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DF Dwarf Mode Discussion / Re: Goblin and Kobold Thieves
« on: March 31, 2007, 06:25:00 pm »A minute later, I see blood in the corridor, two triggered traps, and two goblin corpses. The one that was slain in the open, and another *first* trap.
When I look the next time, a third trap has been triggered, and there's a grand total of three dead goblins.
I was too occupied with other stuff to watch my traps as closely when the next snatchers struck, but it appears that not all are detected in the open. Detection always takes place in fornt of the cave (and is lethat to the goblin in question), but time and again I find blood and triggered traps quite a bit in the cave. Maybe the guardsmen pursuing and civilians fleing creates a sufficiently large window of opportunity for subsequent goblins to enter unseen.
However, there's also a constant traffic to the outdoors, these dwarfs are blissfully ignorant of the scene just round the corner. They should encounter the goblins on their way in; the only explanation I can come up with is that movent appears to happen in a clockwise fashion: the dwarfs going out hug the lower (southern) wall, while on their way in they keep to the upper wall. As do the goblins, or at any rate they always trigger the upper traps. Apparently a corridor six tiles wide offers enough space for the goblins to go unnoticed.
DF Dwarf Mode Discussion / Goblin and Kobold Thieves
« on: March 31, 2007, 04:38:00 pm »Kobolds, though, are encountered (and clubbered by the military) on an almost regular schedule. Only one made it into the cave (and across some newly built traps) while the military was converging on him, but that's as far as they got. However, a resourceful one stole a crossbow bolt that was still in the open.
Conclusion: goblins are much better at sneaking than kobolds. But goblins will trigger traps.
DF Dwarf Mode Discussion / Re: demon tatics
« on: April 02, 2007, 12:58:00 pm »I've never encountered demons, but I habitually have a few animals on ropes near the magma flow. When someone shows up hurling fireballs, the animals just die, kitten, dog or elephant. But the workers may run to safety in the mean time.
DF Dwarf Mode Discussion / Re: Signposts for DF
« on: April 03, 2007, 07:06:00 pm »Has it ever occured to you to label your levers?
DF Dwarf Mode Discussion / Re: Forehead-smacking moments
« on: March 29, 2007, 05:12:00 pm »DF Dwarf Mode Discussion / Re: Hematite
« on: April 23, 2007, 10:48:00 am »I once calculated that it takes about 600 stones to bring a siege operator to legendary status; in my most recent fortress (which I didn't even touch for a while) artillery training probably consumed more stone than all furniture and crafts taken together.
I was able to find all ores I need, but I literally had to completely dig out one half of the area between chasm and magma. As a result, there's still like 6000 stones around. They're not in the way or something, but since Toady stated that game speed very much depends on the number of items in the fortress, I wondered if I should probably waste a few more.
DF Dwarf Mode Discussion / Re: Hematite
« on: April 04, 2007, 08:15:00 pm »Unless you have ore everywhere, this pattern will find the patches where you have no (or at least little) ore to interfere. 2x2 undetailed still is cheap housing; 2x3 will suffice for most nobles.
code:
#.########.##
#.########.##
#.########.##
#.########.##
#..#..#..#..#
#..+..#..+..#
#..#######..#
#..#..#..#..#
#..+..#..+..#
#..#######..#
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 29, 2007, 03:53:00 pm »DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 29, 2007, 08:03:00 am »But, one-tile bridges? Puh-lease. I'll make one large bridge of the entire corridor.
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 28, 2007, 02:54:00 pm »But yes, the trade depot has been relocated into the cave. There's several tiles (quite a lot, actually) of permanent mud. I designated the entire corridor to be detailed, all tiles flashed with plus'es, yet the mud remains. The floor didn't see any water in years, yet the mud remains. When I "k" over these tiles it only reports mud, not a word about any underlying rock.
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 28, 2007, 09:41:00 am »DF Dwarf Mode Discussion / narrow road trails?
« on: March 28, 2007, 07:17:00 am »This does not appear to be any problem, the human wagons still arrive. Yet I wonder if it's supposed to convey any meaning.
DF Dwarf Mode Discussion / Re: Weapon traps, the reckoning
« on: March 26, 2007, 05:35:00 pm »quote:
Originally posted by LordBucket:
<STRONG>code:Weapon Stonefall Weapon
|Traps Traps Traps
| | |
v v v
</STRONG>
Hey, that looks familiar. Only that in my case the layers of weapon traps are a bit thicker. And I hope and pray that nothing ever comes reaches the stone-fall traps. They are, in fact, just one means to despose of stone and the thought that someday it might become necessary to reload them is rather frightening.