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Messages - shadowform

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436
My metalsmith is in a fey mood, demanding shining metal, shining metal, rough gems, shining metal, not far from a stockpile of some 200+ metal bars, mostly copper and iron.  He sits in his forge ignoring it.

No mods, pop cap set to 30, invaders off, map revealed.

<_< not a huge issue since I'm just building someplace fun to explore, but it's irritating all the same.

437
DF General Discussion / Re: Dwarf Fortress Talk #3: Your Questions!
« on: September 04, 2009, 06:05:48 pm »
[Regarding the last dwarf talk's uncertainty about the Bronze Colossus]
http://en.wikipedia.org/wiki/Colossus_of_Rhodes
The Colossus of Rhodes was a massive bronze statue, just over 100 feet tall, built overlooking the harbor on the Greek island of Rhodes.  Stood for some 60 years before being toppled by an earthquake.

Here's a question for you:

If you get a 'legendary' fey mood (one that generates a magic item instead of something that's just really shiny), could we see golems, collossi, et cetera?

438
1) I reached a similar but slightly different conclusion on on the fire.  Those aren't constructed tiles - they're actually roads.  I tested it a little and I'm pretty sure my theory is right.  I won't reveal it now since the dwarven engineers are busy preparing their report to Rith :)

2) Which drawbridges?  The ones near the depot don't have channels dug out under them - at least I don't think so.  We don't need them anyway, between traps and an elite military.  I'm not even sure the bridges are hooked up to a lever that raises them =/.  Last time, there weren't hooked up to anything.
What I meant was construction of any kind, be it road, floor, etc.  But now I know better.  I suppose the moral of the story is to give multi-tile objects plenty of leeway to navigate hazards.

And as for the other comment, I thought I saw on a screenshot from Keldor's siege that the south drawbridge was blocked from approach by an empty channel...  after looking back this isn't the case.  I try to use channels as a backup for bridges when constructing defenses, so that in case dragonfire or or a building destroyer takes the bridge out, they still don't have access to the fort.

439
DF Dwarf Mode Discussion / Re: Your failed megaprojects
« on: August 29, 2009, 02:43:20 am »
I built a similar aztec style pyramid, but foresaw the whole "dudes don't fall down steps" problem, so i decided to solve it by having a waterfall flow down the side of the temple. Goblins would be dumped into the waterfall and would get washed down through a bunch of repeating spike traps, hopefully resulting in chopped gobbos.

It worked real well right up until the third Goblin, whereupon the dwarves on the temple dropped him into the waterfall and he hung around near the top for a few seconds, just long enough for the dwarves to go "HOLY SHIT A GOBLIN" and run away screaming while my military immediately leaped into the waterfall to kill it.


As it turns out, dwarves chop up just as neatly in a food processor as goblins do.

This is not a failure.  The sight of the temple's glorius operation filled your dwarves with such devotion that they were compelled to give themselves to Armok.

440
18 Hematite 310: Disaster!  One of the human wagons has mysteriously caught fire, but is still heading straight for the depot!  There's booze there!
Spoiler (click to show/hide)

I can actually explain this one, since I've seen it before on one of my other maps.  I was new to dealing with magma and, instead of risking accidentally flooding my fortress with magma, channeled some out on it's top level and simply built my forges on top of that.  I then walled off some of the remaining area to create a protected outdoor depot.  Due to the direction the caravan came from, though, it pathed over the tube connecting the magma tube to the reservoir under my forges (I'd placed ramps around it to make pathing easier).

In short, wagons ignite when pathing ground that has magma directly beneath it.  I'm not sure if this happens with normal ground or specifically when there's dwarven construction involved (as per your roads), but the next leader may want to redirect the caravans, either building a raised bridge over the warm stone road (the safest), or forcing the caravan off to the side (over the unfilled portion of the former magma tube.  Four tiles to the east and you should be fine.

Also:

You are aware that when your drawbridge is raised, it gives the invaders huddled around it a fantastic view of the room right beneath it, correct?

441
DF Dwarf Mode Discussion / Re: Your most uber "Duh" moments
« on: July 11, 2009, 07:30:51 am »
1) When channeling a moat you are planning on filling with liquid, double check to make sure you didn't dig any part of the fortress directly underneath the planned moat location before flooding.

This is the first thing I learned playing DF.  Now, any time I plan on making a moat, I always build my 'transit nexus' (the big crossroads where the mines, farms, lodging, etc all connect, usually right next to the trade depot) at least two floors down from the surface...  and then burrow upwards to get to whatever soil I need for farms.

I had fun with a magma pipe on a island fort once.  Islands are a double-edged sword in that only your parent civ will send you caravans, but you will never be sieged or ambushed.  Turning all of your dwarves into masons instead of military allows for incredible megaprojects.  But anyway.

Well, there's the volcano over there, and since I have so many masons I may as well build a tunnel instead of bothering with channels.  No problems there.  Wait, I just missed a caravan because it couldn't path around my magma tube.  No worries, I'll just build some ramps for next year.  The setup was kind of like this.
      ______
___//Magma\\____

Did you know that slate floors get hot enough to set wagons on fire when you build them directly over magma?

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