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Messages - Max White

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18076
DF Gameplay Questions / Re: Carp Defence
« on: March 25, 2010, 04:26:43 am »
Some handy information there Retro, thank you very much!
I'm left to wonder your testing methods. I put a dwarf in an empty room then flooded it with a measured amount of water, so it looks like that can survive in 4/7 water, but don't like going in it given the choice.

Tried to build a pipe system through my fortress, but goblins got to me before I was ready to flood it in, ah well, I'll get it next time! Practice makes legendary!

I found the wiki for DF (Could make things easier, not sure if I want it to) and it says that not only are there a bunch of sharks to be found, but they can be made into pets! My guess to raid the beach might just pay off! Salt water, aquifers and few trees here I come! All in the name of fish! This will be my most dangerous embark yet, so I shudder to think about the mountains.  :P

18077
DF Gameplay Questions / Re: Carp Defence
« on: March 24, 2010, 05:24:08 am »
The problem with the dogs is there stuck in the 9x9 square that they are restrained in, so they could be taken down one at a time in a death march, as opposed to a mass of fish that actively move to the closest target to swarm and destroy, while not leaving there beloved lake.

18078
DF Dwarf Mode Discussion / Re: First Actions on Embark
« on: March 24, 2010, 04:19:38 am »
Pause.
Look at unit list.
See carp.
Abandon.

18079
DF Gameplay Questions / Re: Carp Defence
« on: March 24, 2010, 04:00:17 am »
You mean my "Can't take out of water or will DIE!!!" problem can be solved by means of glass? I haven't really used glass yet, so didn't know you could make a cage out of it. Doesn't seem like the kind of thing you COULD make a cage out of at first glance.

I'm one step closer to having my fishy army! NOT EVEN ELVES CAN STOP ME NOW! Not like they ever could...

18080
DF Gameplay Questions / Re: Carp Defence
« on: March 24, 2010, 03:47:52 am »
Perhaps if I embark next to an ocean that is half good, half evil I will find a zombie merperson.

I read a thread about trying to catch them because there so valuable, and I figure it would be easier if they came on land.

18081
DF Gameplay Questions / Re: Carp Defence
« on: March 24, 2010, 03:38:02 am »
Zombie Carp scare me too.  :P

18082
DF Gameplay Questions / Re: Carp Defence
« on: March 24, 2010, 12:58:31 am »
You will have to tell me how your fortress end up, as I don't think I have the required skills to build such a thing. I'm still trying to get fish catching down packed!

I suppose the easy way would be to make dwarfs amphibious, and flood the entire thing, and have your fish swim in the main halls.

Train at the screw pumps? FORGET THAT! I got legendary swimmers!

18083
DF Gameplay Questions / Re: Carp Defence
« on: March 23, 2010, 11:10:27 pm »
So wait, I have been playing this game for two weeks, only once managed to get a population over 50 (And was rewarded with a crazy ass noble who takes up the metal forge when I want my good workers in it) and already have spawned a mega project.

THIS GAME IS AWESOME!

18084
DF Gameplay Questions / Re: Carp Defence
« on: March 23, 2010, 10:54:20 pm »
Hmm, so you mean that by modding the game files I could have ALMIGHTY CARP OF WAR!!!!

Filling a level with water that is 4 deep isn't so hard, you count the number of tiles on the floor (having rectangular rooms helps to calculate quickly) then dived that number by 4, next build a room above it with that many square exactly, and fill it up (Easily done!) , then close off the higher room and drop all the water into the lower room, TA DA! Water fit for a carp or a dwarf. You could in theory have your entire battle field an underground marsh.

The interesting bit would be having fish go up and down levels, because water tries to level out, the bottom half of your fortress would get flooded and the top would be dry, HOWEVER I wonder it it is possible to have only the top level at 4/7 and under that build a tunnel system that follows all paths and flood that with water, keeping your main paths fully dry, that way the carp would follow your dwarfs around in pipes.

18085
DF Gameplay Questions / Re: Carp Defence
« on: March 23, 2010, 10:07:40 pm »
So basically even If I did forge a -IRON SCUBA SUIT- I wouldn't be able to tame them?

Well that's a let down! Maybe there is another deadly aquatic animal that can be tamed. I have yet to embark on a beach (Fear of aquifers you see) so maybe I can find other fish in open water.

I want aquatic because it makes it so much easier to keep them in one place and still give them enough freedom to chase intruders.

18086
DF Gameplay Questions / Re: Carp Defence
« on: March 23, 2010, 09:56:50 pm »
Well right now I have been testing water levels using flood gates, carp and fish to figure out how deep to make the moat. I found that at 4/7 both carp and dwarves can get through, and as a side product of my experiment I have a few carp in a 'holding tank' type set up, so maybe I could trap the next room, then release them in there, and as soon as they are caged I pump drain the room, have dwarves run in to collect then tame, and release while the fish are holding there breath. Or do they die instantly when they come out of water?

And in order to do it quick enough, what level animal tamer would I need, as dabbling can take a while.

18087
DF Gameplay Questions / Carp Defence
« on: March 23, 2010, 09:40:09 pm »
Hi all!
So I found out that the thing killing everything wasn't angry, violent water, but the carp IN the water. Makes sense (not even the tiniest little bit, not at all, but meh), and I figure I can use this to my advantage! I plan to build a moat around my fortress and fill it with tame carp, therefor allowing my dwarves to walk through unharmed and anything else (Those dark thieves included!) to be shred to bits. Seems like the perfect defense to me!

I have practiced with cage traps before and have caught animals, and even a few goblins (Just had an awesome idea, what if I try to melt down a metal cage with a goblin in it? I should try that!) but for some reason it is I am unable to catch carp. Are they catchable, and if so how?

And furthermore, if they are catchable, are they tamable? I've noticed some things can't be tamed, so it would be handy information before I release a bunch of dwarf eating fish into my entrance.

And finally, do they breed? I heard that some animals don't, but if they did it would mean I don't need to worry about them being killed because there numbers would replace themselves and I could even butcher some for meat!

An elf head on a pike for anybody that can help me out! :D

18088
DF Gameplay Questions / Re: Generating dwarf Heaven
« on: March 22, 2010, 05:26:22 pm »
So bauxite must be uncommon then, if people are willing to embark with it, just to make sure they have some. After I hit a large patch of it I thought it would be common.

This must be my sense of logic kicking in again, and past has shone that doesn't work very well (Lava will find an even level, fish aren't deadly, all that sort of stuff) but I would have guess obsidian was lava proof, because its meant to be made from the stuff isn't it? Once again, must have been a silly thought.

18089
DF Gameplay Questions / Re: Generating dwarf Heaven
« on: March 22, 2010, 04:23:51 pm »
having a lava tube, no aquifers and layers of the stones that you need to make steel

Don't necessarily rule out maps with aquifers, they can be a great source of fun (both the fortress ending kind of fun and the simple enjoyment sort).

Is it possible to have adamantine without massive overwhelming levels of fun?.

Having adamantine does mean you're usually going to also have quite a bit of fun eventually, unless you're extremely lucky or very prepared.

So after a while, I figure such a site is a rare thing, because I always either get lava with no iron making stone, or stone with no lava! And most often with no trees either...

You'll find Iron bearing stone (and the most common iron bearing stone, Goblins) near lava, the real trick is flux. Your best bet there is either Marble (which can occur in igneous zones) or finding an embark that crosses over a boundary between biomes.

Also, is there any point to letting the years run by in world generator? Seems to just make everything take a little longer.

Yeah, letting the years run on gives the various dwarven civilizations time to expand and explore, if you stop it too early you'll probably have a hard time getting all the resources you need at embark.

1) I'll not rule them out when I figure out how to dig under them.
2) Chances are I'm neither. Last time I thought I was on such a good thing when I could buy out the trade carts, then I got greedy.
3) Marble! Got ya! Look for marble and goblinite.
4) Well I mostly just look for booze, seeds, tools and a pair of dogs (I LOOOVE DEM DOGS! Automatic army!) and so far they have always had that, but I shall take it into account.

18090
DF Gameplay Questions / Re: Generating dwarf Heaven
« on: March 22, 2010, 04:19:08 pm »
. . . but the hunter was struck down by water and shred to bits (I didn't know water would do that to a dwarf!) . . .
There's more than water in that river...

You mean to tell me the fish are packing chain saws?

THIS GAME IS AWESOME!

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