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Messages - Kraegan

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31
DF Gameplay Questions / Re: When does the fun start?
« on: December 07, 2009, 02:05:12 pm »
Also, how do I know what season and what year it is in-game?  I know there are "it is now autumn" prompts, but I'm looking for one that is "always there" in case I miss the prompts.

Hit 'z', look in upper right hand corner.

32
So the only reason to use high-quality mechanisms is for weapon traps and fancy levers? Coolio. Something else to do with all that bulk stone, train up mechanics.

I thought higher quality mechanisms improved the response time between the pulling of the lever and the action(s) tied to it.  I read that in a forum post somewhere, and I thought I had experienced it myself.  I could be wrong, though, I'm no expert on the matter.

No, response times are fixed amounts.

That would be cool though :)

33
DF Gameplay Questions / Re: Army-to-population ratio?
« on: December 07, 2009, 01:56:58 pm »
As darkflagrance already stated, the question is not the matter of quantity but quality.

I've successfully had a military of 4 dwarves all champions that took care of a 100+ population.

However, I don't see anything wrong with drafting the immigrants that come in with jobs you deem "unsuitable" for your fortress. 

The bottom line is it is up to you. 

34
DF Gameplay Questions / Re: Unprovoked Elf Ambushes
« on: December 04, 2009, 04:12:34 pm »
I've seen elven children leading goblin ambushes. 

35
DF Dwarf Mode Discussion / Re: Suggestions on spread out map features
« on: December 04, 2009, 02:16:21 pm »
You can't move the trees, but there are a few things you can do to effectively make them part of your fortress, albeit some distance away. The simplest of these is to just wall in a large section of the forest, with your access coming from a tunnel below. It might take a long time for the hauling jobs to complete, but your [b]uilt [C]onstructions are impervious to anything the game could possibly throw at them. As long as there's no high vantage points nearby for bowmen to take opportunity shots from (and these are easily and entertainingly caved-in, anyway), your only real concern becomes the large amount of Urist McHauler cancels Haul Wood to Stockpile: Thirsty. :P


I am pretty sure that the river that I have on this map is an underground river that is exposed via erosion.  As I specfically set Underground river to Yes and River to No when searching for the site.  If this would allow for a tower cap farm, then I wouldn't necessarily need the above ground tree's?  This would give me the advantage of putting the farms close to where I was going to channel the magma and water to.

36
DF Dwarf Mode Discussion / Re: Suggestions on spread out map features
« on: December 04, 2009, 02:13:20 pm »
Well, bone bolts are variable. You can get more bolts from a dead goblin than you can from a tree (30 vs. 25), and even larger stacks as the creature size increases. Animals that you'll be slaughtering anyway may as well get turned into bolts; there's not much else to do with the bones. However, trees have other uses than making bolts, particularly for barrels, bins, and beds.

Ahh yes, I forgot about barrels and bins.  I never seem to have enough of those.  So reasonable access to the tree's would be nice.

37
DF Gameplay Questions / Re: Not ready for battle
« on: December 04, 2009, 02:08:28 pm »
How are you proposing to drop the invaders?  They're not in cage traps so the dwarfs can't just pick them up and drop them down a shaft willy nilly.  Provide a bit more information, but I'm just asking because I'm intrigued.  Drowning is practical, a million ways to go about that method, but the only way I can think to intentionally drop invaders without a cave in is by draw bridge or a huge mesh of grates scattered about.

Retracting a bridge they were walking on used to work in older versions of DF, perhaps that is what he is talking about.  If it does work then just make a long bridge and trap them on the bridge, flip a lever to retract it and they should all fall down to whatever is below.

38
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 04, 2009, 02:00:12 pm »
Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?

39
DF Dwarf Mode Discussion / Re: Suggestions on spread out map features
« on: December 04, 2009, 01:34:46 pm »
You can always bring water and magma to any other location using access tunnels (with pumps to keep them flowing, if necessary). Trees you can't move so much, though, nor ore.

Yeah, I was thinking about moving the water and magma to a more central location, but I'd probably need to move it quite a ways.  So I might do that.  Tree's aren't really that big a deal except I like making bolts out of the wood.  I find it faster then making them from bone, especially on a tree heavy map.

40
DF Dwarf Mode Discussion / Suggestions on spread out map features
« on: December 04, 2009, 01:00:14 pm »
So, I spent about 3 hours last night running different world gen parameters until I came up a map that I really like.  It has a cave, magma pipe, chasm, river, lots of trees, a buttload of obsidian and marble and so far I have found hematite (right next to embark location), native copper and aluminum ores.  There is also this really cool inlet right where the river ends that is surrounded by cliffs.  I am thinking it would make a great statue garden.

There is only one problem, all these features with the exception of the chasm and magma pipe are very far away from each other.  I embarked on a plateua, right next to the top of the magma pipe.  If I carve out the fortress here, then I will be close to the trees, magma pipe and chasm.  However the river is in the far northeast corner I think about 12 z-levels below where I am currently.

The Cave is in the South east and is about 5 z-levels below where I currently am.

I am thinking of carving out the fortress here where I am now, then I can benefit from the chasm, magma pipe and have plenty of tree's.  There is water (via murky pools) near me here so I can build a well on one of those for now.  Then after things get going I was thinking of digging down all those z-levels to the river and bringing some of that water back up here.  Eventually I would like to punch a hole in the cave and invade that.  Not sure if the residents will be friendly or not but they have alot of trash lying around that I would like to steal...er...claim :)

Any other ideas?  I have the World gen params and seed if anyone wants to actually see the spot.  You have to go 7x7 to fit the river and cave in.  You could do a 6x6 and leave out the cave as well I guess.

42
DF Gameplay Questions / Re: Simple Healing Utility
« on: December 03, 2009, 07:39:03 pm »
What if its the case of my two legendary miners. (one being my mayor/broker/manager) Also, they are both from my original 7, and have 5+ friends apiece, death doesn't seem like a possibility for them.

That's what makes the game "fun" :)

43
DF Gameplay Questions / Re: Simple Healing Utility
« on: December 03, 2009, 07:10:13 pm »
Yeah I usually just let them die.  I give them a time limit to get better, if they aren't up and moving around when the time is up they get locked in their room till they die.  There are plenty of migrants out there to replace them.

44
DF Gameplay Questions / Re: Sparring Dwarfs
« on: December 03, 2009, 06:42:10 pm »
Most likely.  Once you get a champion put them on perma duty.  They don't need to spar anymore  :P

I seperate mine out of the squads their in and they join the DSF (Dorf Special Forces) which is a squad of all champions all on permanent duty.

45
DF Gameplay Questions / Re: Dwarves not moving items to stockpile
« on: December 03, 2009, 05:08:02 pm »
One more thing, do you have any other stockpiles currently taking from the stockpile the shields are in?

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