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DF Gameplay Questions / Re: How to make it Harder
« on: December 10, 2013, 03:50:10 pm »
Ever considered modding in steel for goblins...
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WmmmmmmWWW SP WW
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W = wall
M = magma
SP= ScrewpumpI tend to place a magma safe floor grate on the side of the volcano, but had no problems as of yet.
I put workshops in 5x5 rooms, first to avoid this kind of problem, and also because occasionally it's useful to bung a small stockpile around the workshop.This is what I do as well, sometimes with workshops that are not or very rarely required for moods I build 2 in a 9x5 space or bigger... As long as their is 1 tile of free walk space surrounding the workshop. Jewelers workshop is a notorious dwarf killer as noob.
They're joking. Probably. You definitely don't need to floor over the top.Kea's are very bad since they annoy me by causing cancellations of work which the dwarves should have been doing, but now refuse to do because of of their existence.
Are flyers so bad?
Werebeasts don't get [TRAP_AVOID] so they should be able to trigger traps in their beastform if they are not a member of your civ. I'm not certain of the exact details but I have caught many werebeasts in regular cage traps, some of which have been dwarves. I'm not sure if they are treated like berserk dwarves (which can be trapped) if they were originally your own dwarves that got infected.There is one snag however, aren't werebeasts trap avoid?
That is a problem, now that I think about it. a possible way of fixing it would be to trap it with a tame GCS, that way, when it transforms it gets bitten, is paralyzed, and triggers the preassure plate, and it would recover when the full moon stopped. even if the GCS bit him while he wasn't transformed, he would just be paralyzed until the full moon. (you'd have to make sure the pressure plate was set so that he couldn't trigger it by being paralyzed when not transformed)
