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Messages - NecroRebel

Pages: 1 ... 142 143 [144] 145 146 ... 182
2146
DF Dwarf Mode Discussion / Re: Zombie cat takeover?
« on: November 04, 2010, 07:35:27 pm »
Get dfhack, open your fort, run dfcleanmap. That will greatly slow the spread, as it will remove all of the contaminants not presently on an item or creature.

Then, arrange for an area to be filled with water to a depth of 2 or 3. Arrange for anything that has already been contaminated to enter this water. This will cause the contaminants on the creatures to be washed into the water, hopefully preventing further harm and preventing those creatures from recontaminating the rest of the fort.

Next, run dfcleanmap again to cleanse the water of contaminants.

Repeat as necessary. It might not save the cats that are already rotting alive, but it will help prevent further damage.

You might find it beneficial to construct the bath as the one and only way from the caverns to your fort proper. That was, soldiers that sortie out to defeat Forgotten Beasts and become contaminated will be cleaned on their way back in. It is rare for contaminants to go from water to a creature passing through the water, so that will just stop contaminants from being tracked into your fort proper at all.

2147
DF Gameplay Questions / Re: Capturing wild animals but not invaders.
« on: November 04, 2010, 03:39:07 pm »
Um. Could you use tightly-closed/pet impassable doors? Make structures like this:

=====
=^^^=
=+=+=
++D++
++D++
=+=+=
=^^^=
=====


Where Ds are pet-impassable doors and ^s are cage traps. Invaders will walk straight through the doors in the middle, totally bypassing the cage traps since that path is much less efficient, but animals, who can't pass through the doors, will instead go through the cages when they path through the structure.

The biggest problem with this is that buildingdestroyers would wreck the doors, so it might be beneficial to be able to seal the structure with drawbridges at either end.

2148
If your world is cavernless, you can't embark with booze as the dwarf civ doesn't have any.
...Ah. That would be a problem, wouldn't it.

Actually, doesn't that make the lack of water for irrigating underground farms a moot point? No caverns implies no underground plants implies no underground farms, after all, as you point out. Basically, any and all places without surface water, an aquifer, or gatherable plants would be unlivable in such a situation. Most rocky wastelands would be just as unlivable, with many badlands and deserts being fatal to embark in as well, if there's no caverns to exploit.

Edit: Ah, I see Catastrophic Lolcats mentioned that UG farming is impossible in cavernless worlds already. Ah well. Regardless, I suspect that a warm-to-scorching rocky wasteland would be more unlivable than tundra, as you don't even have the dubious possibility of attaining an infinite water generator with a freezing pond and magma.

2149
But yeah that first year may be impossible in some places since you can't embark with booze on a cavernless world. Completely dry tundra just means you have to rely on imported booze and plants. But, since the earliest possible imported booze you can get will be from the elves in the 2nd spring, well yeah... impossible.
Impossible? If you're embarking on tundra, you can probably forgo axes, you can always forgo giving your dwarves any skills, and if you're really strapped for points you can make what tools you do need (like picks) onsite to save quite a lot of points. You could then bring 300 assorted units of booze; enough to keep your people watered until more traders come, especially if you keep your population low.

Also, correct me if I'm wrong, but as I recall indoor aboveground farm plots on soil can have plants grown on them, even if not irrigated. And since tundra has soil layers, once you've survived to meet the elves and the berries they carry, you could be able to liquor up indefinately as you would in any fort.

2150
DF Dwarf Mode Discussion / Re: Fuel for the fire
« on: November 04, 2010, 12:17:03 am »
how have you survived without?  trading?
It actually isn't that difficult; you just rely on architecture traps for defense rather than weapon traps or, y'know, weapons. Flood traps, magma or otherwise, can be built without forges or furnaces, as can cavein traps, atomsmasher traps, and probably other general trap categories that I'm somehow forgetting at the moment. You could also be trapping sieges and ambush squads in a place overlooked by fortifications and had marksdwarves shoot the hell out of them with bone and wood crossbows and bolts. In short, there's plenty of ways of killing things without having to deal with metal weapons or armor.

Or you could just be sealing your fort with a raised drawbridge whenever trouble rears its head. That's boring, but safe.

2151
DF Dwarf Mode Discussion / Re: platemail
« on: November 03, 2010, 01:34:06 am »
Armor use skill does nothing besides mitigate the massive weight of wearing full armor, thus making your dwarves move faster when wearing it. The protective benefits aren't effected by armor use skill. The protective benefits, however, are exactly what you want armor for, so you should always have all of your soldiers equipped with the best armor you have, and as much of it as you can.

Knowing what can be worn together and what can't is a somewhat arcane process. The wiki's page on Armor has the information on what can be worn with what. More importantly, it has a list of what the best protection you can possibly get is.

For the most part, you want to have your soldiers wearing plate mail high boots, gauntlets, greaves, and a helmet on top of a mail shirt or three (yes) and a metal cap or two. Having six (yes) leather hoods and cloaks and a pair of leather mittens over that, and two pairs of leather trousers and a pair of leather socks on below it, will max out your protection. That leather clothing might not offer much protection, but since it is the only thing protecting fingers, toes, ears, eyes, and the throat, they can be worth the weight.



You generally can't wear much leather armor along with plate mail. Leggings and leather torso armor are both [SHAPED], meaning they can't be worn at the same time as another [SHAPED] item on the same body part, while plate greaves and breastplates are also [SHAPED]. High boots and helms also can't be worn in multiples.

2152
DF Gameplay Questions / Re: Molten Copper
« on: November 02, 2010, 11:08:49 pm »
AFAIK, it is unusable. You can't make bars out of it or melt it. When you melted it in magma, you essentially made their metal become lost forever. I don't even know if you can designate it for dumping to take it to an atomsmasher; you might just have to get someone to come and do a Clean job near it, or use dfcleanmap in the dfhack utility set.

2153
DF Gameplay Questions / Re: Legendary Platinum Axe
« on: November 02, 2010, 10:54:16 pm »
Steel maces are actually second only to silver maces, and those not by much. The differences between the metals for blunt weapons are slight (except for adamantine; hitting things with cotton candy sticks works about as well as you'd expect).

Platinum, unfortunately, won't work well for most of an axe's strikes. An axe is far more likely, IIRC 100x, to strike with the edge than with the flat or pommel, and only flat and pommel strikes get the benefit of the massive density that metal has.

If you had the foresight to install a display case mod, use the axe with it to provide large value in one of your noble's room. Otherwise, drop it somewhere it's unlikely to get stolen, forbid it, and forget it; it's mostly useless.

2154
DF Dwarf Mode Discussion / Re: Whats your Definition?
« on: November 02, 2010, 07:52:56 pm »
Usually people who are convinced to play become so because they hear a story about one of the more impressive/insane/crazy-awesome people have managed. Have you pointed them towards the saga of Boatmurdered, or One Dwarf Against the World, or Headshoots, or Undergrotto, or anything like that? If anything will convince them to try it, it's "Here's this awesome that you can do in Dwarf Fortress. Go try it and see if you can top it!"

Alternatively, what sorts of things do those friends like? That'd help narrow down what to say to convince them.

2155
DF Gameplay Questions / Re: About trap avoid creatures...
« on: November 02, 2010, 01:55:06 pm »
Nope, so you can spike kobolds, forgotten beasts, and clowns if you can "arrange" for them to go down a spiked corridor.

2156
DF Dwarf Mode Discussion / Re: Floor floodgates?
« on: November 01, 2010, 11:41:33 pm »
Pretty much, but you still have fluid loss if that's what it's used for, and it's not completely vertical. If there was a working completely-vertical airlock system possible, you could have completely-safe downwards elevators for creatures, too.

I'd like, for instance, to be able to build this:

=1=
=2=
=1=
=2=


When a single lever (or repeater!) triggers, the 1s disappear and the 2s appear, causing any creature on them to fall exactly one z-level. When the lever untriggers, the 2s disappear and the 1s appear, again, causing any creature to fall exactly one z-level. Repeat lots of times to get creatures safely an arbitrary number of z-levels down, without needing to have accessible staircases or vulnerabilities to rogue beasts coming up the wrong way.

There's also been some flood-trap and obsidian-farm designs that I've had to abandon because I couldn't work them without offset vertical valve-buildings; mostly fill-from-the-bottom stuff that isn't strictly necessary, but in some of my space-tight forts they would've been quite useful. Nothing that can't be worked around, but in games like this, you start to notice anything, no matter how useless, that you just can't do.

2157
DF Dwarf Mode Discussion / Re: Floor floodgates?
« on: November 01, 2010, 11:07:03 pm »
No, doors open when a switch-on signal is sent by a lever or pressure plate, and floodgates open when a switch-on signal is sent by a lever or pressure plate. Floodgates just have a 100-step delay, while doors don't.

A drawbridge raises, forming a psuedo-wall, when a lever or pressure plate sends a switch-on signal, so with a drawbridge and a floodgate in a horizontal passage, both hooked to one lever, you can get an airlock system that is physically incapable of being open at both ends simultaneously.

There's just no real equivalent to that for a vertical passage, however; hatches and bridges both "open" when a switch-on signal is sent to them. Floodgates can sort-of-not-really be used if you use a certain exploit that lets you remove the floor beneath them after they're built, but that takes a hell of a lot of effort and doesn't work on areas larger than 2 tiles wide since the floodgates still need an adjacent wall or floor for support. The alternative is a drawbridge, which, when raised, acts as a wall, so you can block fluids from falling into a square with one, but that causes an obstruction no matter what.

2158
DF Modding / Multiple Same-Reagent [AUTOMATIC]?
« on: November 01, 2010, 10:46:24 pm »
Does anyone know what happens if you have more than one reaction with a particular reagent with the [AUTOMATIC] token at a particular workshop? For instance, if I were to make the following reaction:

[REACTION:RENDER_FAT_BATCH]
   [NAME:batch render fat]
   [BUILDING:KITCHEN:CUSTOM__SHIFT_R]
   [REAGENT:A:10:GLOB:NONE:NONE:NONE][REACTION_CLASS:FAT][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]
   [PRODUCT:100:10:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:A:RENDER_MAT]
   [SKILL:COOK]
   [AUTOMATIC]

What would happen? If I happened to have 10 fat, would it quene both the vanilla 1-fat job and this modded 10-fat job, just one of them, neither? If it did both, which would be quened first? Does the order in the reaction file matter, or the order in the entity's permitted reaction list? Also, will it specifically gather 10 of the same type of fat, or will it gather any 10 fat it can get its hands on? If it gathers fat of varying types, which of the fat's material will be inherited by the tallow?

2159
DF Dwarf Mode Discussion / Re: Floor floodgates?
« on: November 01, 2010, 10:30:40 pm »
You can also use bridges (retracting or draw) if you want the delay for whatever reason, such as if you want to syncronize horizontal and vertical blockages opening.

Unfortunately, there's no vertical equivalent to the drawbridge's horizontal use (as in, a valve that closes when floodgates open and vice versa), so you have to use another drawbridge on the floor below the desired valve. That can cause trouble on its own, since it means you need a line of floors on that level, which interrupts longer vertical shafts and necessitates fluid loss in such systems.

2160
DF Dwarf Mode Discussion / Re: My Gorlak is thirsty?
« on: November 01, 2010, 08:26:42 pm »
It [CAN_LEARN][CAN_SPEAK], so it gets hungry and thirsty. Don't recall if they get tired or not. Consider giving it [NOEAT][NODRINK] or... Um... Whatever those tags are. Don't want to look them up at the moment.

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