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Messages - o_O[WTFace]

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676
DF Dwarf Mode Discussion / Re: Cutting the umbillical cord
« on: January 24, 2010, 09:15:29 pm »
Simple, automated, effective.  Overall thats a very good design.

Anyway, for catching the babys, keep in mind that the mother is chained, and so can only move one square away from the restraint.  The babys will stay around the mother, but at some point they will probly end up outside the 9 squares around the restraint.  Put some bridges and repeaters there and your bound to get at least some of them, although its sloppy and incomplete. 

677
Sounds like:

Goblins Hammergoblin hits you in the upper body with a hammer!  Critical Hit, it is asploded!  You are dead. 

Anyway, the combat system is random like that, what did the announcements say? 

678
DF Gameplay Questions / Re: This giant must die.
« on: January 24, 2010, 08:54:47 pm »
Make a macro that automatically throws items.  Pickup all the coins in a humie shop and activate it.  Save.  Repeat until desired agility.  Hire some humie drunks, or elfs, or guards.  Sneak. 

If that doesn't work then you have one impressively fast giant. 

679
The immigration system is pretty random.  Maybe it just rolled 0 migrants and gave that message because someone had died? 

Actually... migrants can see sieges and not embark, can they see ambushes in progress too? 

680
DF Gameplay Questions / Re: Why are migrants so skilless?
« on: January 24, 2010, 08:43:01 pm »
If they had skillz they wouldn't be migrating to your death trap.

681
DF Gameplay Questions / Re: Cleaning the map?
« on: January 20, 2010, 08:23:39 pm »
Magma is even more useful then normal in this case, because its sorts stuff.  Non metal (garbage) melts, while goblinite survives for recycling. 

682
DF Gameplay Questions / Re: Miners Digging too deep
« on: January 20, 2010, 08:15:03 pm »
Strange, I almost always use ramps, but maybe I'm just weird. Ramps, however, don't just disappear, they're destroyed when no wall is next to them to support them. Personally I think that for traveling one z-level ramps are faster than stairs since you move father with fewer steps, try it in adv. mode to see what I'm getting at.

So I looked at the ramp wiki article.  It lists 3 things required for a ramp to work and mine met 0 of those conditions, so no wonder they were so sketchy.  In any case I found an exploit (probly already well known...), improperly built ramps only allow caravans and bolts to go through.   

683
DF General Discussion / Re: The entire fortress is guilty!
« on: January 19, 2010, 04:16:12 pm »
They may harvest but they won't plant it.  Can't you just run them through a one no quality wooden spike trap until they are injured and won't ever heal? 

684
DF Dwarf Mode Discussion / Re: Trading
« on: January 19, 2010, 03:42:03 pm »
I just pump out megatons of stone craft (stone crap...)  Yea its way to easy but it gives all those haulers something to do and you have to atom smash the stone anyway so you might as well just toss some craft workshops next to the QS. 

685
DF Dwarf Mode Discussion / Re: Training An Underwater Death Squad
« on: January 19, 2010, 03:39:34 pm »
Build a very small 2z tower with a door as close as you can get it to the river.  Quantum stockpile some bolts there, station crossbow people on top and lock the door.  Once its cleared build fortifications around the river :)

686
DF Dwarf Mode Discussion / Re: Dwarves as an endangered species
« on: January 19, 2010, 03:31:32 pm »
Dorfs seem to marry others with the same or similar profession, so miners, farmers, crafters, soldiers.  Maybe it has something to do with total time spent near eachother or skills?  Also, parties and the popular 1x1 meeting zone dance floor really do seem to speed things up, especially if they overlap and have food/booze nearby so everyone is always there.     

687
DF Gameplay Questions / Re: Odd miner death?
« on: January 17, 2010, 07:06:40 pm »
Just say no to ramps.  All kinds of wierd stuff happens with them.

688
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 17, 2010, 12:09:23 am »
Yea dwarven justice basically consists of nobles whipping your fort with the tantrum chain.

I sealed off half a river using magma, melting one peasant in the process.  Anyway, that little project involved a door with magma behind it.  Pretty soon and orc siege shows up riding on some beak dogs that I modded into building destroyers.  About 4 of them charge that door right away, though sadly not starting a forest fire.  I now have at least one engraving of burning orcs, finally something other then the mayor getting elected. 

689
DF Dwarf Mode Discussion / Re: Dealing with Aquifers
« on: January 16, 2010, 08:13:38 pm »
Right so 1) have a bunch of wood/stone to build with 2) have a bunch of extra haulers with pump operation enabled and nothing much else to do.

Mine out a huge room where you want to poke through the aquafier, on the level right above it.  Now channel out a smaller square roughly in the middle of that room, say 8x8 or so, and don't forget to make one of those tiles a stair so you can get in/out.  Now surround it with pumps set up to pump from the square you made.  Channel out the area right behind the pumps, 2 squares wide to avoid flooding.  Now when the pumps are activated the suck the water out of your little square and ram it back into the aquafier in a different spot.  Exactly how many pumps depends on size and stuff, but not every tile needs one, focus on one corner at a time if you need to.  Ok now to power the pumps ideally you want windmills or waterwheels because those are automatic but just a bunch of dorfs works fine (but keep in mind they get tired quick).  So activate as many as you can then send some dorfs down into the place and build walls around the edges.  They will cancel every time they get splashed with 2/7 of water but thats ok, just keep unsuspending the walls and use more pumps if you cant get any completed.  Keep in mind, when a wall finishes a pump right above it can't get to the water anymore, so you may need to move your pumps around a few times, unless you made them in excessive quantity.  Remember the layer right below an aquafier leaks from the ceiling so repeat the process. 

690
DF Modding / Re: Trying to make playable skeletons?
« on: January 16, 2010, 03:40:00 am »
Just modify the dwarf entry's instead of the human entry.  Change a few tags at a time and see when they stop being placed in worldgen.  My guess is the population size tags or [LARGEPREADATOR] or [BABYSNATCHER] confused the game. 

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