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Messages - o_O[WTFace]

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556
DF Gameplay Questions / Re: Most efficient fortress design
« on: March 06, 2010, 12:55:05 am »
When I get sick of micro I build dorf cubes.  5x5 staircase strait down to the bottom , surrounded by ~10 tiles of open space on each side.  workshops get clumped around the staircase, every square not taken up by the shops gets custom everything stockpiles.  One level is the bedroom level, setup the same except all full of beds, each one made into a room taking up the entire space.  Once its engraved they basically all become royal quality, or if not then one solid gold statue fixes that.  Its such an efficient setup it makes me sick, but on the other hand it makes me OCD out to see haulers that could be soldiers running around carrying stuff through little ant trail fortress tunnels. 

We are the dorf, you will be assimilated into bone bolts...

557
DF Gameplay Questions / Re: Site troubles
« on: March 05, 2010, 08:27:32 pm »
I try to design maps that have more of those itty bitty little mountains in the middle of some other terrain.  It really concentrates all those fun features into a few tiles while still allowing a big chunk of flat land with possibly different rocks.  More initial and final mountain ranges, more rivers help.  More erosion cycles helps, although it also seems to result in some oddities, like I once had embark sized almost square mountains ~2 tiles apart, instead of just being some kind of ridge thing. 

And yes, everyone sooner or later figures out their own set of worldgen voodoo magic to get stuff they want all in the same place. 

558
DF Modding / Re: ASCII-plus graphic set
« on: March 05, 2010, 08:01:56 pm »
You have struck awesome-ite

559
DF General Discussion / Re: Is it worth it to swap outmy first anvil?
« on: March 05, 2010, 07:50:47 pm »
I bring an anvil, some copper and some coal and forge stuff on site.  Thats mostly because I play modded though, I can't guarantee the first caravan won't get stomped by a herd of SKELETAL DINOSAURS on the way in.

In vanilla I would just bring more wood or coal or flux, or if those are all present on the map then a couple hundred turtles and some whatever.  How many people actually forge weapons and armor before the first caravan? 

560
DF Gameplay Questions / Re: Now, About those wooden pumps...
« on: March 05, 2010, 06:25:05 pm »
My understanding is that heat flow from surrounding tiles causes the deconstruction.  Are you testing them in the middle of a room with channels behind it?  I think that would disperse the heat. 

561
DF Dwarf Mode Discussion / Re: The True Dwarven Insanity
« on: March 04, 2010, 08:53:33 am »
Lies.  What dorf would not willingly wade into magma so that their brothers and sisters may live in a cast obsidian spire?  What beardless coward would stand before the citizens of HelmedCrafts and say "we have dug exactly deep enough and should stop"

Dwarvenly dwarfs know whats important and care for little else.  Children are optional, booze and dining rooms and turtles are not. 

562
DF Dwarf Mode Discussion / Re: Questions about modifying worldgen
« on: March 03, 2010, 04:39:28 pm »
increase the ratio of (0-20) and (80-100) volcanism.  The low ones should be sedimentary (or have a better chance of it) while the high ones should have magma.  Your going to find a good map like that on very small mountain regions surrounded by other land.  Look for places where one or two mountain tiles are just sitting in the middle of a forest, increasing the number of rivers and minimum initial mountain regions might help.  To get terrifying stuff increase the ratio of high savagery, and drastically increase the number of desired evil tiles. 

Also, you won't ever find a river and pits on the same embark because only brooks can be in mountain areas :(

 

563
DF Dwarf Mode Discussion / Re: FUN map request
« on: March 03, 2010, 04:48:15 am »
Oh thats why its called the steel castle of fire.  Nice moat and powerplant and underground habitat by the way!  I never have patience for that sort of stuff. 

Anyway thats the problem with vanilla.  Everyone wants a small map in some rocky desert glacier with lava rivers flowing down into exposed glowing pits while skeletal whales and goblins toss bodies into your moats until the miasma is thick enough to walk across.  Sadly that sort of expedition to hell isn't really implemented yet :'(

The best map I ever got was a terrifying major river with zombie hippos and some skeletal carp.  The carp swarm across the land and I used them for civilian wrestling practice and the zombie hippos just sat there and ate all the caravan guards every couple seasons.  At some point the creatures started to run out and the river caused lag so I abandoned.   

564
Dwarf Therapist lets you just assign labor authorizations to dorfs from a grid.  I never tested it on champions but I know you can make kids and nobles do work with it, so its worth a shot. 

???Also keep in mind mechanism quality has zero effect on anything???  Just round up a peasant and have them stamp out mechs forever.  Appraiser is even easier, haul all those extra mechanisms to the depot, plus whatever else you can find and just buy some caravans. 

Edit: mechanism quality stuff is disputed.  I got that info from the wiki I think, so maybe it does.  It would be sortof odd for them to have quality if the quality didn't do anything...

565
Well it looks like a bug rather then a same sex relationship, since they both had husbands that died at one point and remarrying doesn't seem to happen yet.  Actually, it just looks like the King died and was replaced by Erith.  Since she was previously married to someone who died, no new consort was appointed and Muthkat just kept the position by default.  I think there was a bug at some point where monarchs would show up in fortress mode with inherited consorts they weren't married to, maybe this is it. 

Then again, Mayor of an important city + Queen consort adds up to a pretty important position, so it could be some kind of not fully implemented compromise or power sharing agreement.   

566
DF Dwarf Mode Discussion / Re: What's with the Microcline hate?
« on: March 02, 2010, 02:45:33 am »
Well really, microcline is just a stand-in for all the unremarkable stone clusters that you strike every 30 seconds.  Also, its common, found just about everywhere and so bright blue its silly (srsly, rocks that arent white, grey, black or brown are called gems :P ). 

567
DF Dwarf Mode Discussion / Re: 101 Uses for Goblins
« on: March 01, 2010, 06:11:51 pm »
(42) Wrestling practice for my braindamaged sharpshooters. 

568
DF Dwarf Mode Discussion / Re: Dwarf Fortress "Hall of Squishy Death"
« on: February 28, 2010, 05:18:52 pm »
You could make the walls out of drawbridges.  When raised they would be funny looking walls, and when someone pushes the button stuff gets smashed and then removed from the universe.  Otherwise I'm pretty sure walls won't move. 
You cannot do that, at least not with a setup like that one in the picture, as drawbridges cannot be build in the same tile as a pressure plate, and so goblins on the plate will be smashing-immune.

True, but tweaking which plates trigger which bridges could acomplish that easily.  Goblin number 1 steps on the plate and triggers the bridge behind it, squishing the rest of the squad.  Also, don't forget levers pulled on repeat, thats an easy way to deal with all sorts of trap designs. 

569
DF Dwarf Mode Discussion / Re: Trade Goods such as Windows?
« on: February 28, 2010, 03:27:09 pm »
There are some things you can't buy, I think furniture, sand, vials, water and certain special materials.  So no I don't think you can buy windows :( Glass might be available in the upcoming version though. 

570
DF Gameplay Questions / Re: Suicidal Marksdwarfs
« on: February 28, 2010, 08:28:21 am »
I bet they unloaded all their bolts and decided to charge the orcs.  But then there was no path, so they just sat there.  Pathfinding is all kinds of trouble. 

Try
1) setting all crossbowers to "stay close to station" in the squad menu thing
2) ensure that at least soldiers are allowed outside
3) ensure a working path between the two places (look out for locked doors, ramps at all, and bridges that have been retracted)
4) did you remove the building that defined and archery range or barracks? 
5) try knocking them unconscious with a cave in next to them (THIS WILL PUNCH THROUGH FLOORS, understand how it works first), also try deconning the floor under them. 
6) having ammo right by them in the tower may make them use it, instead of trying to banzai charge the orcs with their Xbows. 

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