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Messages - Shrike

Pages: 1 ... 9 10 [11] 12 13 ... 33
151
DF Dwarf Mode Discussion / Re: Wood Vs. Stone (Oh yes I did)
« on: May 02, 2010, 07:01:50 pm »
Build what? With or without modding?

152
DF Dwarf Mode Discussion / Re: FPS Killer: Swampland
« on: May 01, 2010, 11:06:10 am »
Well, as noted... building over the lakes will keep it from refilling/evaporating due to the external environment. Also, when the water is gone, building a paved road over the bottom of the lake will keep it from filling.

153
DF Dwarf Mode Discussion / Re: How do i get more dwarfs?
« on: May 01, 2010, 11:03:23 am »
Well, factors figuring into migration are the value of your fortress and the amount of trade you've done. So, make nice rooms, nice crafts, and wait.

It might help to make sure you have a bookkeeper who will help you keep track of your fortress value, but migrants will come regardless.
You can also start giving your original 7 some other skills. Sure, they'll start off terrible, but they'll get better over time.

154
Nope, you don't need a volcano. But you will need to dig for magma and pump it up... and make sure you have somewhere for the magma to drain to, or you'll be more inconvenienced by it than anything else.

Early on, though, you'll be better served by stonefall traps. Build a mechanic's workshop, make a lot of mechanisms, and put stonefall traps into an enclosed corridor. Also, put your stockpiles further back from the entrance to your fort, or (if above ground) build walls around it. Thieves will run if they encounter any animal or dwarf, so you can chain dogs at chokepoints (ropes also work) and they'll discover (and possibly kill) the thieves.

That'll be faster to implement than magma, which, while effective, does take some time to set up. It's a longer-term solution.


As for how to make magma sanitizers? There's all sorts of ways. But if you don't embark with a surface source of magma (a volcano), you'll need to pump or dig out tunnels/channels to move the magma.  You'd do well to look at this page as well as floodgates, pumps, waterwheels, windmills, and levers/pressureplates.

Part of the charm of magma is the complexity needed to implement a trap that can function within dwarven margins of safety (at least one dwarf survives with the chance to fix the problem)

155
DF General Discussion / Re: Newest Penny Arcade = Elkbird?
« on: April 30, 2010, 05:17:01 pm »
I'm thinking owlbear, yeah.

156
DF Dwarf Mode Discussion / Re: Dwarf has grown attached to an object.
« on: April 30, 2010, 05:15:12 pm »
Well, after a sufficiently long time, dwarves will fuse to particular items, and become unable to remove them from their bodies. By this time, they won't want to, either.

157
DF Dwarf Mode Discussion / Re: A few comments and questions
« on: April 30, 2010, 05:13:51 pm »
. Thank you Devs... If you're ever in Chi-Town, let me know and I'll buy y'all dinner.
You speak in plural, as if there were more than one person making this game.  You should know that DF is the work of one person, known as Toady One, and that is it.

Don't forget the other half of Team Adams.
Scamps is vital, yes.

158
At least in 40d, there was an issue with artifact bins: You can't take them to the Depot. So best to use it in an ammo stockpile, as the first bin (so it'll never be moved).

159
DF Dwarf Mode Discussion / Re: Something wrong...
« on: April 29, 2010, 05:41:57 pm »
I prefer to imagine that he's replaced his left hand with a forging hammer.

What could be dwarfier?

Replacing it with an anvil and holding the hammer in his teeth/beard/nostril.

No, a *real* dwarf would replace his hand with a bottle of booze.

Which he'd promptly drink, probably before finishing attaching it. But he'd like the experience so much he'd just cut off his *other* hand, and do the same thing.

Urist McFortyhands?

160
DF Dwarf Mode Discussion / Re: What color is adamantine?
« on: April 29, 2010, 05:28:52 pm »
Well, you could mod in a reaction to take adamantine and lead/gold/platinum to create weapon-grade adamantine bars that are, essentially, hard, sharp cladding about a softer, heavier core.

161
DF Dwarf Mode Discussion / Re: Dealing with the unkillables.
« on: April 28, 2010, 11:06:44 am »
Cave-ins are reusable, and can be pretty easily incorporated into long-term fort design. Just use constructions as the hammer, solid rock as the anvil, and fortifications to prevent enemies from being able to escape to the sides. Easier to arrange than a solid rock cave-in. Since fortifications can't be walked on, they can't support a floor like a wall would. One support and one lever is all you need.

Unless, of course, dropping constructions doesn't result in an instant kill.
F=fortification
+=floor
S=support
.= Empty space
p=passageway
Floor 1:
Code: [Select]
FFFFFFFFFFF
pppppSppppp
ppppppppppp
ppppppppppp
ppppppppppp
FFFFFFFFFFF

Floor 2:
Code: [Select]
...........
+++++++++++
+++++++++++
+++++++++++
+++++++++++
...........

Build in from the side, have a bridge or something on floor 2 that can be raised once the trap is built,and the area is secured. Just need to time the lever pull correctly. Fortifications can be replaced with cage traps. Put one between the outside and your fort, and one between your fort and your deep shaft.  Forgotten beast b-gone.

162
Are you saying there's something WRONG with daddy's (and mommy's and baby's) liquid breakfast?

163
I think that this would only truly qualify as a McRyoga if the dwarf left the south edge of the map and wandered back in from the magma sea before finding the path.On the upside, he'd probably have defeated all the Clowns by mistake.

164
DF Dwarf Mode Discussion / Re: Advantages of Caverns?
« on: April 28, 2010, 03:36:38 am »
The only dwarfy way to built a fortress is in a cavern.
Says you. I'm building mine... under the sea.

Urist mcmermaid: But I want to see the caverns!
Urist mclobster: Urist, let me tell you something...

Under the sea, under the sea
Darlin' it's better
Down where it's wetter,
Take it from me!

... I'm tempted to try rewriting the lyrics to be about cagetraps and mermaid breeding/butchering.

165
DF Adventure Mode Discussion / Re: A quite literal facepalm.
« on: April 28, 2010, 03:34:48 am »
I am quite frond of this thread. ;)
I myself like puns, just as long as they are not horribly terrible.

All puns are at yeast a bit terrible. Of course, some are berry bad - so bad they sap your life away.
Even worse... they do it syrupticiously.

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