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Messages - LoneJedi7

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151
DF Dwarf Mode Discussion / Re: Naming Themes
« on: February 12, 2010, 05:33:13 pm »
i usually only name my main dwarfs (ie. legendary dwarfs, champions, evil nobles that will soon meet thier deat, etc) and i will usually just name them by their job for easy reference and location on the list of X number of dwarfs. for example, carpenter = "woody"  Mason = "Rocky"  Cook = "Ecoli"  Woodcutter = "Chuck"  Miner = "Peanuts"...and so on and so forth.  just remember, when you name them....it makes it that much harder to send them to thier inevitable death....  T_T 

152
im having a bit of a problem, i finally got the dungeon master and starting taming everything, but he wont tame the fire imps.  Can they be tamed without modding?  i find it hard to believe that he can tame a dragon but not an imp...

153
DF Suggestions / fire projectile alterations
« on: February 05, 2010, 07:24:58 pm »
i learned from this thread (http://www.bay12games.com/forum/index.php?topic=47319.0) that fire imps have a problem with shooting through fortifications and grates, also they dont fire over channels.  if this could be changed so that such things would be changed in future versions in order to make imp defense systems easier to create it would be awesome.

155
DF Dwarf Mode Discussion / Re: The Practicalities of Fire Imp Defense
« on: February 04, 2010, 09:29:39 pm »
thank you so much for this thread, i have 3 caged fire imps and now i know how i can use them without wasting a ton of time and materials. nice work

156
SWEET!! thanks for the link about the fire imps.  props to Elvang for doing all that research into them.

and just to be more specific to what im looking for (i dont think i was very specific in my first post): basically i want a megaproject of doom for all the goblins and elves i capture.    kinda like a giant maze full of pressure plates that open and close random hatches and doors (so the maze is constantly changing) with a few imps and gorillas wandering around inside. that kind of thing (something really fun to watch)

157
i like the eagle idea, i may do it, but i seems a little too simple....needs more magma...

158
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 04, 2010, 01:39:55 am »
how can disarm my goblins trapped in cage traps without releasing the gobblins into my fort?

159
im in a great position to start causing some serious mayhem, but im not sure what i should do (first) and im always up for some more evil dwarven ideas. 

so heres my current position:
i have enough food stocked up for like 10years, so no worrys there.  i have 2 gorrillas <Tame>, 3 caged FIRE IMPS <wild> (no dungeon master yet), a caged GIANT EAGLE <Tame>, an Orangutan <tame>, a bunch of caged wolves <wild>, a caged Cougar <wild>, and lots of caged goblins <Bait>. i also have a river and a magma pipe on my map (hence where i got the imps from).

now there is so much stuff i can do with these goblins and creatures.......i've already come up with a few ideas, but i want to hear yours.......and remember, the more pressure plates and levers, the more likely i'll do it........

Example: create a complex an awesome maze full of hazards and dangerous creatures with only one exit that the goblins must survive through in order to get off the map.

[EDIT]: ok, i got the dungeon master and started taming everything, but there is one problem.  he wont tame the fire imps, can they be tamed without modding? 

160
DF Dwarf Mode Discussion / Re: how to complete his Elfin Doom.
« on: February 04, 2010, 01:00:43 am »
Magma.
Or Drowning.
Or magma AND drowning.
Or you could pit some goblins on top of him, then use them as marksdorf targets.
Or you could go for the standard "bridge-o-doom"
Or you could channel out a massive drop below him, then channel the tile he's standing on.
Or you could do all of the above... with more magma... Geez, I gotta catch me some elves...
  Best advice ever........

161
DF Modding / Re: Stonesense - Official thread -
« on: February 03, 2010, 10:41:43 pm »
how do i go up and down z-levels on this?

162
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: February 03, 2010, 09:50:00 pm »
......i now fear any scource of moving water

163
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: February 03, 2010, 09:36:23 pm »
...I can understand the computer code in the Matrix.
......i can trick people into thinking that i can understand the matrix.  (and binary)

164
DF Dwarf Mode Discussion / Re: Building Strategies
« on: February 03, 2010, 05:57:03 pm »
so much to say, so little room....

ok, for starters your going to want to plan out your fortress as a future big fortress, dont design it to be small.  i suggest you put your masonry (leave room for 2 of them) right by the stairs and entrance as he will be going up and down a lot.  put a carpentry also somewhat close to the stairs or just put a large wood stockpile next to your carpenters shops (leave room for 2 of them). also MAKE SURE you put your butchers shop by the entrance with a Tanners shop next to it, because animal skin goes bad fast after its butchard.  i keep my farm plots and food stockpiles off to the side and make them very large (esp. the stockpile) and leave room for some brewerys close by. if you make a furniture and finished good stockpile (suggested), make them large and put them out of the way, dont put them too close to your entrance as a kobold can easily steal your stuff if you do.  if you make a hotel like complex, make LOTS of room to grow, so you will probably want to put it on a lower z-level to keep it out of the way.  keep 2 craftsdwarf shops somewhat close to the stairs for easy rock and bone access. mechanics shops you will want to put in between the stairs and furnature stockpiles, for there will be considerable traffic there. also if you make an animal stockpile, put it a bit out of the way or near a secondary entrance. stuff like gem cutters put near your gem stockpile several z-levels down, stuff like that that dont get too much traffic dont put by the entrance as they will just waste space. also, whats always a good idea is to tie up war dogs outside every entrance to your fort (preferably be your defense grid so that when the dog sees a stealthed enemy, they will start setting off all the traps). you might want to put all of this 2 z-levels down so you can channel out a moat for protection. 

hope some of this helps.....

165
DF Dwarf Mode Discussion / Re: Megaproject: Chinese Motel
« on: February 03, 2010, 05:20:05 pm »
if you want to make it hard....put all of thier rooms above ground in a tower/castle. 
now thats tough. 

[EDIT]:  try to keep them all hydrated with only one legendary brewer.  ;D

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