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Messages - AtomicPaperclip

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631
That's really strange

I'd suggest removing the water with tweak if there's nothing else you can do

632
DF Dwarf Mode Discussion / Re: Two mega projects
« on: June 26, 2009, 10:59:58 pm »
That thing is MASSIVE

How many magma glass furnaces do you have?

633
For as much construction as you're doing I don't think digging out the mountain left of that pit is a problem

634
DF Gameplay Questions / Re: Vein Locations
« on: June 25, 2009, 02:43:34 pm »
You could use reveal,

and it shouldn't be in the same 48/48 square that the magma pipe is should it?

635
DF Dwarf Mode Discussion / Re: a possible way to get rid of elves
« on: June 24, 2009, 10:43:32 pm »
Uh guys? I think you're forgetting that the smasher setup will ALSO smash any sun berries/seeds, giant eagles, and giant desert scorpions they may bring you. Out of the options available...the only actually sane one is the drowning chamber, since I can't see any of you saying a tamed pair of giant eagles/desert scorprions is worthless crap. And sunshine brewed by a legendary brewer...let's just say your fort is tantrum spiral proof when you couple that with a legendary dining room.

Seconded on the sunberries

636
DF Gameplay Questions / Re: Creating a Gate
« on: June 24, 2009, 10:41:27 pm »
Catapults are not "completely useless", your limited experience notwithstanding.  But they are not the preferred weapon for every purpose, and certainly have some drawbacks, ones that not everyone can see past.

Feel free to read the wiki on "siege engine" and become enlightened.

You just assume I've never read that?

I just use them for attribute training

637
DF Gameplay Questions / Re: Extremely high population fort?
« on: June 24, 2009, 08:23:40 pm »
I'm thinking I could have 5 main stairways, 4 in each "corner", might be kinda rounded, we'll see, and one in the center.

I think this would spread it out a lot and 4 tile corridors should meet the standards.

Thoughts?

638
Recently, I had a mayor elected that wasn't my mayor/expedition leader for the first time.

It was a peasant with all no-label social skills. No friends either.

He didn't have the highest social skills, and certainly not the most friends or attributes.

639
DF Gameplay Questions / Re: Extremely high population fort?
« on: June 24, 2009, 06:14:48 pm »
I got it like 1.5 years ago, but what matters is the 3gb of RAM.

I'm killing ALL pets. I can just set up a bridge by my quantum stockpiles too.

Any advice as far as my fort rather than fps?

Will 3 wide halls be enough?

640
DF Gameplay Questions / Extremely high population fort?
« on: June 24, 2009, 04:56:19 pm »
The highest I've ever gotten so far is about 100 dwarves, before I got tired of being invincible and started something harder.

I want to shoot for over 300 dwarves this time around, but I foresee problems beyond my imagination with that.

I was thinking I should embark on a 3x3 with only a magma pipe and an underground pool, and maybe HFS

This way I have plenty of room to sprawl out my fort without worrying about hitting geological features and to reduce lag, but also have access to magma and tower caps.

Economy is off, I like to have everyone have luxurious bedrooms.

Should I predesignate everything from the start? How can I keep 300 dwarves occupied? I hate having idlers.

How many farms should I have?

Anything else I should know?

641
DF Gameplay Questions / Re: Creating a Gate
« on: June 24, 2009, 02:07:06 pm »
As for a "realistic" gate ("realism" being a term I always cringe at in a game based on dwarfs, ahem), I'd suggest a sharp L-bend (or two) immediately after the portcullis, to prevent archer fire from entering your compound. 

I like to place a blockhouse / siege bunker with fortifications at ground level, set up so that it's about three tiles back from the inner wall.  This lets wagons come in and turn, allows siege units to clear out approaching invaders, and gives you a place to station melee troops so that they can execute a pincer movement on the first schmucks who make it through the door.

I've never managed to have a fort last long enough that siege engines were useful, but the blockhouse was designed to have enough space inside for three staggered ballistae.

I have found that catapults are completely useless, by the time the rock gets there, the creatures are long gone.

I haven't tried ballista though.

642
DF Dwarf Mode Discussion / Re: a possible way to get rid of elves
« on: June 24, 2009, 01:56:30 pm »
I added a couple changes to the elves that highly discourage this behavior...

You could also just set up a lever operated barrier that stops them from getting all the way to the depot, and from leaving. Then just drawbridge away.

643
DF Dwarf Mode Discussion / Re: Quantum Stockpiles? How to?
« on: June 24, 2009, 01:47:11 pm »
I just tried it. The channel isn't necessary.

GAHHHHHHH

644
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 23, 2009, 07:06:41 pm »
Ever seen what happens when your waterfalls suddenly turn into magma when the magma flows into where I initially drained in the water? I have.

You win the thread.

645
DF Gameplay Questions / Re: D11 question, also, increasing FPS?
« on: June 23, 2009, 06:27:44 pm »
Just set your masons to work making stone furniture until you have an army of legendary masons.  Won't get rid of the stone, but gives it all a use before you melt it.

Because we need an army of superdwarvenly tough mason's throwing tantrums. Great idea.

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