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Messages - Zsword

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46
DF Dwarf Mode Discussion / Re: Dwarf Watching
« on: March 10, 2012, 08:29:59 am »
So, my first vampire for this fort, and I decide that, rather than figure out something SAFE to do with him, I decide, give him an Axe, a Shield, and send him into the Caverns to clean them out.... didn't expect him to live.. especially since it was but a humble Training Axe.... but uh, he succeeded, and now He's guarding my masons as I do some !!Expirements!!.

The odd part? Well, when I had him assigned to 'station' or 'Kill Various' about 6 or seven times he ran back up for a different Axe or shield.... leaving me to 'What the fuu....' and kiiiinda panic, hoping that he wasn't goign to grab a mid slaughter Snack... (Speaking of which, Vamps totally need an In Battle bite Special)

47
DF Dwarf Mode Discussion / Re: Quality of Bone Armor?
« on: March 10, 2012, 08:22:37 am »
It wasn't so much of a statement of Bone+Hood=~=Metal Helm, but more of a 'It seems your decently new to this, so, I'm gonna just remind you about this little feature of the game. ;3' Which, I'll admit, I am, I'm still embarking on 'calm' and 'Mirthful' Flat Zones and praying nothing tooo bad shows up, still figuring out decent 'Goblin Detection' Systems, as well as figuring out how to cleanse out my first ever Cavern Layer, but so is the fun of learning the game. ^.^

48
I have to ask, what is the song that plays in World Gen? No matter where I look I can't seem to find it, and I wanna know, cause it's right in my favourite musical nitch type. XD

49
DF Dwarf Mode Discussion / Re: Quality of Bone Armor?
« on: March 09, 2012, 06:45:48 pm »
bone helms look cooler, and you can still wear them with leather hoods.
Considering hoods are always 'cover' and helmets are always 'armor' layer and 'cover' is over armour, I don't see how this works. Leather hoods can be worn over ANY helmet, no?

uhh.... what? You... proved no innacuracies in her statement... yes leather hoods can be worn over any helmet... That doesn't make her statement of 'oh, btw, remember you can also wear hoods over the Bone Helms' any LESS true...

and yes, Bonehelms do look cool.

50
DF Dwarf Mode Discussion / Re: Quality of Bone Armor?
« on: March 09, 2012, 06:08:43 pm »
All right, thanks for the info guys. ^.^

I'm probably gonna ditch this fort actually, I've got 3 rampant vampires (not that big of a deal) but, forgetting to edit down the small pop caps on INit screwed ME over in terms of how I wanted things to run, sure, everyones happy enough, a Feyed up Engraver ensuring that, as well as a Feyed Mason, meaning rediculously godlike Dining Room achieved in no time flat, but, having 20+ idles because I jsut haven't had the chance to set up the super metal/cheese/glass/soap/ceramic/magma/!!fun!! industry, and things advanced way out of hand. Though I did find plenty of metals, so it's not unsalvageable if one of you wants to pick it up, it's a pretty tame embark.... but, yeah. Again, thanks for the info, I'll know how to handle the situation next time it arises, that's for sure. ;)

51
DF Dwarf Mode Discussion / Quality of Bone Armor?
« on: March 09, 2012, 03:59:52 pm »
So, got my fort... mooostly established. (Forgot to tweek certain settigns, but blah) But, I'm at the issue of, I don't quuiiiiite have enough metals circulating my fort to get my military Armored, (weaponed, yes, armored? nooo....) and I was wondering if bothering with the bone pieces would be a worthwile endeavor, or if I should just save that for bolts/crafts and just wear leather pieces instead. (As far as my searching goes, the wiki says nothing on this matter.)

52
DF Dwarf Mode Discussion / Re: Rain of Blood...
« on: March 09, 2012, 03:20:06 pm »
Be lucky it was bruising.  Unconscious rain causes dehydration as they don't stay awake long enough to live.  Blisters eventually turn into rot and infection, and death.

and death, can't forget the death...

oh, did we remember to mention the death?

53
!!Fun!! with Cave Ins.

So, I was channeling out the roof of a part my farms that I wanted to start growing surface plants... and an idea hits me, rather than dig this thing out tile by tile... why not dig out the borders and let the rest of it just cave in! BRILLIANT!

And, I do so, and everything seems to have gone according to plan... but, where's Legendary Miner Urist..... and uh... why is there a hole... in my hole... and then I notice at the bottom of my screen: 'Urist McMedic cancels retrieve patie-*more*' and rather than bring up announcements, I zoom down to the end of the shaft that a chain of caveins made, straight down 6 Zlevels... right into my Hospital, and the corpse of Urist McLegendaryMiner.

All I could picture was, Urist McMedic, sitting at his desk, when he hears a rumbling crash roll through the Fortress, so he sighs, because he just KNOWS that SOMEONE is going to be hurt... stands up, puts on his gloves... and then about 10 feet behind him, the roof caves down with the mutilated body of the unfortunate Miner, he turns, looks, sits down, and strikes off Urist McMiner from his list of future check-ups with a whisperred "Nevermind..."

54
DF Dwarf Mode Discussion / Re: famous last words
« on: March 09, 2012, 03:52:38 am »
"To the cavern Layer!"

*a couple fortresses later...*

"To The Magma Sea!"

55
DF Dwarf Mode Discussion / Re: Newbie Question: Moats
« on: March 09, 2012, 03:46:12 am »
Couldn't you use a pump to pump water over the last edge?

If your following my little list to do, yes, you can make pumps instead of Floodgates, and completely skip the last channel bit. I personally didn't say anything because it's less !!fun!! that way (Not that there's much !!fun!! involved here, but every little bit counts) and, I'm assuming the OP doesn't quuiiiite know enough about dwarven engineering to actually get pumps working. I know I haven't, but I have used this method to make a moat, and a river fed irrigation system, with 0 casualties. ^.^

56
DF Dwarf Mode Discussion / Re: Newbie Question: Moats
« on: March 08, 2012, 02:45:44 pm »
Simplest answer to that, is an Extension of what you just said.
1: Channel out the entire moat EXCEPT where it breaches the ocean.
2: Behind the last line of tiles, build walls of Floodgates.
3: Attach said floodgates to lever somwhere nice and safe in the fort
4: Channel out last few tiles.
5: Pull Lever.
6: ???
7: Profit!!!

57
DF Dwarf Mode Discussion / Re: Are fortifications just terrible?
« on: March 08, 2012, 12:01:37 pm »
The usefullness of fortifications scale inversly with the enemy archer skill ratings, so, high level bowmen/crossbowmen, won't care about them, but most of the trashier, inexperienced goboes, won't be able to do much to them.

Edit: So put things in a maybe more accurate light, normally, no Fortifications are fantastic, but when Goblin Legolas Rolls around with his Fully Automatic Sniper rifle, well, not a fuck is given. Odds are, the 'goblin bowmen' that wrecked your force, was mostly lowbies who didn't do jack, while an Elite, with his super top level speed just mowdowned your forces.

58
DF Gameplay Questions / Re: Taming a dragon.
« on: September 13, 2010, 10:58:03 pm »
delete [PET_EXOTIC]

replace with. [PET]

(there is another code out there that you can add somewhere that will automatically imply this to all files, but I'm not sure what it is or where you put it)

59
DF Gameplay Questions / Re: Fixing Whips and Scourges
« on: September 12, 2010, 10:21:38 pm »
If my understanding of whips/scourge/flail is correct, you want to reduce wait, and velocity, and increase contact area, that way they can't jackhammer so much as Mallet.

60
DF Gameplay Questions / Re: CORRIDOR OF DEATH!!!
« on: September 07, 2010, 10:52:17 pm »
Also, if you are worried about elves when you are making a corridor of death you are doing something wrong.

And yeah... wood really can't hurt jack... that's why training weapons are made from it...

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