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Messages - dreiche2

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436
DF Dwarf Mode Discussion / Re: Cause and effect
« on: January 19, 2008, 08:55:00 pm »
quote:
Originally posted by The Cube:
<STRONG>If you build a floor over it, it should still count as outside, but I suppose that would be taking advantage of a glitch.</STRONG>

This does indeed work. Note that this also means that there is no way to make outside inside again. As I can tell from my own experience, accidentally created outside-spots in your fortress can be pretty annoying because they constantly generate job cancellations when the outside is forbidden. I had to wall the area off...


437
DF Dwarf Mode Discussion / Re: The advantage of high towers
« on: March 27, 2008, 06:59:00 am »
Could you please stop hijacking every single thread either for the interface discussion or the sieges/megabeasts-not-tough-enough discussion?

Concerning the fortifications, I think the point was not that they operate better with z-levels, but better if enemies are far from them and your dwarves close, and z-levels are another way to put distance in between you and the enemy.

And about what was known from before, there was always that "far enemies must make a skill check" on the wiki, whatever that really means, and I think it also always had the "verify" tag.

So yeah....


438
DF Dwarf Mode Discussion / Re: The advantage of high towers
« on: March 26, 2008, 11:52:00 am »
Would be cool if we could get an official confirmation on this from Toady...?

439
DF Dwarf Mode Discussion / Re: Real food, or plump helmets
« on: March 22, 2008, 12:53:00 pm »
Another vegetarian (eating fish nowadays), hailing from Germany!

For me, it's ethical and ecological (as explained above) reasons.

I know I shouldn't get the discussion going, but what the hell..

quote:
Originally posted by Nadaka:
<STRONG>

I don't buy that either. Broccoli and other plants have a central nervous systems and many plants are known to "scream" as they die, producing a "fear" like response in nearby plants that detect it.
</STRONG>


Aha... a central nervous system. That sounds... wrong. Also, what are the other plants going to do with that "fear", run away? Fear and pain make only sense evolutionary if the organism can actually do something with it.

quote:
Originally posted by Nadaka:
<STRONG>
I as a human was born and bred to hunt and kill. It is in my canines, it is in my bifocal color vision, it is in my grasping talons, it is in my pack behavior, it is in my intellect and cunning. These are all hallmarks of a predator. Humans are omnivorous and we are predators, as are all our nearest relatives. There is nothing immoral about killing for food.</STRONG>


Aha, then maybe you should get back to hunting gazelles in the steppes instead of posting into computer games internet forums? Who cares about what is natural.

Most importantly, what has nature to do with morals. Murdering and raping is a pretty natural behaviour, I assume, but that doesn't mean it's ethical.


Also, plump helmets.


440
DF Gameplay Questions / Re: First migrants - what to do?
« on: December 10, 2007, 11:23:00 am »
For me drafting into the military works surprisingly well to cope with those overwhelming immigrant waves.

Basically, it works like this:

1. Make sure the farming/brewing is sufficient. If in doubt, just make some of the immigrants food producers. You can hardly overdo it.

2. Pick some of the immigrants for jobs you feel you need (another metalsmith, hauling, etc.).

3. Put the rest into the military. They don't need equipment right away, just make them wrestlers.

Somehow it's really a psychological thing. It feels weird not to make proper "use" of all the immigrants' skills, but as long as you make sure there's enough food (1.) and you get to realize the work you actually want done (2.), there is no real drawback.


441
DF Gameplay Questions / Re: Colossus can be caged, yes?
« on: January 18, 2008, 06:32:00 am »
I think in the old versions megabeasts were only occasionally caged in cagetraps or something, so that might be where that information is coming from.

442
I'm promising you, anything that requires repeated linking of levers is just going to be annoying on the long run... I tried it myself, gave up, and then used the pit method. I mean, you have to build the cage, wait for it to be built, link it up with a lever, wait for it to be linked, have the lever pulled... and this for every single goblin you're going to feed to the hydra?

Just use my method... or else!


Vertical view:

code:

         C @  ó    @´@´@´
wwww      wwwwwwwwwwwwwww
wwwwbbbbbbwwwwwwwwwwwwwww
w H       wwwwwwwwwwwwwww
wwwwwwwwwwwwwwwwwwwwwwwww

w - wall
b - bridge
H - hydra
ó - lever connected to bridge
C - cage with gob to be tossed
@ - dwarf doing the tossing
@´@´@´ - guards standing by or sparring in barracks


That way you can toss arbitrarily many horses or so on the bridge before opening it, or one goblin. If you want to put several goblins on it, use a second bridge to make an airlock system so that the waiting gobbos don't scare your dwarves away.


443
Goblins do not always escape, though. I think it's the thieves that are especially prone to it. And, like I advertised in various threads now, just put the animal stockpile into your barracks... goblin escapes, fun for everyone.

444
Okay maybe I'm not getting it, but why not simply designate a pit on the level above? The only problem I can think of is that the hydra might scare away your dwarfs bringing the sacrifice, but in that case you could use a buffer level with a retractable drawbridge in between the hydra pit and the "drop off".

[ March 02, 2008: Message edited by: dreiche2 ]


445
DF Gameplay Questions / Re: Total slacker dwarves
« on: April 14, 2007, 05:37:00 am »
sounds familiar...

maybe it's related to them bugging their guild representatives as was suggested in my thread?


446
DF Gameplay Questions / Re: Fey Mood Dwarves
« on: April 09, 2007, 03:41:00 pm »
quote:
Originally posted by JPolito:
<STRONG>No, but that was because I didn't have all of the workshops built to make the other kinds of glass. What I really want to know is if dwarves will leave the workshop as soon as what they want is available, or do they wait until all of it is available? I haven't gotten one dwarf to leave the workshop and pick something up yet.</STRONG>

They work off their list one by one (i.e. they do go and fetch the item) and stop if the current item is missing.

I've had another look at the wiki and as fas as I understand they always mention their whole list and not only those items that are still missing. See here:

wiki: strange mood


447
DF Gameplay Questions / Re: Fey Mood Dwarves
« on: April 08, 2007, 02:14:00 am »
Also have a look at the wiki if you haven't done so already. One important thing is also that they will mention all the things still on their list, but it could be that only the first one is missing (though you usually don't know which one that is).

So in your case, have you all types of glass available? Maybe that's the only thing that is missing.


448
DF Gameplay Questions / Re: Trapped Goblins
« on: January 15, 2008, 10:39:00 am »
You can assign them to a pit, and do so while their cages are still in the animal stockpile, so that's rather quick. However, sometimes they break free... which doesn't really matter if all you want to do is to set them free anyway.

449
DF Gameplay Questions / Re: Stopping goblins from using crossbows
« on: January 14, 2008, 08:43:00 am »
A project I started but never really tested in action so far was to make a long, wide entrance hall filled with doors (and supports were necessary). Then confront the goblin army there with your melee fighters... see what I mean?

450
DF Gameplay Questions / Re: Tree quota imminent
« on: January 14, 2008, 08:46:00 am »
Are you sure that the baron triggers megabeasts? I'm moderately sure I had those without him...

[ January 14, 2008: Message edited by: dreiche2 ]


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