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1246
DF Dwarf Mode Discussion / Re: Am I missing out?
« on: July 06, 2008, 10:57:52 am »
I think I might be the only Dwarf Fortresser in history that can't stand to manage a fortress placed on a mountain.  I have no clue why, but navigating through the mountainous maps just frustrates me, which leads me to almost always pick forest/glacier/desert or basically anything as close to flat as possible.

I'm having enough fun doing this, but it also means I miss out on lots of cave features and usually a metal industry.  How much am I missing out on for refusing to start a mountain fortress and does anyone else have this obsession with flat starting locations?
You could try foothills... the fort I'm working on now straddles a mountainous zone and jungle, so I get the best of both worlds.

1247
DF Dwarf Mode Discussion / Re: Best Military Force
« on: June 25, 2008, 09:26:20 pm »
My best military was back in the 2d version.  I had 12 melee champions, almost of which were solder immigrants trained all the way up; 5 with swords, 2 with hammers and 5 with spears, all outfited with a combination of high quality steel and bronze plate.  I also had 5 legendary marksdwarves.  The core of my military, however, were the 6 'demonslayers.'  All were trained to between skilled and adapt in shields, armor use, wrestling and hammers, then to legendary in both marskdwarfship and a civilian skill, usually engraving (one or two were miners).  They wore high quality steel and bronze plate (with legendary strength and decent armor skills this didn't seem to slow them down at all).  They were deadly at range, and nearly as deadly after their bolts ran out and they charged in with a melee attack.

I never sent them in to the demons before the 3d release came out, but I'm seriously considering it now...

1248
DF Dwarf Mode Discussion / Re: Your fortress lay out.
« on: April 21, 2008, 12:42:00 pm »
I have the high traffic locations--bedrooms, zoo/statue garden, dining hall, food/drink production, and trade depot in a line.  Each section is one level up from the last (connected by half a dozen staircases), and I'm diverting the brook down either side to produce mist and power.  My workshops, farms, noble rooms, etc branch off from the main sections; since each is on it own level and not overlapping, there's lots of room to expand in every direction.  The barracks are next to the entrance and the trade depot, and the path to the depot is a long trench that will go over a drawbridged pit and be flanked by a pair of towers.

It's my first fort with the z-axis so it's pretty boxy, but I made a kind of fractal bedroom design that I'm pretty happy with.


1249
DF Dwarf Mode Discussion / Re: Your largest fortress.
« on: June 14, 2007, 02:34:00 am »
I cap my population at around 150-160 because my CPU can't handle much more.

Maybe a more interesting question is what one's highest 'created wealth' value is?  I'm up to 3.8 million in my current fort...


1250
DF Dwarf Mode Discussion / Re: Yet another n00bish question.
« on: May 31, 2007, 01:58:00 pm »
quote:
Originally posted by Heliopios:
<STRONG>

I think that's getting put in with the burrows feature.</STRONG>



I know Toady already did traffic designations; this might have been a part of that too.

1251
DF Dwarf Mode Discussion / Re: Interesting Flood
« on: May 15, 2007, 10:39:00 pm »
Probably looked like this, which in turn reminds me of this.

1252
DF Dwarf Mode Discussion / Re: Tips, Guidlines, and Help.
« on: April 04, 2007, 01:42:00 am »
maxed out plant gatherer, maxed out brewer, maxed out cook, miner (probably but not necessarily maxed out), mason (ditto), and an maxed out armorsmith/weaponsmith.  give the smith a backup skill, like mechanic or building designer.  the seventh is up to taste; any combination of novice woodcutter, novice carpender, ambusher (which will give a free crossbow and set of leather armor), maxed out glassdwarf or maxed out jeweler is reasonable.  If you don't give the seventh dwarf carpendry, give it to the brewer (brewers who make their own barrels never stop working).  Take a few seeds (you can always get more by gathering inside the mountain), some meat (at least one of every cheap kind), some alcohol (about twenty to thirty units, with n5+1 of each type), two dogs, one pick and one axe.

this build is only newbie-worthy on maps that are good or neutral with heavy vegetation, so make sure you pick one--avoid anything that sounds bad, like sinister or terrifying.

when you get there, disable all but one or two hauling tasks for each dwarf, and give none to the miner and the gatherer.  [d]esignate some plants to be gathered and a food stockpile to put them in.  build a still and a kitchen.  I had enough to feed my dwarves just by cooking the seeds of the outdoor plants I gathered, but many people like to cook the alcohol (all this is done through the workshops and the z menu).  Following this you will have plunty of food and booze and enough time to build your fort as deep as you like.

Also, what is causing your forts to fail?  External violence, internal strife, or simple starvation?  I assumed you were having problems with your food supply, but if it is something else you might want to try something completely different than the above.


1253
DF Dwarf Mode Discussion / Re: I demand Pig Iron items!
« on: May 30, 2008, 10:17:00 pm »
quote:
Originally posted by martinuzz:
<STRONG>No matter how happy she is, a random dwarf is going to get beaten or worse.</STRONG>

Unless you lack any fortress guards or sherifs to do it.

Harder to avoid hammerings but those are rare anyway.


1254
DF Dwarf Mode Discussion / Re: Attacking the Elves
« on: May 27, 2008, 02:09:00 pm »
quote:
Originally posted by Llahlahkje:
<STRONG>... and a QUERN AND A MILLSTONE!

(whose actual use is just dropping in a noble's room so that I can make the room a bedroom / office / dining room and have them not whine about what a toilet the place is, even though it is a toilet, they just have a wonderful millstone (unpowered) sitting in their room... nobles really are retarded)</STRONG>


Did you experiment at all with using them?  I've got a legendary millstone, and I'm hoping it will work at legendary speed...


1255
DF Gameplay Questions / Re: Magma + lakes?
« on: May 13, 2007, 08:14:00 pm »
quote:
Originally posted by ColonelTEE3:
<STRONG>Under normal temperature conditions, it is lethal.</STRONG>

Used to be.  In the current version it's a little more iffy; I had a hallway defence that did no damage whatsoever to the migrants I tested it on, with temperature both on and off.  I suspect it may have to do with distance from the source, although it could just be that the temperature code needs a little tweeking.

1256
DF Gameplay Questions / Re: A question of Magma and bridges.
« on: April 23, 2007, 06:25:00 pm »
A lot of times the problem is in stones that are in the way but cannot be moved by the architect (due to being in lava)

1257
DF Bug Reports / Re: An unwelcome outbreak of sanity?
« on: May 31, 2007, 01:51:00 pm »
Strangely, I just got a fey mood (in fact, he's working furiously in my magma forge right now--jackpot).  I recently dug a little further in the mountain (no deeper horizontally, but further down vertically; I'm pretty sure the pathfinding from the gath would register it as farther), so that could be it.  In addition, my jewelers had gotten ahead of my glassmakers, causing my fort to be temporarily empty of cut clear glass (which was not used in the artifact).

1258
DF Bug Reports / An unwelcome outbreak of sanity?
« on: May 29, 2007, 07:28:00 pm »
I haven't had a fey mood in my fort for many years now (at least five), which is unfortunate since I've long passed the stage where fey moods are a problem--now I just wish I could get the easy exp and kickass artifacts they result in.  Is this a bug or have I just 'maxed out' on fey moods somehow?

1259
DF Suggestions / Re: Another Use for Skulls...
« on: April 23, 2007, 02:34:00 pm »
Personally I want to pave a road with the skulls of my enemies.

1260
DF Suggestions / Re: A use for tallow: Make grease
« on: April 08, 2008, 08:42:00 pm »
While we're talking about "uses for tallow," you really should be able to bait traps with the stuff.

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