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Messages - slothen

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241
DF Gameplay Questions / Re: Position once for marksdwarfs?
« on: June 18, 2013, 10:13:43 am »
Defend burrow has worked well for me when I need the finer control.  You can either designate a different burrow for each place, or you can just use one and edit the burrow on the fly for where you want them to go.

242
DF Dwarf Mode Discussion / Re: Two shoulders, one fort
« on: June 18, 2013, 09:57:18 am »
Can I possibly continue? Is it wise to enable all labors for the mayor and have him run the whole fort?
 

Yes, quite easily, provided he isn't already insane with grief.  If he's pretty sad arleady, you may want to get him burying bodies asap.  Otherwise, keep him safe inside and leave the body-burying for later when migrants arrive.  Give him the biggest damn bedroom, dining room, and office if he doesn't have them already.  Once that's done, you want to dispose of or stockpile anything inside the fortress that might rot, fortify the defenses with more traps (as migrants won't do you any good if an ambush is sitting outside your locked gates).  Seal off any breached caverns as you can't deal with a forgotten beast, and ensure you've got plenty of booze or a water source for when migrants arrive.  Not necessarily in that order, either.

243
DF Dwarf Mode Discussion / Re: Dwarven Incest
« on: June 18, 2013, 09:51:16 am »
And to think my mom once got mad about the Sims because I had a sim commit adultery against his wife with another man.... :-X

244
DF Dwarf Mode Discussion / Re: The death of my first fortress
« on: June 18, 2013, 09:45:45 am »
that's awesome.  A typical tale of newb woe would have ended with dwarves dying of thirst and trantruming over Keas and Miasma, but you threw in the undead too.  Also soldiers expiring on a forsaken assignment to kill an immortal being held invulnerable inside the pocket universe that the game's simulation of cages.

245
DF Gameplay Questions / Re: "Position" in barracks assignment
« on: June 17, 2013, 12:42:52 pm »
Exactly.  I'm still unsure what it does; no matter who's selected all dwarves use the barracks as normal.

My advice, consider it a success.  I always have militia sleep in their own rooms anyway.

246
make the walkway two tiles across.  Gobbos will still take the inner path and dodge off.  You can also use mechanisms to expand the pathway to 2 or 3 tiles when not in use.  That's actually a good solution to the caravan issue... you can have a 1-tile walkway with traps, and put 3-wide retracting bridges along the entire way (accounting for ramps as you change level.

247
DF Gameplay Questions / Re: "Position" in barracks assignment
« on: June 17, 2013, 11:22:38 am »
except he's talking about barracks assignments, not orders.

248
DF Gameplay Questions / Re: teh military
« on: June 17, 2013, 10:59:52 am »
while you're reading, due to the way training works, its highly recommended to split your large squad into several smaller squads of 2-4 dwarves.

249
DF General Discussion / Re: Bathhouse?!!?
« on: June 17, 2013, 10:51:07 am »
contaminants get dropped at the well, but if the well room is marked as a meeting room, contaminants will quickly be cleaned.  However, this results in dwarves bathing in a meeting room, which might be disturbing, except that dwarves don't take their clothes off when they bathe either.

250
Background info on the bone, tooth and shell material definitions: they're pretty much identical. Their densities in all states are identical; their important temperatures and spec heats are identical; their weapons-related properties are identical. The only differences in the raws are:



Toady is always happy to receive (well sourced) numbers for the properties of different materials since some of them are place-holders. If you know or find something you can PM him and he might incoorporate it. This way those materials might diversify ;)

He would still have to change the system moderately (although all doable through raws) to institute, at the very least, various tiers of shell, tooth/bone, and leather/skin.  Also, I don't recall how thickness is implemented currently.  Does an elephant get thicker skin by virtue of its body size?  Or is it the same as chipmunk skin.  There's also the issue of pain resistance, I recall an infamous test where 3 hoary marmots nibbled an elephant to death in the arena because the pain inflicted caused the elephant to pass out permanently, and it eventually bled to death through skin tearings.

251
DF Gameplay Questions / Re: How to remove fishing/hunting
« on: June 17, 2013, 10:44:18 am »
get DT.

Derp.

Yes fishing and hunting are annoying labors.

252
DF Dwarf Mode Discussion / Re: Dwarves Constantly Puking?
« on: June 17, 2013, 09:08:11 am »
What we really need is to get vomit to behave like deadly spittle, which is actually a combat thing.

253
Definitely don't want windows to magma, those can be deconstructed by tantrumming dwarves
...Actually do it, that sounds !!fun!!.

I've thought about this for a long time, and you could actually set pressure plates inside windowed rooms to detect magma and trigger bridges or floodgates, resulting in an automated failsafe system, like in science fiction where the atomospheric containment field, or some window breaks, and a metal shield slides in as a backup.

254
water at the bottom will lessen fall damage, meaning they can spend more time in the grinder.

The spiral/shaft design means you have room for all kinds of tasty modifications and access-ways.  A marksdwarf room could have a field of view over much of the trap, you could blast water/magma, you could set up a GCS or Dragon turret.  You could even make a windowed meeting hall and when a siege enters, lock the doors, forcing whichever of your frightened dwarves that happened to be there to watch the ensuing chaos.

At the top you could put a retracting bridge for caravans that is protected by latch-operated pressure plates (or just manual access with plenty of guard animals to give you time to retract it, if PP's block caravans like other traps).

255
DF Dwarf Mode Discussion / Re: Wasn't there a cave creature that...
« on: June 17, 2013, 08:22:18 am »
Legendary dining room
Maybe if you classify the expedition leader as a cave creature.
They do have [PREFSTRING:stimulating conversation] and [PREFSTRING:helpful guidance] in their raws. It should therefore show up in a dwarf's thoughts and preferences screen, if they are so inclined, but won't have any more impact on gameplay than a cow's "haunting moo" or whatever.

hahaohwow.jpg

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