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 - Lytha

Pages: 1 ... 35 36 [37] 38 39 ... 51
541
DF Gameplay Questions / Re: Innocent Prisoners Starving to Death
« on: August 28, 2010, 03:43:37 pm »
The idea to have your useful dwarves imprisoned only because they "violated a production mandate" horrifies me.

Why do you even appoint a sheriff at all?

542
DF Gameplay Questions / Re: Channelling water to a reservoir
« on: August 28, 2010, 10:41:43 am »
Having the water flow through a diagonal junction works well enough to take out any pressure. No need to mess around with pressure plates, unless you really want to. :)

543
DF Gameplay Questions / Re: Generating world with extinct dwarves.
« on: August 27, 2010, 04:08:00 am »
You want everything extinct?

Make a tiny or pocket region or island. Let the word_gen run to year 1000 or so. The titans should've taken care of everything for you by then.

544
DF Gameplay Questions / Re: ENLARGE YOUR PENIS 100% GUARANTEED
« on: August 25, 2010, 12:33:53 am »
Yep. I had an inbred fortress in the 3rd generation at one point, and all they had was a 1 tile meeting zone.

That was the fortress with which I made interesting experiments with magma, ocean, and channeling techniques. In other words, I lost a lot of miners in cave-ins or who were just too retarded to leave the channeling area after the walls were broken and the ocean flooded in.

They were all inbreds, that means that all of the casualties had approximately 17 siblings, several aunts and uncles, parents, grandparents, and also children and relationship partners of their own. They were also all good friends with each other.

Even when I lost the miners at a horrifyingly fast rate, I had no tantrums in my fortress at all.

545
DF Dwarf Mode Discussion / Re: RAGE / Help with Farming
« on: August 24, 2010, 01:24:41 pm »
You could also build a support over their burrow, then construct a bunch of artificial floor tiles on top of that, disconnect it from any supporting walls, and pull the lever that you connected to the support.

I found that to be the most efficient way to deal with my immigration waves so far because there was no clutter left which my dwarves would've carried into the fortress to litter up the stockpiles.

Also the funniest. :D

546
DF Dwarf Mode Discussion / Re: RAGE / Help with Farming
« on: August 24, 2010, 12:57:10 pm »
Your 21 migrants should eat a dose of "look, there is a burrow for all of you fuckers. It's outside at the corner of the map. Now bugger off and watch how I seal the entrance to my fortress for a couple of months".

This only works if there aren't any rivers/brooks or murky pools available for them though. If there are, you need more drastic means. By that I mean that you need to dig a little cave, make a burrow inside of that, assign all of them for it, and then wall it off.

547
DF Dwarf Mode Discussion / Re: Newbie Irrigation issue
« on: August 24, 2010, 10:49:40 am »
The issue with your suggestion is of course that it requires more time to get the magma up to that murky pool than the default amount of plump helmets and prepared fly brains will last. And the booze might even run out faster.

Also, I didn't really get any conclusive results from magma+ice reactions when I once poured a volcano onto a frozen ocean to get some water. It just went back to being frozen randomly. 

548
DF Gameplay Questions / Re: ENLARGE YOUR PENIS 100% GUARANTEED
« on: August 24, 2010, 10:20:26 am »
Yeah, I would definitely sign the need to set a maximum for the amount of children. I would suggest 100% at first (or, if you use the hard numbers, and have 20 adults, then set it to 20).

After 2-4 years, you'll have that many kids.

Now, unless you are going to mod the children to be adults at the ripe and mature age of 7 or so, you may want to have a few years without more babies. After the first few of the kids are 6, increase the children cap to 200% (or 40 in this example).

That way, you shouldn't run into a horrific situation as I once had: 11 adult dwarves (5 breeding pairs), 65 kids. The disrelation got worse as the first few kids turned into peasants and married off their mates immediately because there was lack of work and all they did was hang around at the mini-meeting zone.



Oh by the way, there's no reason not to have your cows at the meeting zone as well. Dwarves won't fall in love with the cows or something, and they'll be stacked nicely onto these 3x3 tiles around the 1x1 meeting tile. Maybe place a farmer's workshop (for milking) and the butcher nearby. ;)

549
DF Gameplay Questions / Re: ENLARGE YOUR PENIS 100% GUARANTEED
« on: August 24, 2010, 09:28:21 am »
Nonono, ignore this "you need a great meeting hall and a statue garden" nonsense.

What you really need to get them to socialize fast is lack of work for the little buggers so that they hang around at the meeting spot, and a meeting spot. Yes, a meeting spot. Make a zone of 1x1 tiles somewhere. Declare it as your one and only meeting zone (i-m). All of them and the dogs and cows will now be stacked on that tile and on the 8 adjacent tiles whenever they have nothing else to do. They will chat and socialize and make friends and grudges in no time.

Once they're in lover relationships, give them some more time to sort out their religious issues (which of the two gods they want to worship from now on), and then they will marry.

As a bonus, since you have no meeting hall, there will be no 2 year long marriage party afterwards.



A huge meeting hall plus statue gardens plus a well meeting hall and whatnot will occupy too much space. One lazy dwarf will sit near the well, another will sit in the dining hall, another at the meeting zone, and the last in the statue garden - that won't offer any chance for them to start relationships. Also, your cows will wander through your fortress from then on, from one meeting hall to another, and these animal migrations annoy me to no end.

Sure, they may be impressed by the quality of those tables and statues, but a good chat with a friend outweighs these good thoughts any time.



Sleeping arrangements for married couples? Your dwarves have rooms? ;)

Nah, erm, seriously, they don't need two beds in a private room, and they don't need to sleep in the bed at the same time. Dwarven sex is all done with spores.




Instead of the tiny meeting zone (which is really the best and easiest way to get dwarf relationships going), you can also do some work with burrows. Make a small (2x2 or 3x3 tile) sized burrow, assign everyone who isn't in a lover relationship yet, name it "get it going", and wait.

Meeting zone is really easier and faster for that though.

550
DF Dwarf Mode Discussion / Re: Newbie Irrigation issue
« on: August 24, 2010, 09:19:32 am »
I have difficulties reading those graphical tilesets, but it looks to me as if the vegetation in the north is covered with snow. That doesn't happen in temperate biomes. If so, then it must be cold or freezing, and that makes is a bit unlikely that the murky pool will melt at all.

So, you either need to dig down to the caverns really quickly to find some water for your irrigation; or you need an aquifer.


What may work as well is to send out your dwarves to collect plants (d-p) over the forested and snow-covered area in the north. They might find stuff like prickle berries and longland grass, and then you can make an aboveground farming plot and have at least some source of food for your dwarves.

551
DF Dwarf Mode Discussion / Re: The most painful deaths ever
« on: August 24, 2010, 06:04:46 am »
The most painful death I've seen in DF so far must've been that Skinless Elephant Forgotten Beast who attacked the tribe of Cave Fishes (humanoid shaped with a cave fish head, wielding mostly spears.)

He was huge, the Cave Fishes were small, so most of their attacks maimed just those bodyparts of his that were actually within the reach of their spears: His feet, legs, his lower torso. His trunk was being ripped off very early on.

Unluckily for this elephant was that the surviving two of the Cave Fishes were quite resilient, as they dodged most of his stomps. And they developed amazing wrestling and dodging skills during the half an hour or so that the combat lasted, so he never really stood much of a chance in the end, even though he managed to kill one of these two after a while.

Anyway, his list of injuries covered a lot of pages of his description.

With all those broken and fractured toes, feet and legs, as well as the cracked skull, I am sure that he died a very painful death, until the last Cave Fish woman finally bashed and bruised his heart.


552
DF Gameplay Questions / Re: Desalination
« on: August 24, 2010, 04:51:32 am »
I'm not talking about skill. I'm talking about building over a 9x17 area.

Oh hell, I'll just make the migrants do it. I can get rid of some of that stupid blue stuff I've got lying around while I'm at it.
9x17 is really not all that much to floor over. (You'd say the same after you had covered a bunch of volcanoes.)

But what happens if you channel out the tiles over your reservoir so that the water doesn't touch the natural ceiling at all? If it's de-pressurized properly, this should work.

In any case, please report your findings. :)

553
DF Gameplay Questions / Re: Fun
« on: August 24, 2010, 04:48:39 am »
I'm not to sure but my guess would be that unallied units attack each other
Well, I don't know about that, but I recently had both about 4 dozen elven ambushers and a squad of goblin ambushers on the map and they co-existed peacefully.

It could of course be that they've made an alliance against my dwarves...

554
DF Gameplay Questions / Re: Ahh! Diplomats!
« on: August 24, 2010, 04:40:43 am »
I find the human diplomats very weird as well.

"Hello, I am the diplomat. Let's have a meeting!"
"You dwarves really have carved out a nice little fortress here, don't you?"
"Well, goodbye! It was a pleasure to talk with you!"


I'm amusing myself now by waiting for how long it takes the diplomats to actually take a hold of the mayor, who's always busy running around and dumping rocks.

555
My suggestion for finding the demon fortress: First, find a region where you want to embark on. Make a backup of your save.

Now increase your embark area until it covers 1/4 of that screen. Embark, check your stocks for that adamantine weapon; if it's not there, kill the Dwarf Fortress process and try again until you've got the quadrant which contains the demon fortress.

You can then either try to reveal this quadrant (might take ages and freeze up your computer, I guess), or search this quadrant in the same manner as you searched the region; by splitting it into quadrants until you found the demon fortress again.

At some point, your embark screen should be small enough to actually be able to reveal the whole thing without too huge a lag, and voila, you got your location.

Now savescum to your clean backup save and embark on that spot.

All of this shouldn't take too long, really. It's probably more difficult to find a demon fortress below a suitable set of stone layers, with enough other features that you think you can't live without (like source of water, sand, flux, sedimentary...)

Pages: 1 ... 35 36 [37] 38 39 ... 51