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Messages - dragon0421

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181
DF Gameplay Questions / Re: Deathtrap help.
« on: July 27, 2009, 06:11:49 pm »
I remember reading somewhere that the quality of mechanisms used determine delay.

182
An untested idea I just had is you could forbid all of the stone in your fort except the stone you need to use. This might reduce the number of objects scanned when selecting a stone.

183
DF Dwarf Mode Discussion / Re: Magma methods
« on: July 27, 2009, 04:00:28 am »
Pumping from the top of the pipe leaves your dwarves vulnerable to the fire imps, fire men, etc while building, but if using mechanisms and power to keep the pump going it will in the end be just fine.

Traps and/or marksdwarfs work fine as a counter measure.

I highly recommend pumps to speed up magma.

184
DF Gameplay Questions / Re: Butchering dead animals
« on: July 25, 2009, 10:41:08 pm »
According to the wiki, most if not all humanoids cannot be butchered by any means.

It also mentions a NOT BUTCHERABLE flag in the object raws, but I couldn't find anything like that for any creatures...

Your experience seems to prove the first statement. I was hoping to find a way to mod the game for you, but it eludes me.

185
DF Gameplay Questions / Re: Sparring injuries.
« on: July 25, 2009, 07:15:16 pm »
I've found giving every guard and recruit leather armor and a shield has practically dropped my sparring injuries to zero, even when I start giving them weapons.

I second this. Before I got my steel industry up and running, my military just wore leather armor. The worst injuries I got were minor injuries that have no real effect other than small blood splatters. I prefer giving them silver weapons though.

186
DF Gameplay Questions / Re: Newbie galore
« on: July 25, 2009, 03:55:43 pm »
One thing that bugs me tho is the goddamn animals. I made a point of not taking any single animal with the expeditionary team (no dogs or cats, my mistake), but the last wave of migrants brought along a shitload of tame donkeys, cows and bulls. Now I have all of them running around the fortress, shitting in the dining room and making a mess in the already overcrowded statue garden.
The problem, as far as I can figure,  is that all these animals are tamed and have an owner, so I can't order Leatherface the butcher to make chops out of them. For some reason, I also can't get to put them in cages (maybe cause they have an owner?). So I basically dont know what to do!

Have you tried butchering them and/or putting them in cages or are you just assuming you can't? The dining room of my last fort was also crowded with animals (and animal babies, about 100 total animals). As soon as I made a little ranch with rows of cages and started assigning animals to the cages, my dining room became empty.

If pets can't be assigned to cages (I haven't tested this, but I doubt it), they won't be in your dining room anyway because they'll be following their owner as they do their jobs.

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I would very very much like to be able to somehow make leather out of this animal crowd, because my Mechanic-Trapper-Weaponsmith barricaded himself in the metalsmith workshop and is yelling that he wants tanned hides, and i dont have any tanned hides nor (i think) any means to get any since i only do farming and fishing and never did any hunting :(

DON'T just kill the animals with magma or other methods. This will create unhappy thoughts in an owner just as quickly as butchering. Go ahead and slaughter those animals.

Also, start requesting items from traders that can be used in moods. I always get a variety of leather, cloth, metals, and gems from traders ASAP even if I won't use them, just for moods.

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One second noobish thing I wanted to ask you is regarding ore and stone. (Mind you, I have had a very hard time figuring out how the whole ore and smelting thing works...)
however the thing is, when I first arrived at my soon-to-be fortress, I started digging up Gneiss and Granite. Digging and digging I found stuff like microcline and other colored stone/ore (I use a tileset, cant remember which one).
Now, if I build things out of stone, for example at the mason's workshop, am I not supposed to be able to build stuff from the colored stone (like microcline), and thus building colored thrones, colored coffins and so on? Because when I try to build stone things I only get Gneiss and Granite, even tho I have tons and tons of colored stone laying around.

If you're using the version of DF from the tutorals, you should have Mike's Mayday tileset, which comes with the economic stone mod. Go into the Z menu, select stones, and turn microcline, orthoclase, etc green and put those stones near the workshop.

187
DF Gameplay Questions / Re: How do I get rid of a "friendly" orc?
« on: July 24, 2009, 04:03:40 pm »
I think the easiest solution would be using them as siege weapon target practice. Magma is the classic solution (to everything); or water if you have no magma. You could also build a construction over their pit and cause it to fall on top of them. Traps might work even if they're friendly.

188
DF Dwarf Mode Discussion / Re: Do sieges end on their own?
« on: July 23, 2009, 11:27:02 pm »
If you want to be able to trade during a siege, set up an airlock with two drawbridges. Just stick the trade depot between them.

189
DF Gameplay Questions / Re: Pressure in a tower
« on: July 23, 2009, 07:17:39 pm »
Stairs do handle lag better than waterfalls though, in my experience.

190
Charcoal burns longer than booze.

And flaming booze doesn't hurt anyone, reportedly. I've never tested it myself.

Well, sure, if you want the trap to be effective then by all means use charcoal. Booze may not do much (any?) damage, but I hear it explodes, which is way cooler. And that's the whole point isn't it? And there are much easier ways to make effective defenses than teleporting combusting prisoners.

Actually I think the best solution is to use both booze and charcoal :D

191
DF Dwarf Mode Discussion / Re: Epic wounds
« on: July 23, 2009, 06:07:51 pm »
I recently had a champion go into a trance and charge into battle. He got his right arm mangled (red) and other injuries. After killing a few of the fleeing humans, his trance ended (I think) and he was tired so he started walking towards the barracks. Then the humans rallied, so the champion turned around in his tracks, regenerated his arm and other injuries and was no longer tired. That's right, in a matter of seconds, he went from badly injured to fully healthy. The human leader charged through my ranks, but Wolverine chased after him and broke the human's neck in front of a dozen frightened dwarfs in my industrial complex. I'm not sure who they were more frightened of!

192
DF Gameplay Questions / Re: Finding an interesting site?
« on: July 23, 2009, 04:33:02 pm »
I'm using Mayday's tileset :P

dark spot (same as some oceans) = Underground River
light blue spot = Underground Pool
dark spot (same as red sand) = Magma Pipe
light red spot = Magma Pool
# (identical) = Chasm
○ (vary similar, but sort of 3D) = Bottomless Pit
dots = Other features

193
I'm relatively new to DF (been playing since March) and with the warning of my friends, my first few fortresses took cave-ins into consideration. I guess they didn't realize this version took the feature out. I still build wall supports or don't dig out parts of rock to support a room, but because I like the aesthetic, and I don't restrict myself to 7x7 between supports.

Why was the feature removed anyway?

194
I think he's planning on using a cage trap near a pressure plate with a charcoal stockpile surrounding the two such that when the pressure plate is activated a cage containing a goblin captured by that cage trap will drop into the magma which will return the goblin to the location of the original cage trap albeit on fire who will then light the charcoal that will cause a chain reaction on all the other charcoal present that will then proceed to incinerate any passing goblins.

That's what I thought of when Shurikane said booby trap. And something else, too.

Replace the charcoal with booze and you're onto something...

195
DF Gameplay Questions / Re: Limiting the population
« on: July 22, 2009, 12:36:43 pm »
You won't be able to get a king, though, since that requires you to have a duke, and I think you need at least 150 dwarves in order for the count to be promoted to the duke. Don't quote me on that, I'm citing the wiki from memory and both of those can be inaccurate.

Unless, of course, you find the HFS. It's possible to have a king with just the starting 7.

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