Problem
« on: August 28, 2009, 03:07:52 pm »
Give the goblins a ridiculously high homeotherm and sever on breaks. Your dwarves won't mind moving in and living their lives knee-deep in burnt goblin remains.

..And your marksdwarves will appreciate the bone bolts, and the traders will appreciate the narrow GCS cloth, and maybe the other stuff goblins leave behind.

426
DF Dwarf Mode Discussion / Re: caged giant cave spider
« on: August 27, 2009, 06:09:47 pm »
I have 2 suggestions.

1. Silk farming.
2. Apply magma.

427
As a note, medium worlds made from the create world button without entering parameters always stop at 200 from my knowledge.

Try going to the advanced worldgen to change the mentioned megabeasts dead percentage, or the year it starts checking, that is usually the cause of it stopping at that time.

While you're at it, you can also try to get other things about the world to change to better suit your needs, more evil and more mountains for example increases the chance of goblins having the rare beak dogs and trolls.(The goblin civ actually needs to find those creatures in their home, and they only exist in evil locations)
More good will help you make happy dwarves with the most expensive booze there is made of sun berries.
More savagery allows for..Well, savagery, the wiki has info on what each setting does.

428
where's your dwarven ingenuity?  you could drop a mountain on it, you can shoot it with metal ballista bolts, or send out a horde of adamant equipped and armored dwarves to hack him down to size.

Think big, think dwarven, do all these at the same time.

429
DF Gameplay Questions / Re: Leader injured, how do I appoint a new one?
« on: August 25, 2009, 11:32:29 am »
(...)
(But keep in mind the leader usually has many friends.  Him dying may cause tantrums.)

Yes, this is very important to remember if you are killing a leader, my current fort's mayor has roughly 60 friends out of 110 dwarves in the fort. If you want to look up the consequences of such a dwarf losing his/her life, check out 'tantrum spirals', 'tantrum', and to prevent it,  having a fortress guard actually helps stop tantrum spirals, as dwarves coming out of jail get a very powerfull happy thought about being free, and those that went insane(Berserk) get killed quickly by the guards.

http://www.dwarffortresswiki.net/index.php/Tantrum

430
DF Dwarf Mode Discussion / Re: What to do with artifacts?
« on: August 25, 2009, 10:51:40 am »
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

431
DF Gameplay Questions / Re: Leader injured, how do I appoint a new one?
« on: August 25, 2009, 10:41:43 am »
I suggest you keep a nice bed ready for him, a bucket for water, and some food nearby.

As long as the other dwarves take care of him he will most likely get better within a year..Unless it's a spine injury, then you should have his bed double as drowning chamber.

432
I've voted Mega-Beasts, I love these podcasts, even the small teaser-things, can't wait for the big one.

433
DF Gameplay Questions / Re: Combat Logging
« on: August 23, 2009, 06:03:12 pm »
On the topic of woodcutting while being sieged, since the original question has been answered, if you have a lot of woodcutters(Like my latest fort, counting 15 of them), then it is perfectly fine to just ignore the siege and keep cutting.

As soon as job cancelations are reported, draft the woodcutters, if they're worthy of being in your fortress they will survive, if not, you get a shiny new axe for a dwarf that is worth it.

434
DF Dwarf Mode Discussion / Re: Windows and water
« on: August 23, 2009, 02:07:12 pm »
So after some checking of the raws, it would appear that neither sharks or whales have the buildingdestroyer tag?

Actually, I think I had my facts wrong, skeletal and zombie fish of any kind destroy buildings, it's just the big fish that are remembered most.

Oceandraining has other problems though, I can tell a lot about those as I'm currently doing a project that requires me to drain 6z levels of ocean, in a 3x3 embark zone of drainage.

435
I'll just mention, for the sake of the topic title, yes, even as little as 1/7 water can and sometimes will push dwarves.

I found out the hard way with a partially drained section of ocean, a baby dwarf, and a legendary mason.

1/7 water that is moving around will shove that legendary with 20 friends into 3z levels of water. Fun.

Pages: 1 ... 27 28 [29] 30 31 ... 40