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Messages - schnobs

Pages: 1 [2] 3 4 ... 13
16
DF Dwarf Mode Discussion / Re: Things you've learned recently
« on: April 01, 2007, 07:13:00 am »
Yeah, when one of my nobles demanded his umpteenth statue, the workers left it in front of his door because there was no place in the room.

17
DF Dwarf Mode Discussion / Re: Goblin and Kobold Thieves
« on: March 31, 2007, 06:25:00 pm »
Well, to be true, I *do* receive a thief warning. The game stops, the view jumps to the thief, and I watch how he (it?) is dealt with by the watch while the other dwarves flee. That ones's dead, no doubt about it.

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.


18
DF Dwarf Mode Discussion / Goblin and Kobold Thieves
« on: March 31, 2007, 04:38:00 pm »
In my current fortress (screenshot), the first traps used to be quite a bit from the entrance. I've occasionally found traps triggered and goblin corpses among the refuse, without ever having received a thief warning. This is a fortress of well over 100 dwarves now. Statue garden and meeting hall notwithstanding, there's always a crowd hanging out in front of the cave. Yet obviously the goblins manage to sneak past them; just as obviously, they fail at the first trap they encounter.

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.


19
DF Dwarf Mode Discussion / Re: demon tatics
« on: April 02, 2007, 12:58:00 pm »
Hmm. Don't underestimate the value of even foxes and deer as cannon fodder.

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.


20
DF Dwarf Mode Discussion / Re: Signposts for DF
« on: April 03, 2007, 07:06:00 pm »
Tombs.... vaults....

Has it ever occured to you to label your levers?


21
DF Dwarf Mode Discussion / Re: Forehead-smacking moments
« on: March 29, 2007, 05:12:00 pm »
To the best of my knowledge, bones *will* take forever. Or in other words: bones won't rot indoors, only in the open.

22
DF Dwarf Mode Discussion / Re: Hematite
« on: April 23, 2007, 10:48:00 am »
I agree: storing stone as blocks is lots of work for naught. How about artillery training?

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.


23
DF Dwarf Mode Discussion / Re: Hematite
« on: April 04, 2007, 08:15:00 pm »
I like to make my shafts nine tiles apart. Not only does this go over well with the DF interface (shift-arrow makes a nine tile jump), the spacing can later be expanded into  two wide corridors with 2xsomething rooms for housing.

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:

#.########.##
#.########.##
#.########.##
#.########.##
#..#..#..#..#
#..+..#..+..#
#..#######..#
#..#..#..#..#
#..+..#..+..#
#..#######..#


24
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 29, 2007, 03:53:00 pm »
Now that's what I'd call an energetic start on their travel.

25
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 29, 2007, 08:03:00 am »
Well, I was happy that I had an initial flood and started farming on the corridor right away. Looks like I'm now paying the price: many of the mud tiles are so far from the river that the initial flood is the only explanation.

But, one-tile bridges? Puh-lease. I'll make one large bridge of the entire corridor.


26
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 28, 2007, 02:54:00 pm »
I don't see these narrow trails for the first time and think the human wagons always reached me. I'll watch and report.

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.


27
DF Dwarf Mode Discussion / Re: narrow road trails?
« on: March 28, 2007, 09:41:00 am »
Just look at this and tell me what you see. http://dwarf.lendemaindeveille.com/index.php/Image:Another_road.png

28
DF Dwarf Mode Discussion / narrow road trails?
« on: March 28, 2007, 07:17:00 am »
Every once in a while, it happens that the scattered plus'es indicating a functional road do not spread across the whole width of the road.

This does not appear to be any problem, the human wagons still arrive. Yet I wonder if it's supposed to convey any meaning.


29
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.


30
DF Dwarf Mode Discussion / Re: Weapon traps, the reckoning
« on: March 25, 2007, 08:12:00 pm »
I end up with a large army mostly because I find it difficult to keep all dwarfes occupied. Once you've made all the armor, set all the traps, furnished all rooms... not that I never played that far. But based on current experience I'd say once you no longer have to keep up with a growing society, a workforce of maybe 60 dwarves all told is enough to keep the place running. Maybe even less. The rest can be nobles or army, I wouldn't know how to busy  them otherwise.

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