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Messages - XSI

Pages: 1 ... 38 39 [40]
586
DF Gameplay Questions / Re: Anything I can do about this?
« on: July 11, 2009, 09:37:48 am »
You can have him break his hands/arms to force him to drop his things, but that..Well, breaks his hands/arms.

Don't worry though, from my knowledge he will just use the axe without problems.

587
DF Dwarf Mode Discussion / Re: Wall obsession
« on: July 10, 2009, 07:05:20 pm »
I'd suggest a wall..Made of drawbridges that when left in the normal flat state will act just like any floor, but link them all to a single lever, and pull the lever when something happens to turn all the bridges into a wall around your fort. To prevent megabeasts from destroying the bridges, a 1-2 tile moat under them and 1 line of cages/trap of your choice in front of that. (I suggest weapon traps with 10/10 masterwork weapons, it's like a dwarven nuke)

588
DF Gameplay Questions / Re: Two dwarfs keep getting stuck in cages?
« on: July 07, 2009, 06:40:35 pm »
Dwarves bury dwarves for the sake of it, they may be raised by goblins but they are still dwarves, and dead dwarves should be in tombs. Though any friendly humans or elves(Can those be friendly?) from caravans or otherwise will simply by tossed into the refuse pit to become bolts for the marksdwarves to practise with.

I'd suggest not letting them go, because they may then return in a later siege, and take up your cage traps again. Besides that, it's not as fun as having them ripped apart by war dogs.
I suggest the arena, just remember not to set them against goblins, since they are goblin allies. And make sure they don't get ripped into too many pieces, or it will take ages to get it all buried.

Besides that, I like the idea of drowning chambers like mentioned by Slogo, but for bonus points, make the wall in between them of glass so they can see what they did to their 'friend'.

I think I'm not making any real points, so I'll just go sleep. (Note to self: no forum posting at 1:30 am)

589
DF Gameplay Questions / Re: chasm/river
« on: July 07, 2009, 05:38:41 pm »
That's just water, looks like the source of a brook to me, that's how the rivers start. I think this is also proven by it being just below surface level.(-1)

A chasm will have a # instead of the waves, and will always be at the lowest possible z-level of a map.

Chasms are just big holes filled with spiders, animal-men, and splattered nobles.

590
DF Dwarf Mode Discussion / Re: Q re: automated on/off traps
« on: July 07, 2009, 05:30:26 pm »
As alternative to pressure plates before the bridge, set at least 4(More if you want to be certain) pressure plates in high traffic areas which will trigger when a dwarf, a pet, or anything else touches it. Hook all the plates to the bridge, and you have a constantly repeating bridge from all the signals coming from the pressure plates, if I'm correct, the signals from the plates won't be able to cancel eachother out.

Try to make sure the dwarves don't path over the bridge itself though, or they will end up in your trap.

I also approve of this trap idea, and would like to know how it turns out :)

591
My solution is a little less subtle, but requires next to no managing. All you have to do is go through the recruits once a year to see if they're injured.

I have a fairly large amount of speardwarves(more then 20), and training accidents just happen. What to do with them is a bigger question, especially since I never got a lot of metalworkers for armour, and I'm too lazy for changing weapons every time goblins show up.

Injury - Action

Dead: Bury in mass grave.
Spine broken or mangled: Change to guard/royal guard. Alternatively, bathing in magma solves the broken spine problem.
Spine injury, good military skills: Change to marksdwarf
Spine injury, no skills: Change to hauler, maybe stonecrafting.
Other injuries: Rest till it's healed. If it doesn't heal fast enough to keep up with the other dwarves, change to marksdwarf or hauler.

I currently count about 20 marksdwarves, and 30 crafters/haulers. This is only a problem when you have a population cap, mine is set to 500, so I don't have problems.

592
DF Gameplay Questions / Re: Two dwarfs keep getting stuck in cages?
« on: July 06, 2009, 03:43:03 pm »
I think you're out of luck there, from my knowledge, no talking to the invaders. If they are actually dwarves that are..Well, your dwarves, it may be possible.

But maybe you can mod dwarves to be trainable, see what happens when you train them.

593
DF Gameplay Questions / Re: Two dwarfs keep getting stuck in cages?
« on: July 03, 2009, 03:06:55 pm »
Just a thought, but is it possible these are dwarves taken by goblins when they were children, that were captured by your cage traps in a goblin siege? If they(Or any captured hostile from a defeated siege/ambush) are released, they will try to run outside and escape right away(As the siege is already broken), and if you have efficient workers the cage traps near the entrance would have captured them, been reloaded, and have them back to the animal/cages stockpile within seconds.

* I personally never had goblins bring kidnapped dwarves to fights, the goblins tend to die before reaching the children.

594
DF Dwarf Mode Discussion / Re: Unusual Artifacts
« on: July 02, 2009, 06:28:26 pm »
I have 2 artifact thongs. One of leopard leather(worth 46 800) and one of giant cave spider silk(Worth 103 800).
-Spiked- thongs, weighed down with rocks, gems, and all the other things dwarves grab.

Just imagine, a big, burly dwarf tucking his beard into a leopard leather thong and making pelvis thrusts in your direction. Sexy, no?

595
DF Dwarf Mode Discussion / Re: Help me have "fun".
« on: June 30, 2009, 06:21:34 pm »
start a community fort and do anything and everything that the members suggest, without question (unless it's how to do it)?

This works great if you want fun, it works even better if you also give the leader a dwarven personality, and use that personality to build the fort around, and respond to anything that happens. Examples: claustrophobic leader demands all rooms to be at least 3x3, 4x4, some size, and roads/paths must be at least (Insert numbers here). Paranoid leader wants at least 10% of all dwarves to be military at all times. OCD leader must have all rooms to be symetric, including every ground tile and wall. Think of something fun for the fort, yet still fitting for a dwarf and in character.

So, you're asked to build a megaproject with magma, highaltitude, hostile creatures, and something wierd that has been requested? Sure, but remember, what the average dwarf would say,

"Safety? What do you mean 'Safety'? Safety is for elves."

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