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Messages - donald

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16
DF Dwarf Mode Discussion / Re: Creative Defense?
« on: August 09, 2012, 09:46:51 pm »
If you get lucky enough to have a vampire in your fort, a necro or especially a reanimating biome can be put to good use. Station the vampire outside with good armor and train him up on the undead. He'll become unstoppable very quickly. Then when caravans invaders arrive, let the undead horde devour them and set urist mctwilight to scooping up the trade goods goblinite and depositing it inside your airlock. Send him back outside, cycle the lock, repeat as desired. I did this with a reanimating biome with good results. The difficult part was the eventual need to permanently kill some of the growing undead horde due to fps creep as it swelled to over 300 slavering undying abominations.

17
DF Dwarf Mode Discussion / Re: Dropping goblins on other goblins?
« on: August 09, 2012, 09:21:22 pm »
Thanks for the reminder about dropping damage. My execution pit just got a little more fun with the addition of a platinum statue stockpile next to it.

Now if only you could forge a piano...

18
Would it be possible to place a single tile refuse pile under the corpse, just long enough to generate the work order at the butcher's shop?

Or does the corpse not count as really being in the pile if  you do that...?

19
I agree - no great ideas off the top of my head though.  I enjoy the evil biomes too, though the initial embark is a bit too formulaic for my tastes - dig fast and seal off.  Doing anything else is near suicide.

I have found one bonus to the undead-raising biomes though: the surface can be turned into an endless shooting gallery for your marksdwarves.  Dig up from below into a small hill and fortify the sides, then station your marksdwarves there (burrows along the fortifications are usually the best bet, as they seem to force the dwarves to stay by the windows).  Just have a tree farm going fast or a supply of metal to keep feeding them bolts.  Also remember to turn off dwarves carry food and drink, or they'll drop seeds at their station and civilians will spam you with canceled tasks as they try to pop their heads up and recover the fallen seeds.

20
DF Dwarf Mode Discussion / Re: Eversmoking artifacts
« on: August 01, 2012, 01:44:59 pm »
In curious instance of delayed ignition, both puppies finally ignited almost a half year after they were attacked.

A fire broke out in a stockpile and I couldn't figure out why (though I later noticed a puppy was missing).  Then I caught another one early as it broke out in the statue garden, and the only thing nearby was a !!xstray puppy corpsex!! {This object is showing some wear}.

21
DF Dwarf Mode Discussion / Re: Eversmoking artifacts
« on: August 01, 2012, 12:32:47 pm »
You could use it as bait for thieves. Put it out in the open (beware of hauling it, since it's on fire. You may have to sacrifice a few dwarves for this purpose) and kobolds will try to steal it because of its high value, but catch fire and die before making any real progress.

Good idea.  I'm currently trying to get them to move it just a half dozen or so tiles to the main path to the fort, but so far no one wants to touch it.

Trees will never burn, oddly. Also, the puppies are flashing red because they've suffered blood loss. If you look at their wound status (v -> w), they should be listed as "pale" or "faint". They'll recover after a while.

Funny thing with them is I did check for that, both now and originally when they were being chased mercilessly across the map for nearly a month before I killed the tick.  He'd launch fireball after fireball at them but I never once saw them wounded, and their description is missing the "fat is missing" stuff you'd expect to see (the tick himself burned off all his fat though).

22
DF Dwarf Mode Discussion / Eversmoking artifacts
« on: August 01, 2012, 12:09:38 pm »
I recently had a giant fire breathing eyeless tick make its way up through a hole to the caverns that I missed plugging up in my shaft down to the magma forges.  Luckily, it only toasted one mason but made its way outside, where I locked it outside my airlock until I could get my meager defense force together.

The outside of the fort is now a field of scorched earth and feather trees (which seem to survive fire quite nicely).  Two puppies are permanently flashing red but don't seem to have suffered any wounds (a bug I'm assuming).  I'm hoping they grow up to be flashing red helldogs, which I will train for war and leave at my gates.  The tick died from one crossbow bolt but took out 3 marksdwarves with it.

The interesting part though, is that during it's initial assault, it set a good chunk of my furniture stockpile on fire, as well as my crafts.  The fire seems to have gone out, but smoke continues to billow from two areas, then subside to nothing and billow out again.

I noticed a few tiles of stone were flashing as hot, so I bulldozed those down but the smoke continues to billow out.  As far as I can tell, both smoke clouds are centered on artifacts that were in storage.

Currently I'm trying to confirm that this is what's happening (by assigning a stockpile to take the artifacts away and see if the smoke is centered on the new tile).

If it is, the question is: how do I weaponize/use/do science/create !fun! with my new eversmoking artifacts?

My first thought was to create a goblinite collection area, drop the artifacts in, then drop the raw goblinite in and wait for them to pass out and let my melee dwarves in for easy practice.  But there must be something more interesting to do with an unlimited source of smoke...

23
DF Dwarf Mode Discussion / Re: Most ridiculous titan??
« on: July 21, 2012, 10:23:31 pm »
Not a titan, but I had a web spitting giant llama made of vomit. There was some strangeness with the corpse too. I want to say it just showed up as 'vomit' with no other descriptor or something like that. I was hoping I'd be able to butcher it so my dwarves could feast for years on delicious vomit roasts, but it wouldn't butcher unfortunately.

24
DF Gameplay Questions / strange mood specific requests
« on: July 21, 2012, 09:45:36 pm »
I've read many times, both here and on the wiki, for as long as I've played df, that sometimes a dwarf in a strange mood will need not just a type of raw material (say, wood), but a specific type favored by the dwarf (like goblin cap wood). The thing is though, in scores of games and hundreds of strange moods, I've never seen this happen. If my mooded dwarf is stuck in the workshop requesting something, any material of the right class I free up has always satisfied him.

I took a couple year break from df a while back, so my memory of very old times is somehwat hazy, but I've played a lot in the last couple versions and can say with certainty i haven't seen this happen lately.

Have I just gotten lucky, or is this feature no longer present (or was it ever)?

25
DF Gameplay Questions / Re: Brewing issues
« on: July 11, 2012, 10:19:04 pm »
With the recent increase in container capacity, ive has this a lot too. It usually seems to be because urist mcfoodhauler has just picked up your only plump helmet barrel with 100 brewable items in it and is carrying it to pick up a single cave wheat from your farm. Try using z then tab to bring up plant stocks when you get the error message and zoom to see if theyre being hauled.
I havent done so but you could probably set max barrels on your still stockpile lower so you always have some that wont get hauled off.

26
Ive found sometimes if you cancel the wall and rebuild with the same material, it will continue to fail, but designate a new construction material and youre back in business.

If all else fails, you can construct a fortification instead.

27
Never knew they could wear both chain shirts and breastplates. Time to make a custom uniform.

On a related note, is something similar true of greaves and boots? Using the standard uniform with metal legwear and metal footwear, my dwarves wear whatever greaves or leggings they can get but not a one has put on high or low boots.  I havent tried using the remove clothes before equipping option yet, so maybe it could have to do with their shoes too.

28
DF Gameplay Questions / Re: Walling in caverns
« on: July 10, 2012, 08:53:14 am »
I really liked the cave-in idea until I did some hard looking and realized some of the cavern borders are close to 70 z levels high, and the room between them and the surface is only between 10 and 20 z levels, so not nearly enough to actually seal the place in.  I'm guessing that perhaps cavern levels 1 and 2 are more or less merged on this map, accounting for the abnormally high cavern ceilings.

At this point, I'm planning to just put a 1 z level wall around the place and deal with flyers as they come.  At least non flyers will just get stuck on top of the wall and give my marksdwarves some easy practice.

My alternate idea is to see if there are a couple points in the cavern where the ceiling is lower and I can wall in the fort from there, instead of at the map edges.

Thanks for all the help!

29
DF Gameplay Questions / Walling in caverns
« on: July 08, 2012, 10:32:37 pm »
I currently am embarked on a terrifying glacier and set up my fortress on the first cavern level. The cavern is very porous to the edges of the map in both the x/y direction as well as z levels (not on it right now but IIRC many long borders of a dozen or more z levels). I've had no FBs yet my army couldnt deal with (the toughest was an noseless giant llama composed of vomit that spat webs) but Id like to seal the borders to ensure my safe survival for future fun.

Does anyone have advice on the least tedious way to do this? If i build one tall staircase at the end of each border, im afraid ill end up with masons sealing themselves or each other in constantly unless i construct it one brick at a time. The safe alternative would be to construct full staircase scaffolding for each x/y border on every z level next to the border but thats almost double the construction time. My other thought was to use burrows to only allow one mason per wall and hope they build the wall in the correct order so as not to seal themselves in.

The good (and bad) news is that at least there is no water on this cavern level, so at least there arent any ponds to seal off.

30
DF Gameplay Questions / Re: Reclaiming Fortress
« on: July 08, 2012, 09:18:05 pm »
Newb here, but I did this last week, and when I showed up with my embark caravan, the zombie horde was still there.  And now I don't even have the benefit of a halfway set up fort.  Help?
Id suggest abandoning and reclaiming with a custom caravan with some stone blocks and 4 or 5 masons. Confine everyone to a tight burrow and erect a 5x5 wall around your wagon. Remember to do the corners first.

If you really want to try without abandoning first, id say dig straight down and seal yourself in with a constructed wall.  Forget the wagon to save time and plant some plump helmets asap.

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