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Messages - The_Hawk

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1
DF Bug Reports / Re: Mortal Wound message given wrongly
« on: April 03, 2010, 02:03:48 pm »
According to the description of my corpse "She is not tall but incredibly muscled. Her upper body is missing"

Well, if her upper body is missing, I can understand why "She is not tall". ;)

2
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 02, 2010, 09:56:44 pm »
It may well be in here somewhere, but I just had a lye maker go to legendary without making an artifact or doing anything.  He had not made any lye, or, as near as I can tell, done anything else.  He was militarized but I still haven't figured that out (don't have any weapons for them anyway.) Of course, since he became legendary with the lye making skill, it's not like he'll be all that valuable...

3
It would be difficult to make siegers substantially more capable without changing the nature of the game.  After all, right now even the most capable goblin swordmaster who manages to tumble past row after row of enormous iron corkscrews can be frustrated by the simple expedient of a locked door.

In my experience, the biggest threat posed by siegers isn't what they can do to your fortress, it's what they can do to disrupt the portions of your fortress that operate on the surface.  Which isn't necessarily all that unreasonable, since IMO the fortress should be fairly impregnable from conventional assault.


4
DF Dwarf Mode Discussion / Re: What year are you in?
« on: January 11, 2007, 09:14:00 pm »
Pushing 1080.  My current fort's been going since 1066, and I'm interested to see how long it can stumble along.  That first bronze colossus that killed 80 dwarves nearly did it in, and the constant goblin sieges are making migrants a real rarity...

5
As near as I can tell, killing the goblin king has no meaningful impact.  The king (an axe lord, in my case) led the third siege against my fortress and was killed in the fray; he's still listed as their ruler, and his death has by no means stopped the goblin sieges (if anything, they've intensified, and I kill about five dozen goblins a year... three times that number get away.)

6
DF Gameplay Questions / Re: Anti-'Narrow Item' Fortress
« on: February 05, 2007, 02:26:00 pm »
Well, you could always try trading all the useless narrow garb to the humans, who love the stuff (for some reason.)  Of course, that doesn't solve the problem that someone has to go pick it up and carry it to a bin, which they currently do, you know, one glove at a time.

7
DF Gameplay Questions / Re: Quick Question, kinda urgent !
« on: February 05, 2007, 10:06:00 am »
They don't, actually.  My last fortress had the goblin king turn up in the third siege and die on my traps; they kept sieging, very nearly every season, for years.

I did some fairly effective things with floodgates and piping magma into a room with caged goblins, but you lose the cages.  (Also, it was incredibly elaborate and took *forever*.)  Unfortunately, IIRC water alone doesn't work -- you have to actually release them.  So chasming cages is probably the most expedient way to get rid of caged goblins.


8
DF Gameplay Questions / Re: Naked dwarf, 6 years running...
« on: February 04, 2007, 10:54:00 am »
My understanding is, if the dwarven economy hasn't started, dwarves will simply go get new clothing if they need it; if it has, they'll need to buy them from shops.  In either case, a crippled dwarf who will not rise presumably won't be able to acquire new clothes.

9
DF Gameplay Questions / Re: Magma rush questions
« on: February 05, 2007, 10:18:00 am »
quote:
Originally posted by qwip:
<STRONG>I don't understand the purpose of magma "rush". If you're going to use the magma for powering smelters and forges, you need some steel bars first.
</STRONG>

As darknight says, there are benefits to setting up the bulk of your fortress between the chasm and the magma.  In my experience, it's far more efficient to set up deeper than to try to build a surface-side fortress and then move everything below.  Further, getting the two steel bars you need to make a magma forge and a magma furnace isn't very hard.  All you need is one tower-cap log from your starting wagons, a coal seam, and a vein of hematite.  You can just build a wood furnace and a smelter and then knock them down as soon as you've got your two steel bars.


10
DF Gameplay Questions / Re: Best way to block off the underground river?
« on: January 17, 2007, 02:21:00 pm »
Harald's advice is excellent; I find I get many fewer drowners with multiple bridges and large banks for them to wash up on.  Another benefit of large banks, of course, is that you get an underground tree farm.

11
DF Gameplay Questions / Re: Several questions!
« on: December 29, 2006, 10:51:00 pm »
Do you have space left in your stockpile?  Even if you have spare bins, I don't think the dwarves will use them unless there's room to place them in the stockpile and then fill them.

12
DF Bug Reports / Re: Siegers not doing anything
« on: February 13, 2007, 11:03:00 am »
Did you forbid a bunch of doors?  Usually having their path deeper into the fortress blocked by such means will cause the goblins to stall where they are.  Eventually they'll give up and go home.

EDIT: Whoops, I see that you didn't.  Could still be pathfinding with the bridge, but if it affects the goblins I'd think it would affect your dwarves as well.

[ February 13, 2007: Message edited by: The_Hawk ]


13
DF Bug Reports / Re: Skill bug?
« on: January 16, 2007, 10:58:00 am »
Fey mood dwarves have their highest skill bumped to legendary, not their most logical one.  I had a couple miners make legendary miner by making stone floodgates and the like.

14
DF Bug Reports / Re: Do unorthodox trap damage types work?
« on: January 07, 2007, 06:41:00 pm »
Well, the traps not being capable of firing isn't the problem; the regular goblins die in droves.  ;) I'll have to pay attention next time there's a goblin siege.  As far as I can recall, the elites set 'em off but avoid the damage, but that's relying on my notoriously shoddy memory...

15
DF Bug Reports / Re: Do unorthodox trap damage types work?
« on: January 07, 2007, 01:07:00 pm »
I don't think it's that simple... I've seen elite goblins walk right through my layers of enormous iron corkscrews only to take a spiked iron ball to the side of the head.  That said, certain creatures definitely have the ability to ignore traps entirely (the aforementioned kobold thieves, bronze colossuses (colossi?), etc.)  And, of course, if a trap is resetting, it won't go off no matter who steps on it.

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