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Messages - SkyRender

Pages: 1 ... 9 10 [11] 12 13 ... 52
151
DF Dwarf Mode Discussion / Re: Who do YOU Give the Best Tombs?
« on: November 21, 2010, 11:55:05 pm »
I want to make a catacombs that is flooded with water. (Or magma if it doesn't destroy the coffins.)

No one may disturb the rest of the dead. If you need to bury someone, you need to drain it first. I had this idea because I find the thought of completely water-filled corridors full of corpses would be a pretty sweet and unique thing to have.

Not like people need constant access there.

You could actually engineer a catacombs where you could set up a pipeline to flood tombs as needed.  Just build each individual tomb in such a way that the final act upon them is linking them up to the massive pipe of water that flows into the tombs.  Hopefully from above to avoid having to add a slab for your newly deceased witless miner.  And then watch as some witless clod decides to deposit one of the deceased's socks in that tomb and ends up flooding the entire catacomb outer halls with half the river.  Tons of fun, especially if you replace the water with magma.

152
DF Dwarf Mode Discussion / Re: Who do YOU Give the Best Tombs?
« on: November 21, 2010, 11:41:39 pm »
 It varies from fort to fort, but generally the dead are given proper respect and have their burial plots prepared upon death.  Only merchants, pets, and miscellaneous outsiders get put in a communal graveyard; the rest get their own personal crypt in the catacombs upon death.  Seeing as the mortality rate in any given fort of mine is less than 1 Dwarf a year, I don't generally have the most impressive catacombs (at least, not until I breach the HFS).  The recent additions to Dwarf mode, thus, have yet to become a problem for me.

153
DF Dwarf Mode Discussion / Re: Bay12 I could use some advice
« on: November 21, 2010, 02:43:43 am »
rename the child the king of cats

 The last thing Dwarf Fortress needs is the Cat King.

Spoiler (click to show/hide)

154
DF Dwarf Mode Discussion / Re: Processor for DF?
« on: November 18, 2010, 10:57:17 pm »
 Your processor counts for far less than your RAM with Dwarf Fortress.  The main bottleneck is how much RAM you have free and how fast that RAM works.  8GB of top-quality DDR3 RAM will run DF faster than 4GB of top-quality DDR2 RAM, even with equal processors.

 All that said, I've had a good track record with AMD processors and DF.  My 3GHz quad-core runs the game like a dream most of the time, and as with most users, my main bottleneck is the fact that I don't have top-quality DDR3 RAM.

155
 Amusingly, my most successful adventurer has only one tiny scar on his lower body.  It's a relic from when he was attacked by a spear-wielding lunatic and got hit in the spleen of all things.  Fortunately both the wound and the spleen healed up, and both parts remain a delicate shade of yellow on the stats screen.  It has yet to impede him, though I suppose his immune system is now a bit weaker as a result.  I wouldn't know, I've yet to have him get hit by anything dangerous, and his stats say his immune system's pretty strong.

156
DF Dwarf Mode Discussion / Re: Favorite Industry?
« on: November 17, 2010, 08:04:47 pm »
 Easily the steel industry.  There's nothing quite as satisfying as turning a bit of bituminous coal, 2 chunks of flux, and 2 pieces of iron ore into a pair of highly valued large, steel serrated discs.  Except perhaps watching them make Goblin salsa all over my fort's entrance.

157
DF Dwarf Mode Discussion / Re: An interesting thought an admantine
« on: November 17, 2010, 12:14:25 am »
 Presumably it works in a similar fashion to a bone crossbow.  Or a stone drum.  Or a gypsum floodgate.  Dwarves can defy the laws of physics quite casually.

158
You can work with a burrow for that, sure.  Though as you speculated, you will need to set up some sort of food drop-off zone for your farmers.  One unique way to handle it would be isolating all of your farmers to this area completely (ie. nobody else can even access the farms) and use a double-pitting system.  To do this, you make a pit from above for non-farming Dwarves to drop in supplies, then establish a pit in the farming area that drops down to a section of the fort below it.  Essentially, supplies come from above, crops go out below.  It'd take a lot of micromanagement, but you could pull it off.

159
DF Dwarf Mode Discussion / Re: Breeding Programs
« on: November 15, 2010, 01:02:03 pm »
 In my experience, elephants still outweigh cows... as long as you can get your hands on enough adult elephants, that is.  This is part of why tropical embarks in savage-neutral areas are so appealing.  I've had more than a few forts whose food-producing animal population consisted of at least 5 female elephants and 1 male elephant (each hand-picked for their attributes, since you end up getting elephants in droves from cage traps in tropical areas).  The yearly food supplies from butchering their calves (and freshly caught "reject fodder" elephants) often got so ludicrously ahead of necessity that I'd have a surplus 3 or 4 years' worth of prepared meals made per year.  I could easily have bought out caravans with elephant roasts alone had I not already developed a booming trade of large, serrated steel discs.

160
Wait wait, what about migrants? I know for a fact I tend to kill 8 out of 10 migrants who come to my fort. My latest fort had around 130 dead migrants in a pit.... that'll be ALOT of ghosts

 Not every un-interred Dwarf comes back as a ghost.  It's hard to say what causes them to come back just yet, though !!SCIENCE!! is being done on the subject as we type.

161
DF Dwarf Mode Discussion / Re: GHOST
« on: November 13, 2010, 01:50:34 pm »
It has to be carved (appropriately enough) at a Craftsdwarf's Workshop by someone with Stone Carving enabled.

162
I think the key culprit there is your low count of Pig Iron.  It's probably all in transit or designated as such.  Anything marked for hauling is considered verboten by workshops until it arrives at its destination.  The other possibilities are that something required for the process has been accidentally forbidden or that you have accidentally set up burrows for Dwarves that don't fully cover both stockpiles and forges.

163
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 12, 2010, 11:15:05 am »
 My merry band of monster murderers is marauding across the map mutilating man-eating malevolent malcontents for many manor-bound monarchs.

 Or to put it less alliteratively, I've been slaying everything under the sun for the lords and ladies of the world.  Everyone I talk to has been utterly dumbstruck by my presence in their home for some time now.  We've killed 3 hydras, 2 dragons, 2 titans, and a ton of bandits and lesser terrors.

164
 Those symbols tell you of nearby settlements, caves, camps, etc.  It also lists any active tasks you have been given, regardless of their proximity.

165
 I've only rarely seen a whip strike sever a body part myself.  You basically need both an unconscious opponent and a lucky strike.  And even then, your odds of success are pretty low.  In general, however, whips are utter death machines when applied directly to your target's head.  For solid hits and above, they almost always jam the skull into the brain.  I've killed more than a few monstrosities that way now, and managed to do that to 5 heads on a Hydra.

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