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Messages - darthbob88

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226
DF Dwarf Mode Discussion / Re: Magmapipe Critter Elimination Poll
« on: January 30, 2010, 08:49:27 pm »
Quietust: text explanation, please, DFMA hasn't been working for me recently.
Standard cave-in trap, applied to the magma pipe. Dug out the ceiling over the magma trap, which was held up by a single support attached to a lever, then pulled the lever. Everything in the pipe was crushed fairly quickly.

227
Retro's method is correct, and the one I use for damming UG rivers, though I prefer to use a support above the dam.

228
DF Dwarf Mode Discussion / Re: The final resting place of your dwarfs.
« on: January 29, 2010, 02:08:28 am »
I have lots of ways to lay my dwarfs to rest. First and simplest, I've built a few coffins in the mineral veins I dug out, so decent citizens who I was fond of can rest within the heart of the mountain. I also put noble tombs here because frankly, I don't care enough to give them tombs with statues, but engraving's cheap and easy. Following that, I've built a glass pyramid 8 z-levels high, where non-brainless non-notable dwarfs may rest; those people to whom I felt no particular attachment and no particular enmity, who didn't die of stupidity. I also have enough space that I could conceivably put coffins in dining halls and other places of note, for dwarves to remember the noble sacrifices made by their champions. Finally, the real last resting place for nobles, other useless dwarfs, and anybody who died by stupidity, my obsidian farm. Cremation and annihilation, their memory being lost with their bodies.

229
DF Dwarf Mode Discussion / Re: Using rough stones in mega-constructions?
« on: January 29, 2010, 01:50:19 am »
I use blocks almost exclusively, the only exceptions being interim structures, like scaffolding which I'll need to tear down soonish, or workshops which I only need long enough to satisfy a moody bowyer. Leaving aside glass constructions, which are exclusively blocks anyways, I prefer to use blocks because
a) Blocks in bins are denser than bulk stone, meaning the stockpile can last longer before it needs to be refilled.
b) Blocks have higher value than bulk stone, meaning created wealth is higher.
c) Good way to level mason skill; metric fucktons of blocks mean lots of mason experience, plus time spent building everything, all of which lead to highly-competent masons.
d) Building with blocks prevents Fun that results from forbidding stone at the stocks screen; forbidding alunite also forbids the still made from alunite, which means no booze gets made, which leads to heartache and tears.
Mostly, though, I've gotten it into my head for whatever reason(s) that anything which can be made from a block should be, once we have that capability. Workshops shall be made of blocks, walls and bridges shall be blocks, everything that can be shall be.

230
DF Gameplay Questions / Re: Noble Replacement Question
« on: January 28, 2010, 11:18:38 pm »
...and the two consecutive requests for rose gold items by the tax collector, which were difficult due to a lack of rose gold.

If your noble mandates consecutively like you described, wait until the mandate is in the red before fulfilling it. That way, your noble won't be able to rapid fire multiple mandates.

And make metal goblets. That will fulfill any metal mandate because it produces three goblets from one bar.
Alternately, make a few bars. Oh, you want three rose gold items? 3 gold bars + 1 copper bar == 4 rose gold bars == fulfilled mandate.

231
Even without the magma, is an obsidian layer a good place to be?
It's better than most other igneous layers; obsidian's worth a damn site more than basalt or felsite, after all. However, the only ore I've seen in obsidian has been native copper and native aluminium, and I haven't seen any gems in it atall. Also, it's pretty damn valuable as far as rooms go, which has caused problems in my fort with economy and rented rooms, and will likely make problems with hordes of migrants coming your way.

232
DF Gameplay Questions / Re: Noble Replacement Question
« on: January 28, 2010, 04:07:41 pm »
Wait, are you playing 2D? 3D doesn't have guilds anymore, those are (presumably) on the list.

Guilds still exist in 40d, but there are no guild leaders - if you have non-Legendary guild members (i.e. any workers that have a Wage listed from the Job Manager screen) who aren't being given any work to do, they'll complain to your manager who will then complain to your mayor, at which point the mayor will take "a request from the [Foo] Guild" and mandate "that certain jobs be completed" for said guild. My first successful fortress had at least one instance where the Miners guild complained, resulting in a mandate of "Complete Miners Guild Jobs (0/15)" (which involved digging out 15 tiles) and the guild wages being adjusted at one point.
Correct; thanks to my overuse of high-speed dwarfs for most of the fortress's life, there really isn't much to do. We have enough drink for years yet, enough food for more years yet, and enough trade goods to buy out caravans if necessary. There's nothing to do but complete mandates and work on my megaproject. As a result, the Craftsdwarf's Guild bitched to the mayor, who mandated 20 jobs for the craftsdwarfs.

233
DF Gameplay Questions / Re: Noble Replacement Question
« on: January 28, 2010, 01:25:52 pm »
My current plan is to lock the tax collector into his room. Let's see how much you like rose gold when you're locked in with a rose gold door! It's quick, simple, and pleasantly efficient. I'm beginning to wish, though, that I'd planned for some form of noble slaying, even if it is just a single drowning chamber. Would have been much better than the current situation, or at least quicker than starvation. Of course, I've got another problem right now; my count has mandated pike leather items, after I've already murdered every single animal around that's neither tame nor magma-dwelling, including all the pike around. Dammit.

234
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 28, 2010, 03:09:28 am »
Just had fire imp fat smoldering in my butcher's shop and marked as dump and caught 3 dwarves on fire and burned all my liquor...... oh the humanity!!!!
What a shame. All that booze lost, before its time. The dwarven scotch wasn't even 5 years old yet!  :'( :'( This is one of the reasons I'm very careful about dealing with imps.

235
DF Gameplay Questions / Re: Noble Replacement Question
« on: January 27, 2010, 07:19:05 pm »
Very true, rose gold isn't as bad as some others. Still; my count can be satisfied by making a few floodgates, my mayor demands nothing more difficult than a few coffins, and the countess has a fondness for scepters. The most difficult mandates I've had were the Craftdwarf's guild asking for work, since I didn't know which jobs that would require, and the two consecutive requests for rose gold items by the tax collector, which were difficult due to a lack of rose gold. After his most recent troublemaking, I've half a mind to demote his accommodations and lock him into his inferior room. Still, I'll take your advice, and let him live. For now.

236
DF Gameplay Questions / Noble Replacement Question
« on: January 27, 2010, 06:51:57 pm »
My tax collector has been an A-grade pain in the ass of late, requesting rose gold items, jacking up prices, and mandating lots and lots of rose gold items. So, I want him gone. I've got enough happy happy dwarves that they won't miss him too much, between the booze and the feasts, but I don't want to deal with a brand new set of nobles, count/consort/hammerer/taxman. The current crop has been more than enough of a nuisance.
So, if I kill the tax collector, will I get a replacement tax collector with next year's crop of migrants, will I just have to go without a taxman, or will I get another passel of time-wasting mandate factories gentry?

237
Hydra Fix bugged. Killing one head with arrow puts arrow in all heads. Single arrow through all heads causes recursive  memory leak and crash.

Cats now kill dwarves and drag decaying, miasma-spewing bodies through halls.

Underground areas mistakenly open in mountainsides, raining cyclops and animalmen on embark.

Dwarves slit own throats while trimming facial hair.
Doctors applying casts to faces/throats/lungs. Invariably fatal.

Dwarves now shaving fish. Carp are not amused.

Possessed dwarf forcibly taking facial hair from babies; have discovered that facial hair attachment to head is stronger than head attachment to neck.

Urgent fix required: Magma no longer answer to everything.
I actually laughed out loud at this. I approve, sir.

238
DF Dwarf Mode Discussion / Re: Dwarven Willpower
« on: January 27, 2010, 05:19:09 pm »
My leatherworker, after giving birth over a bridge which was over magma and getting a spinal injury from some goblins was possessed and made The Silver of Walls, a wolf leather toga. Too bad you can't zoom-to-artifact. I'd love to see who ends up wearing it.
You can, kinda sorta. Find the artifact in your stocks screen, and zoom to it. It'll zoom to the critter wearing it, and you can find out whatever you want to from that.

239
DF Dwarf Mode Discussion / Re: Several megaproject questions
« on: January 27, 2010, 01:31:44 pm »
You can also cheat, if you're willing to. Find any soil you have available, open matgloss_stone_soil.txt, and set that type to have [SOIL_SAND] as one of its tokens. Et voila, clay can be made into glass.

240
And Kidiri, I like the extra dogs plan.
Just be sure to wait until the puppies are fully grown. They'll provide more meat and fat (maybe bones, I don't know this). And cage them. So they don't murder your fps.
Correct, they will provide more meat and bones. The difference in fat between puppies and dogs is negligible; young animals provide 2/3 as much meat, bones, and fat, rounded up, as do adult versions. Though, considering that dogs are only size 5 and provide one fat, the difference between the two is minimal.

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