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Messages - Graebeard

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136
Because they're dwarfs, dammit, not those pansy elves.

Why do masons deconstruct stairs from below, crushing themselves with the resulting stone blocks?

137
Alrighty, I'm one season into the second half of Sizik's turn.  I can tell this is going to be a lot more challenging than the last round.

First of all, there's the constant onslaught of undead chinchillas, wombats, and miscelaneous birds.  Turns out fighting the undead gives some pretty bad thoughts.  Right now I'm really hoping not to end up with a berzerk woodcutter or miner slaughtering the rest of these fools.

The cliffs on this map are pretty dramatic.  Certainly the most sheer I've seen since 40d.  I'm really looking forward to seeing how we end up integrating them.

Prospected down a few levels so far.  Lots of gems, but haven't run across any metals.  We may have to rely on goblinite.

The map is deeper than I expected.  The bottom layer is 180ish levels below the surface.  Not sure how that's distributed, though, and how far away magma is.

Lots of trees on the surface.  I usually don't build constructions with wood, but it's easy and accessable so I'm using it now while I churn out blocks.  Once I don't need them for walls and floors I'll probably switch the wood over to glass production.

General fortress design is still up in the air.  I think I'm going circular, but I'm trying to keep it interesting.  Right now my priority is sleeping/eating space for everyone.  Stepping in at turn 7 last time I didn't really appreciate all the little challenges with not being able to burrow underground quickly.


Edddit.  Looks like it freezes in the winter.  Didn't see exactly when, but it's 11 Timber right now.  I'm trying to set up a pond-draining underground cistern (which will actually be easier while everything's frozen).  Hopefully no one gets injured before the thaw.  I've failed at these in the past, so I'm hoping my design is sufficiently tweaked.

With no river the only traditional renewable source of water will be (possibly) the caverns.  I encourage someone down the line to take a crack at securing one or both once we have an army of masons.  One unconventional option for water production might be an ice and magma based water multiplier.  With sufficient acumen this could be combined with a freezing trap or other unnecessarily dangerous contraption.

Quick question along these lines:  If I cast an obsidian room above ground, dig (not channel) it out, and fill it with water, will the water freeze in the winter?  In other words, (if I understand correctly) will the dug-out tile be subterranean?

139
DF Dwarf Mode Discussion / Re: Post Your Stonesense Screenshots
« on: June 13, 2012, 03:12:19 pm »
I hadn't realized how great vertical bars looked until I saw several of these shots recently.  I'm going to have to incorporate those into my fortress design from now on.

140
Posting to watch.  An thorough training guide (without the use of danger rooms) is sorely lacking.

141
Actually, voice recognition would dramatically simplify things.  Just say "view" or "look" or "build trap cage".  That would allow you to use the controller for scrolling, and confirmation, which it is well suited for.

The hard part would be mapping words (like maybe coffin?) that appear with different keybindings in different menus. 

142
DF Dwarf Mode Discussion / Re: Falling damage nerfed?
« on: June 12, 2012, 07:17:30 pm »
I'm glad to see some hard data on this.  Socks off ta ya!

143
This is a truly ambitious project.  I've been avoiding figuring out the new minecart situation, but I've been dreaming of setting up some sort of automatic minecart based sorting system.  I can't wait to see how well this works out for you.

144
Huzza!  We shall commence.  I'll go ahead and play to the end of the second year, if that's alright, and then off to melkor!



Edit: Huzza for 17 hour work days.  Looks like I won't have a chance to look at this today.  But soon.  Sooooooooooon.

145
Looks like you have a stable, if not architecturally ambitious fort.  I agree with the earlier comments about the Depot.  For added challenge make sure that wagons can access it at all times.

If you're looking for a challenge I highly recommend large above-ground constructions for your thralls to live and play in.  Be sure to incorporate plenty of water and magma into the design.

146
Be sure to grab your left arm in case you need to beat anything to death with it.

147
Escaped/Convict/Bay/Watcher

148
DF Dwarf Mode Discussion / Re: So many soap blocks...
« on: June 07, 2012, 08:32:00 pm »
Go into stocks and forbid it.  Forbidden materials won't show up as construction material.

Won't that prevent them from using it for cleaning/healthcare as well?

I'll have to try building more cabinets in the hospital.  That's a good idea.  I'll report back with results.

149
DF Dwarf Mode Discussion / So many soap blocks...
« on: June 07, 2012, 06:44:57 pm »
So, usually I don't bother making soap, but this time around I decided to help my little dudes keep clean.  But now whenever I build walls/floors (and believe me, I'm building a lot) I have to search through pages of giant olm soap, blue peafowl soap, alligator soap, bugbat soap, etc, etc

Is there any way to disable building constructions from soap?

150
DF Dwarf Mode Discussion / Re: Falling damage nerfed?
« on: June 04, 2012, 01:33:15 pm »
I made sure each dwarf was in a different tile at the start, and recorded where each one was. After 12 ticks, I noticed that some of the dwarves had moved laterally and at that point I had two spaces that each had a pair of dwarves. So much for avoiding having any landing on each other. :-P
Retractable bridges toss the items and units on them randomly when the bridge retracts; this can introduce horizontal velocity.

I wonder whether randomly introduced vertical velocity would also account for the differing (initial) fall rates.  Someone falling straight down would "land" before their buddy who got tossed slightly upwards by the bridge.

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