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Messages - ISGC

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316
DF Dwarf Mode Discussion / Re: Cave or Open Ground
« on: May 14, 2010, 07:29:22 pm »
I usually just dig a tunnel into a hillside and expand out from that. I tend to have a couple of things like refuse piles in a walled compound outside, though.
this is what I do.
and then I make an airlock with copious amounts of cage trap abuse.

317
DF Suggestions / Re: Metorites during worldgen.
« on: May 14, 2010, 05:01:37 pm »
I, honestly, don't think this sort of consideration to fluff is necessary.  If the player comes in contact with a rare metal then there should be a price for their greedy digging, that's a given.  Now, whether that price is hoards of dangerous creatures or something different(original), is the question.  Or nothing, I suppose is an option, if it's such a rare event.  Of course, if it WERE to be something, I could see it being an expensive statue that you can't sell.  and when there are the most dwarves or beings near the edge of the map (to coincide with goblin ambushes) it will awake and cause terror from inside your fort. or maybe when it has a blood covering or something.  just a thought.

318
DF Dwarf Mode Discussion / Re: How do you finish off prisoners?
« on: May 13, 2010, 07:24:36 pm »
I end up letting them sit until my animal stockpile fills up, then I build a zoo.  usually with some failsafe involving magma that I never get to use because I don't have enough mechanisms :(

319
DF Dwarf Mode Discussion / Re: That actually was fun
« on: May 12, 2010, 09:26:05 pm »
I believe war animals have been nerfed quite a bit (probably because having war bears was too cool to actually be useful)
try traps or actually putting out a sizable army, individual training works fine to buff up their skills.  Otherwise, glad you're having fun losing.

320
DF Suggestions / Re: Difficulty levels?
« on: May 12, 2010, 07:04:11 pm »
I feel this is unneeded when you have the choice of biome to depart in and with init settings such as turning ambushes off.

321


He only wants to be your friend.
huh, strange resemblance.
Spoiler (click to show/hide)

322
if you knock it out and make it fall into a cage trap you can catch it
try something like this (side view):
XXXXX
--S---
-XXX-
--T---
XVXVX

X= floors
S=support
T=the titan
V=cage traps
-=open space

pull down the support so that it drops the top layer and the resulting dust from the cave in may knock him out and into the cage traps.  Don't let the cave in directly hit the traps, though.

323
DF Suggestions / Re: Metorites during worldgen.
« on: May 12, 2010, 02:28:32 pm »
What about meteorites with non-megabeast procedurally generated creatures inside? I think strange alien creatures not necessarily more dangerous than your average cave... thing would be an interesting addition.
I can see the average mist monster being pretty alien.
what I was thinking is that the meteor (when it hits) would spray residue of a random ore around and then would sit in the ground for two or three years before "hatching".  that's when you realize that all your weapons are useless except those made out of the ore that came with the meteor.  maybe even a new ore.

324
DF Suggestions / Re: Metorites during worldgen.
« on: May 12, 2010, 12:17:11 pm »
what if meteors had forgotten (alien) beasts inside them?
I think caves are best left to kobolds.

325
DF Gameplay Questions / Re: No seeds available
« on: May 12, 2010, 10:00:12 am »
usually, what i do, is I just go to a pond on the map, dig a large room next to it and flood that room, putting a door in the breach when is finished (this can also help so that fighting dwarves don't nose dive into the pond and drown).  You sort of have to eye it for the size of the room compared to the amount of water in the pond, but you can always make the room bigger or just farm in a small section of it.  The residue from the average sized pond is often big enough to (when entirely cultivated) feed a strong 40-50 dwarf fortress, but probably not enough to supply all their booze, so keep in mind other sources.

326
DF Dwarf Mode Discussion / Re: Dwarves not burying pets
« on: May 12, 2010, 09:43:27 am »
if they are put in the regular refuse stockpile, that means they are being treated as regular animal corpses.  Otherwise they would have been put in your "graveyard" stockpile.

327
DF Dwarf Mode Discussion / Re: Nooo! Not the useful artifact!
« on: May 12, 2010, 09:38:09 am »
elven caravans often come with several barrels of cloth. This is usually my main source for cloth, but silk is harder to come by.  I usually just hoard it and only use cloth.

328
DF Dwarf Mode Discussion / Re: Nooo! Not the useful artifact!
« on: May 11, 2010, 08:55:42 pm »
non-metal cloth (is metal cloth usable in moods? It should be.)
do you have any non-metal cloth?
often the first thing in the list is not necessarily the one missing.  also, use [t] to check the contents of the shop and see what items he has collected there.

329
DF Dwarf Mode Discussion / Re: Nooo! Not the useful artifact!
« on: May 11, 2010, 08:46:26 pm »
is he requesting anything else?
check the items in the workshop and see if he has already collected stone.  If so, then there is another material that needs to be collected.  or he could be requesting blocks.

330
DF Dwarf Mode Discussion / Re: Random Cave-Ins
« on: May 11, 2010, 07:19:30 pm »
usually water flowing into magma
it produces a block of obsidian that caves in if it isn't attached to anything.  you could fix this by turning cave ins off in the .init

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