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Messages - Knick

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181
DF Dwarf Mode Discussion / Possible trade/caravan bug/
« on: January 06, 2014, 12:53:43 pm »
Not sure if this is a bug, but it looks like the first dwarven caravan did not claim all the crafts offered to them.  They also appeared to have left behind some borax.  Not sure why--although I had saved and closed a number of time when they were visiting.

Has anyone else encountered this?

182
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 06, 2013, 08:36:04 pm »
My cistern was running a bit low. I pulled the floodgate lever to refill it.  Then I got distracted by building hall on the surface.  Then I started watching Game of Thrones.

Now there is water welling up from, the, uh, well.  And pouring down the stairs in the fortress.  Naturally, the lever to close the floodgate is flooded.

183
DF Gameplay Questions / Trap Question and another
« on: September 06, 2013, 09:02:21 am »
My fortress is in a biome wtih no iron ore.  Since I am not really able to properly armour my dwarves, I am relying on traps for defence.  I have a long, single-tile corridor that I am slowly but surely filling with traps.  Mostly I am using copper and green glass serrated discs.  I am also adding a few more traps, specifically, an atom smasher, and a pit-fall trap.

I want the atom smasher to be sprung by a pressure plate.  My theory is that the first invader will reach the plate, and 100 steps later, the drawbrige will smash the invaders behind.  If more than one invader treads on the pressure plate, will the second trigger override the first?

I know that pressure plates can be fine-tuned so that they are only triggered with a certain weight.  Given that dwarves and goblins are the same weight, can they distinguish between the two species? 

A final question, not trap related.  I am building scaffolding around a large, cathedral-like structure.  I keep getting the message that the build order for up/down staircases has been cancelled--item used or destroyed.  What gives?

184
DF Gameplay Questions / Cold biome question
« on: August 09, 2013, 09:42:58 am »
Hokay.

I have embarked in a mountain/forest binome.  Unusally, it is completely flat--there are no hills whatsoever.  It is also quite cold--the river freezes and stays frozen for large portion of the year.  I am assuming I have embarked on a sort of plateau that becomes snow covered.  I have a few questions.

1.  I would like to set up an aquaduct to start a few surface farms.  I note that freezing water will deconstruct mechanisms/buildings.  If I build a screwpump over a river, and ensure that it does not run during the freezing period, will it still deconstruct?

2.  Will animals still forage for food if the pasture is snowed under?

185
DF Gameplay Questions / Re: Death of a Monarch
« on: August 01, 2013, 08:51:45 am »
It's possible he had a run-in with a human spearman, given that there was an. . . incident. . . during a pitting.  But nothing turned up in the combat reports.  It seems like he just done fell over.  I did not even realize it until I saw that a "mechanic" was found dead. 

Mostly I am annoyed that I prepared maginificent apartments for him, that are now being taken over by the rabble.  I might give them to the duke instead. 

No migrants--mind you, I had a huge die off recently---combination of FB that webbed more than half my fortress (many of whom starved to death as a result), plus a gobin siege that came in through the aquaduct when water levels were low.  Also, the humans are at war with me.  I do not know why.  They keep hanging around the edges of the map, doing nothing.  I would really like to get some migrants, and caravans, at least, until I can get a proper farmland up and running.

Does anyone have any suggestions on how to get the damned humans to just attack already?  I already made a strategic error with my marksdwarves, sending them against human crossbowmen, but I would like to clear them off the map.  The front door is open for them, invitingly so, and the water trap is all primed (worked a treat on the goblins, who just charge in).


186
DF Gameplay Questions / Death of a Monarch
« on: July 31, 2013, 08:27:37 pm »
So my fortress is pretty good.  I'm happy with it.  I have a good military, I have a project going on to flood some caverns to grow more food.  I am building a nice tower, and have a beautiful Great Hall, which includes a limestone and green glass dome to the outside world.

Unfortunately, my King died.  I don't know why.  There was no action, no fighting, he was just found dead.

What happens when a monarch dies?  Will there be no migrants?  Will I get another monarch?

187
How hard would it be to get fighter garrisons, and missile bases?  I find those to be very effective against early Antaran incursions.

188
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2013, 10:39:11 pm »
That one forgotten beast killed off about fifty dwarves.  Through hand-to-hand combat and slaughter?  Oh no.  Most of them died of starvation and dehydration after being stuck in webbing for several months.

My poor war grizzly bear also succumbed to infection.

189
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2013, 03:33:15 pm »
Whelp, the forgotten beast is finally dead.  It killed about a fifth of the military.  Unfortunately, about 150 of the citizens of Cobaltforded are currently stuck in FB webbing, and are either starving to death, or dehydrated.  I have lost three or four more dwarves as a result.  This damned FB is the gift that keeps on giving after it dies.

190
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 24, 2013, 10:43:03 pm »
So, almost all of my fortress is webbed by a forgotten beast.  It appeared, then disappeared, so I forgot about it.  Then it got into the great ramp-way, a long ramp that extends from the magma forges to the main areas of the fort.  I sent my military after it.  It killed off about six or seven of my less experienced soldiers.

At the time, it was hanging out in a narrow passage that leads to a secondary barracks and stockpile.  My dwarves attacked one at a time, in single file, with predictably results.  My more experienced soldiers showed up, and began peppering it with bolts, and hacking away with swords.  Meanwhile, other dwarves were going after the gear of the fallen.  Eventually, the forgotten beast was wounded, with its legs mangled, and its front feet all but destroyed.  So, all it can do is spam web attacks.

End result, my military is stuck in the webbing of a creature that is too wounded to move forward and kill it.  Meanwhile, I have more than one hundred and fifty dwarves all stuck in the forgotten beast webbing, after they tried to retrieve assorted socks and bodies.  they are getting thirsty, too.

A couple of children have just gotten past the beast.  They are now fighting it--apparently, scratching, kicking, and biting. 

Any suggestions?  It's a nice fort-I'd hate to lose it in such an ignominious manner.

ETA:  Looks like the beast is healing.  Oh joy.  Fortunately, the ability of the beast to move means the military is having another crack at it.  I still am worried that half my fortress will starve due to being webbed.

191
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 13, 2013, 08:26:52 pm »
Memorializing dwarves.  I just laid a slab for Minkot Mistomodok.  Born 158.  Bled to death in the year 257.  Loving father and husband.  Admirer of ass demons.

192
Play With Your Buddies / Re: Let's Master Orion II: Building Colonies
« on: July 13, 2013, 07:02:46 am »


As for strategy, MIRV --> mind control. Remember that you need at least a cruiser-sized ship to mind control.

MIRV's are great, but they require a fair bit of research on the missile track--about three levels of refinement, I think, just for nuclear missiles.

193
Play With Your Buddies / Re: Let's Master Orion II: Building Colonies
« on: July 11, 2013, 10:31:42 am »
You might want to build up a few spies as well, and see if you can steal a few technologies.  Are you able to capture tech when you capture a colony, or is that turned off?

Missle ships are very good, but I am not sure how they will fare against the a space station.  I would be concerned about the anti-missle rockets.  Good move, having lots of separate missle racks, rather than stacking them. 

In a way, it is a shame you are repulsive.  An easy tactic against silicoids is to make alliances with other races, trade technology and money, then sign agreements to dogpile them.  After all, paper does defeat rock.

194
Post to watch.  This is one of my favourite games.

My preferences--demo/creative.  Mostly because I loves me some research.  We have to min-max a bit in order to get there.  Demo/creative makes life difficult in the beginning, but is an utter powerhouse in mid-to-late game.

Uni-creative is another possibility.  Requires fewer sacrifices than demo/creative.  Fast building means fast expansion.  No morale penalties.  The ineffectiveness of morale-raising structures is compensated by the massive bonus to building and farming.  Unfortunately, there is no compensation for research.

Another question--who do we not want to face (ahem, DARLOCKS, ahem).  We can always use an AI race protrait, making it impossible for the computer to use that race.

195
DF Gameplay Questions / Re: Two questions relating to traps and cages
« on: July 03, 2013, 03:58:56 pm »
My depot is inside, at the end of a long 3-wide corridor.  There is a water trap (unused so far) in the corridor.  Another corridor at a right angle to the trade room is chock full of traps.  If cage traps block access, that explains it.

A further question--are vampire susceptible to melancoly?  Will they die of it? 

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