Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zsword

Pages: [1] 2 3 ... 7
1
Curses / Re: Weaponry Question
« on: April 03, 2013, 02:49:55 pm »
Why do we need a more powerful sword? Can't you like, deflect bullets and tank rounds if your sword skill is high enough as is?

Or am i thinking of a feature of an old/modded version?

2
DF Gameplay Questions / Re: Some Questions with trap and Entrance design
« on: December 05, 2012, 10:38:49 am »
The topic said I shouldn't need to re-gen, but nothing updated and I dun wanna re-gen, it took forever to get this world as is. ;-; (on the matter of Wheelbarrows and Mine-carts)

Anyway, sounds good. I figured with the whole, three attacks thing and the nature of slash damage that that wouldn't be the worst idea in the world. (I was thinking like 4 layers of 10, cause I liek overkill, and it wouldn't be bad Experience for my weapon crafter)

3
DF Gameplay Questions / Re: Some Questions with trap and Entrance design
« on: December 05, 2012, 10:10:28 am »
Ah kay, so that means I probably won't be getting things like Rocks and Caged animals. (not that dwarven animals mean much, that's what the Hippies Elves are for)

So a set up of a single trapped catwalk over spikey pitty death would work just as well for my needs, that's good to know. (and simpler, means I can just use the Lock Down bridge over the main door like I originally had planned)

So, seperate but related note: Should I take a dip into my steel industry to be for Serrated disks, or should I just get wooden spike/ball traps instead?

((And where the heck is the doodad to make wheelbarrows? I look and see nothing. ;-;))

4
DF Gameplay Questions / Re: Some Questions with trap and Entrance design
« on: December 05, 2012, 09:27:05 am »
Yeah, that's what I had figured, So, if I don't have Wagon access, will the Dwarf and human caravans only bring the animals in, or will I miss out on them completely? Those are the biggies, As fun as pages upon pages of Rope Reed are, in the early years I need leather to subsidate my not quite established leather/meat industries. (Stupid birds, being great in year 3, but being worthless until then.)

5
DF Gameplay Questions / Some Questions with trap and Entrance design
« on: December 05, 2012, 08:34:54 am »
So, I"m working on making my the entrance of my forts a little more fun proof, witohut just walling myself off from society and the outside. (Like, I still want caravans.) So, I was wondering if a Design like this, either above ground or carved out, would work for such a task:

Code: [Select]
[.........]
[___^^^___]
[___^^^___]
[___^^^___]
[___^^^___]
[___^^^___]
[___^^^___]
[.........]
[]=Walls
_=Pit, with a bridge built over it.
^^^=Trapped ground,

Would work, and I could just lower the bridges to let the Caravans on, and then raise them to force any would be intruders through a large Trap death that if they dodge off of would lead to a spiky filled pit.

I'm also toying with a smiliar Design that has a nontrapped path that winds around through the traps, so that, while intheory possible for the enemies to just path around, as I understand invader AI, most would just run straight in and die out in Trappy goodness. Thoughts? Flaws? Tips?

EDIT: Helps to finish filling in the title.

6
Let's see, I breached into the side of a high cliff side wall, so, I resealed it, aaand that was it. (Well, and cancelled further digging designations until such a time that I was ready to unseal and explore) I may have missed a d>u/d>r though, it CAN be hard to tell with how some of the walls shade when designated. >.<

7
Wood can also be purchased, or farmed in large soil rooms.

Don't you need to breach the caverns to make large Soil rooms spawn Tunnel Caps and the other underground flora?

8
So, I've been looking into the Hallway of Doom design for getting a location where I can sorta-safely have my dwarves outside and active, getting me much needed Elf-Anger-fiers, and Merchants can have access to a relatively safe depot, and I've been toying with the idea of a 5 wide hallway, that's bridged on the sides, with a single row that's just traps in the middle, andeverything else being a variously deep pit. Bridges down to let Caravans through, Bridges up to funnel thieves and snathchers into Wooden Buzzsaw-y goodness.

Does this... sound feasable/make sense? (I'm also working on getting an auxilary cover on my main entrance set up so that I drop a bridge on my main entrance as a sort of 'super hatch')

9
Yeah, See, I did a side breach and seal, so I don't know how the GCS got in... but that's beside the point.

I'm trying to fathom how you people manage to get yourselves comepletely situated underground for several IG years without breaching the caverns, like, Beds, how do you do the Beds thing when you no have wood? Or gets charcoal for smelting that goblinite that you... aren't getting because you're locked inside anyway?  ???

10
Ah, so, I can still death mine to certain kinds of shtuff, I just need to put a door on every floor, got it. (And critters? Like the warpy vermin kind? The Pets the insently follow migrants kind? or the varios FUN kind?)

11
btw: Is it still a terrible idea to build a shaft of Up/Down Stairs, or have they changed that thing that made that such a terrible idea? (Stories of dwarves falling from the top of the shaft to the bottom like it wasn't there at all?)

12
Your problem was breaching the cavern before you were ready. If you hadn't invited the GCS into your fort it wouldn't have killed your dwarfs, it's that simple. A single carefully-placed hatch cover could have saved your fort.

See, I Didn't INVITE it, I didn't realise how it could get in the first place, I though I had every entrance sealed off. (Apparently i was wrong and never did find the hole I didn't seal, unless the GCS can scale walls now and I missed the update) Well, new fort going, I know I"ve got Iron waiting to happen (No Magma or Burn metals, so I'm running on Elf... er, Wood power, but I've dealt with this before.) ENTIRELY flat map, so I'm working on a palisade, had a hunter come in with his own supplies for once, so I know I'm not completely militarily boned if push comes to shove. (I know hunters are buggy as marksman, but something is better than nothing as I work on getting the real military set up.) Things are, looking alright.

Thank you DFhack, for taking an edge off the learning curve for people who aren't as good at this as they'd want to be. :3

13
Wood. Wood bolts, wood traps.

Is it weaker than metal? Yes. Will wooden traps and wooden bolts still kill things? Also yes.

On the non-military side, comically oversized rooms with smoothed floors are more than enough to keep nobles happy, and anything else you need can be made out of stone, clay, or glass, instead of metal.

Problems arise when you have no wood, though.

This actually arrizes a personal problem of mine, I've played enough to know that, if you have a dangersou creature caged, you move the cage, not the creature, but how do you get said creature in a pit?

(and, this sounds like it would take a lot of space, am I being too conservative with my designs if I try to avoid getting my hallways alrger than 3 wide, and any non stockpile room larger than 2 shift jumps in either direction?)
Aside from not being usable for prisons, wooden cages are functionally identical to metal ones. You can make endless fields of wooden cage traps in a hurry if you need to. The elves always have plenty of usable cages on the cheap. Request wood from the caravan (I do this even on heavily forested maps) and you'll get enough wood to burn for fuel and make armor/weapons out of goblinite, usually for less cost than just one or two prepared meals. Buy cages from the dwarves as well, and you might happen upon something worthwhile, or just butcher the inhabitants and make bone bolts. A half-dozen turkey hens right now will produce enough turkeys and raw eggs to feed your fort forever.

If nothing else, leather-armored marksdwarves with bone bolts/bows are a vast improvement over sending your miners out there armored in just their beards. Make a pitting station, and dump all the captives from your cage traps into a target-practice arena. Once you get a squad of Legendary marksdwarves, most things won't even get close enough to worry about needing armor anyway.

14
I'm kinda trying to keep it generic because I don't want the topic to die off as soon as -my- problem is solved, when, Dwarf Fortress is the king of WHO KNOWS what's going to happen, maybe others need help, or maybe your imagination of FUN can blow things horribly out of proportion, or maybe, iunno, you have fun with it.

My specific problem was a GCS that has already cleaned out my Fort and forced an abandon. (First time dieing to a GCS! Woo! Now to gen a new world because finding Iron on that old one was a paaaiiin, not newb friendly at aaalll) Though I think Everyone With a crossbow would of solved that, and I had resources for it, I just, didn't have it pre set up at the time cause I"m a scrub. XP Oh well. I think next time I embark I'm gonna have a dedicated militant in the start party.

15
I'm not asking 'how do I get metals when Id on't have any on the map', there's a topic about that, and I read it, and was like 'damn, that'd be nice to know BEFORE I got in this mess.' =P

As is, the !!FUN!! is in, No Magma to flood it with, your military is undergeared, and your masons are too scared to do the job, WHAT DO YOU DO!?

Pages: [1] 2 3 ... 7