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Messages - SkyRender

Pages: 1 ... 8 9 [10] 11 12 ... 52
136
DF Dwarf Mode Discussion / The FAILitary
« on: January 03, 2011, 06:05:21 pm »
I swear my Dwarves are doing this on purpose.  Every single time I try to set up a danger room in Blackchasm, within seconds of the lever being put on repeat, half of them get broken fingers, noses, and other various appendages, even though they are all wearing masterwork armor of the best material.  It gets more insulting yet, too: they're also all wearing breastplates AND mail shirts instead of just one or the other (as well as the usual setup of gauntlets, greaves, high boots, and shield), AND all of these devastating killer blunt spears that are turning them into permanent residents in my hospital are no-quality to boot.  Did I just end up with the world's worst Dwarves here, or am I missing something?  Did danger rooms somehow get made even MORE dangerous to use after 0.31.15?

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 03, 2011, 01:26:57 am »
 Blackchasm (yes, terribly creative, I know) enters its 8th year now, and has much to show for it.  In that relatively short span, the fort's wealth has burgeoned to over 40,000,000 and brought the king himself to live there.  With food and drink enough to last about 16 and 6 years, respectively, nobody's much concerned about starving to death or dying of dehydration.  Currently the main project is just keeping the 178 residents of the fort busy, in the form of a massive eyesore of a tower that's about as consistent in color as a peacock.  Steel on hand has peaked past 2,400, and tin is rising up to around 1,000 (in spite of constant conversion into barrels and bins), with everything else holding steady between 20 and 500 on hand, so there's not much worry about running out of metals any time soon.  The military trains constantly in preparation for an expedition into the forbidden realms, but they're far from ready just yet.

138
DF Dwarf Mode Discussion / Re: Safe Cage Procedures?
« on: January 02, 2011, 07:19:22 pm »
Well first off, actually build the cages for any thieves; otherwise they'll go rogue the moment you let them out and probably injure a few Dwarves.  Second, you should strip them of their equipment so you don't lose out on any of it (especially if you plan to pit them into magma).  To do this, load them into a built cage (or build their cage), pause once they're in there, go to the B->D menu, designate the entire tile for dumping, then hit t and un-designate the cage itself for dumping.  Once they're in a built cage, you can safely toss them down the nearest convenient pit.

139
DF Dwarf Mode Discussion / Re: a dwarf in a cage, and no one to free him
« on: December 14, 2010, 04:25:39 pm »
 Huh.  I guess despite all his rage, he is still just a Dwarf in a cage.  Then someone will say what is lost can never be saved (and he'll die of dehydration).

140
DF Dwarf Mode Discussion / Re: Moody dwarf Help
« on: November 29, 2010, 01:20:11 am »
One easy method is to assign a guaranteed-mood-fail Dwarf a war dog.  While war dogs are decidedly ineffective against anything armored, they'll rip through a berserk unarmored Dwarf like a knife through hot butter most of the time.

141
DF Dwarf Mode Discussion / Re: Win Moments You Had
« on: November 29, 2010, 01:18:16 am »
 This (from 40d).

Spoiler (click to show/hide)

 Also, I had a Dwarf civ once that had a demonic hummingbird for their symbol.  That was pretty badass, as well as hilarious.

142
DF Dwarf Mode Discussion / Re: Probably just a rumor
« on: November 28, 2010, 10:43:35 pm »
(I wonder if I should be disappointed that maybe two people will get the Studio Ghibli reference I made?)

The last thing we need is a playable cat civilization.  Yeah, you'd pretty much never run out of fort inhabitants, but Dwarves would be adopting your residents left and right, and before long you'd get a Dwarfsplosion.

143
DF Dwarf Mode Discussion / Re: Probably just a rumor
« on: November 28, 2010, 08:32:03 pm »
 Actually, you end up in the Cat Kingdom.  Now that's a horrifying experience.  Everyone turns into cats, and the only way out is a tower that has to be rebuilt every few weeks 'cause the Cat King likes to blow it up for fun.

 Their catnip jelly is pretty good, though...

144
DF Dwarf Mode Discussion / Re: Magma troubles...
« on: November 26, 2010, 01:26:36 am »
 Embark somewhere relatively flat and the magma sea will be much closer to the surface.  Alternatively, gen a custom world with only 1 cavern layer (but don't eliminate all cavern layers unless you want no Dwarven civilizations to have underground crops).  You can also control how tunnel-happy vs. cave-happy the cavern layers are; it's actually better to set them to have fewer tunnels, as the tunnels zigzag all over the place and make it almost impossible to get a consistent downward path to the magma sea.

145
DF Dwarf Mode Discussion / Re: Genociding immigrants
« on: November 25, 2010, 05:30:17 pm »
 I just make 'em all mason/haulers to support the 30 to 50 actually useful Dwarves in the fort.  The miners clear out massive tracts of stone for the mason/hauler populace to dump into a quantum stockpile and turn into blocks, which then go into whatever huge construction I'm working on now.  It's busywork, plain and simple, and they seem to love it.  Plus, it keeps the workshops nice and tidy when you have almost a hundred Dwarves basically dedicated to hauling and almost nothing else.

146
DF Dwarf Mode Discussion / Re: Layouts/Designs
« on: November 24, 2010, 07:25:47 pm »
I almost always opt for the king of efficiency, the Greek cross design with corner stockpiles.  It eats Z-levels for breakfast, but no Dwarf ever has to go far to get what he/she's after.

Spoiler (click to show/hide)

 As for entrances, my latest fort uses an interesting technique to thwart fliers and ground-based units alike: a walled-off outdoor courtyard that has a fully constructed ceiling with no way to reach said ceiling (I removed the ramps leading up to it and replaced them with walls; aren't I clever?).  The entryway is, as ever with my forts, a deathtrap of, well, traps.  Some day I'll have to try laying down some Dwarven landmines...

147
DF Dwarf Mode Discussion / Re: Which font options do I have?
« on: November 24, 2010, 02:49:25 pm »
Pretty much all default Windows TrueType fonts are supposed to have the full set (key term "supposed to").  Arial Narrow does according to Character Map, but I can't figure out how to get DF to use that instead of whatever TrueType font it is using.

148
DF Dwarf Mode Discussion / Re: Question about appointed baron
« on: November 23, 2010, 03:03:10 pm »
 The baron/ess is a funny duck.  He/she will do assigned labors "sometimes".  I've noticed that anything involving building construction they tend to ignore, but they will happily haul and craft goods to their heart's content.  Your mechanic baron should still be willing to construct mechanisms at any serviceable Mechanic's Workshop, but will outright refuse to build any levers or traps.

149
DF Dwarf Mode Discussion / Re: Noble Guest
« on: November 22, 2010, 10:58:00 pm »
Anyone can be a diplomat just now.  I often end up meeting with human cheese makers and pump operators.  It's a funny coincidence that it actually sent a genuine noble in your case.

When you abandon, your fortress automatically generates a name for the reclaim group.  If you go to reclaim, you'll find that your reclaim group has that name as the default.  If you change it, the Legends mode will adjust accordingly, too.

150
DF Dwarf Mode Discussion / Re: So I had a home delivery of Bronze..
« on: November 22, 2010, 10:53:12 am »
 Unfortunately, molten metals just become solidified unusable lumps of their material after they cool, sometimes laced with something else.  You're no better off with chunks of Bronze Colossus all over the place than you are with melted blobs of bronze all over the place.

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