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Messages - dragon0421

Pages: 1 ... 4 5 [6] 7 8 ... 19
76
DF Gameplay Questions / Re: Is it possible to remove wall engravings?
« on: December 10, 2009, 08:49:01 pm »
I haven't tested this, but maybe if you build a wall next to it and then tear it down.

77
DF Dwarf Mode Discussion / Re: wtf. Stupid dwarves
« on: December 10, 2009, 03:13:36 am »
In my early years of a fort I like to request all of the food/booze items. That way I don't have to deal with the hassles of farming different stuff and my dwarves get some variety, which leads to happier dwarves.

78
DF Gameplay Questions / Re: Go inside, no seriously, GO!
« on: December 09, 2009, 08:30:10 pm »
This is why I don't let my dwarves out to clean stuff until I have a military to babysit them. Even then it's still an issue.

I also turn off cave adaption in the raws.

79
Also, if you have seasonal autosaves turned on, know that you should never actually try to load them, as doing so will result in it creating further autosaves based on that name, netting you stuff like "region1-spr-205-sum-205".

Unless you rename the one you use. It would kind of defeat the purpose of seasonal autosaves if you never used them.

80
I like to rename the file I'm playing under to something that stands out....but this requires you to ID it at least once. You can do this outside of the game in the game's folder.

81
DF Gameplay Questions / Re: Removing extra stone with magma floods
« on: December 08, 2009, 02:31:41 am »
I think the lag issue is counting the stones, so it shouldn't matter where they are on the map.

I'm in the process of dumping out a dwarf-made lake/moat filled with the stones from sheering the cliff face entry of my fort. I considered flooding it with magma, but all the pumping would probably be just as much work as dumping. And with the magma pipe near and below the lake, it makes a nice trashcan (functions exactly like a bottomless pit for dumping).

I've read that another option is editing the raws to make the rocks boil away, but you wouldn't get to choose which stones if you wanted to keep some for crafts/masonry. And it could be tricky if you don't know what you're doing.

82
DF Gameplay Questions / Re: overtrained wrestling (*self-solved*)
« on: December 03, 2009, 04:49:37 am »
In case anyone else reads this with the same problem, I'm guessing marksdwarf forgot to build training bolts. These are regular bolts made of wood or bone. Dwarves will consider metal bolts too valuable to use in training.

83
DF Gameplay Questions / Re: How to build a Waterfall?
« on: December 02, 2009, 06:44:23 pm »
Building the actual waterfall is pretty intuitive. Just dig a cliff face and channel the water to it.

The nuances can be as complicated (dwarfy) as you want. I like to build multiple shut-offs with bridge floodgates. Instead of having a central control room, I put color coordinated control levers near where they function to help me remember what they do. My current fort has a large waterfall flowing into the kings throne room, which also has an open view of the great hall. It falls through floor grates and into a hidden channel (plumbing). Water has a tendency to splash and can flood an area unless you use plenty of grates. I have this configuration:
Code: [Select]
ccccccc
gwwwwwg
ggggggg

c=cliff face/wall
w=grates where the water directly falls
g=extra grates for splash

The water 10 squares before the waterfall powers waterwheels, which are routed with gears to power a pump tower. I could pump it back to the waterfall (making a perpetual motion machine), but instead I'm putting it back into the underground river. This is all after it runs throughout my fortress to power the magmafalls, fill the moat, and fill the well. It's hard to put into words accurately. The wiki has instructions on pumps, but I didn't really get it either until I played around with them. No guides that I know of really do the job well for pumps.

84
DF Dwarf Mode Discussion / Re: Killing da pets
« on: November 30, 2009, 05:23:34 pm »
I had two dwarves who each had about a dozen pet cats (stupid personality trait). I recruited one to the military and stationed him in a room where he was surrounded by spike traps. It actually took several pulls to kill just two cats, but the owner quickly went insane and jumped off a cliff. After that it was a simple matter of slaughtering the orphans at the butcher's shop. I'd do the same deal to the second owner, but I have an extra large fort so the dozen cats left are quite useful. I just have to be diligent about caging and slaughtering kittens before they get recruited to his cat army.

I really really wish we could just spay/neuter them. I'm quite surprised this feature hasn't been a priority with Toady. Does he get some kind of sick joy knowing Scamp's digital baby cousins are a staple of dwarven diets? :p

85
DF Dwarf Mode Discussion / Re: Somewhat new to the game...
« on: November 30, 2009, 03:12:14 am »
How long have you been there? I've gone years between ambushes or sieges.

Do caravans come? You could always piss off the humans and elves and they'll attack you.

86
DF Dwarf Mode Discussion / Re: Worst slew of artifacts
« on: November 30, 2009, 03:09:54 am »
I try to control my dwarf moods by making all of my haulers a dabbler in what I'd prefer next. It's also a great way to build training weapons; two birds with one stone. Only when the dwarf has no experience in a useful trade (or if they're an experienced crafter), they make useless mugs and crafts.

87
DF Gameplay Questions / Re: Building a military FAST - HOW?
« on: November 28, 2009, 01:47:41 pm »
Remember that you can melt down the goblinite you find from your kills and turn it into armor/weapons. Stop wasting it all on ammo; that should come from bones if you don't have many veins.

88
DF Gameplay Questions / Re: Alunite wtf?
« on: November 20, 2009, 07:00:23 pm »
If you use the Molten Rocks mod, you can use alunite in place of bauxite as magma save material. I can confirm that it works with 40d16.

http://dffd.wimbli.com/file.php?id=894

89
DF Gameplay Questions / Re: Creating a good looking fortress..?
« on: November 14, 2009, 07:28:36 pm »
I've noticed a bug where if you build up-stairs (the construction, not mined), and then deconstruct them, the floor takes on that layer's dominate stone type. It becomes engravable and everything. I know no way to do this with walls however.

Personally, I like the variety of different stone types. I compulsively make my forts symmetrical, but the different colors and types of stone add a nice contrast to the ordered structure.

The only thing that pains me is when I find a cluster of gems or metal ore in a wall, and I want to mine it out to use, but I have to refill the space with block walls that cannot be engraved.

90
DF Gameplay Questions / Re: Carving Sheer Cliff Walls?
« on: November 14, 2009, 07:18:21 pm »
If smoothing the cliff face, again I suggest ramps. Faster and more effective than stairs. However, ramps are buggy and you must always finish the topmost z-level first.

They're not buggy, they're just difficult to manage. Ramps should be used to remove the bulk of the face, but leave stairs for the last row of each level. Smoothing takes awhile, so speed of removal is not the issue. Stairs are hassle free, which makes this method more efficient.

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