Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - slothen

Pages: 1 ... 41 42 [43] 44 45 ... 172
631
DF Gameplay Questions / Re: disposal of caged undead?
« on: April 30, 2013, 10:49:46 am »
hmm, I didn't know assigning to pit didn't work.  If you can't assign them to a pit then you may not even be able to assign them to another cage.  If you could at least do that, then you could put them all in one cage and use mechanisms.

Sounds like dodge traps are the way to go.

632
DF Dwarf Mode Discussion / Re: Dwarven omninet
« on: April 30, 2013, 09:24:13 am »
so did the war-animals with their windows actually work the way you designed it?

633
DF Dwarf Mode Discussion / Re: Catching Giant Birds
« on: April 30, 2013, 09:19:47 am »
just scatter a bunch of cage traps around on the surface and you'll get some within a few years.  I catch eagles this way and they're not even vermin hunters.  No need to do anything special really.

634
DF Gameplay Questions / Re: Dwarfapult question
« on: April 30, 2013, 09:14:50 am »
I expect the best way to do this is to only use the bridge as the means to scatter a quantum stockpile when dropping items down on invader heads.

635
DF Gameplay Questions / Re: Building a tower....impossible
« on: April 30, 2013, 09:12:43 am »
biggest problem with building a tower is you can't construct 20 z-levels of a up-down staircase at once.

636
DF Gameplay Questions / Re: Regular Military Training?
« on: April 30, 2013, 09:09:59 am »
bringing starting skills is good.  You can also get good results by just making several 2-man squads.  And well equipped soldiers with mediocre skills (1-4's) will still destroy any goblins that are first softened with arrows or traps.  Depending on personality i think, 2 dwarves can become uber-legendaries in 1-2 years or it could take longer.

637
DF Gameplay Questions / Re: Building a tower....impossible
« on: April 29, 2013, 11:41:05 am »
a wall forms a walkable floor above it.  This is not a constructed floor.
Only one construction can be in a tile at once.
You cannot build a wall on top of a constructed floor.  You must remove the floor and place the wall either above empty space, on a natural floor, or on the floor formed by a construction beneath it.
If you're building a tower, you build floor tiles over the empty spaces, then build walls on top of the walkable-but-not-constructed floor formed by the walls below.

638
DF Dwarf Mode Discussion / Re: New way to Weaponize Bridges
« on: April 29, 2013, 11:36:30 am »
have invaders path through a maze at the bottom of the pit.  The maze should be a contained square shape.  Instead of using walls to create the walls of the maze, use open spaces, and make the maze 2-levels so that an open space on one level is covered by a pathway of another level.  Load the bridge, fling the items, and it should litter death down there.  You can use some minecarts and stockpiles to reload it.  Even use retractable hatches so that your dwarves aren't pathing through a 1-tile wide, long maze to clean it up.

639
MAking a water source zone around open water seems to have solved it. The water is like ten pixels away from the well, but now I'm not getting any of the job cancellations. I never would've thought the well didn't count as a water source.

When you put it this way it sounds like you built the well next to the water instead of above it...

640
DF Gameplay Questions / Re: aquifier floor? bug?
« on: April 29, 2013, 10:33:24 am »
Aquifer tiles produce water in their neighboring tiles. This includes the tile below them. So if you have an aquifer layer on, say, z-5, and you mine out a room on z-6, it'll reveal the aquifer above and flood your room. It will also do so without giving you a damp stone warning.


Without a up-staircase or ramp the above tile is not revealed, so will merely digging cause it to flood?

641
DF Gameplay Questions / Re: Ghostly problems
« on: April 29, 2013, 10:31:46 am »
Using a third party program to fix bugs when they appear (when, not if) is not what I'd consider cheating, unless you use the same program to create entire magnetite layers

The problem is this: that is exactly what I would do.

Third-party programs: not even once.

lol.  And don't forget in Therapist its possible to accidentally enable labors for children and nobles.

642
DF Gameplay Questions / Re: Creating a tiny monastary is not working
« on: April 29, 2013, 10:10:30 am »
They'll talk to my dwarves and become emotionally attached. And you can't sacrifice your friends, not without a fun-spiral

Dig a bigger meeting hall, they won't care so much.

643
DF Gameplay Questions / Re: Fort without traps?
« on: April 29, 2013, 09:14:25 am »
this is pretty common.  A small squad of elite soldiers can defend siege after siege (maybe not once 2013 is released though, as dodging and blocking may be toned down a bit).  Ideally you would have multiple squads with barracks stationed in various places, and you would have marksdwarves along the walls.  With leather, wood, and some walls, you can have a good chunk of your civvie population lugging a crossbow around in their spare time, and a hail of bolt fire will injure/slow a gobbo squad pretty well.  You can put squads on the walls and send out melee troops to clean up squads you've softened, or you can assemble the melee squads inside the front gate with archers behind them, which is also quite effective.  Beware elite bowgoblins, they will destroy your archers.

644
DF Gameplay Questions / Re: Cavern without spores
« on: April 29, 2013, 09:10:29 am »
with spores, you can wet the rock and build farm plots.  Hopefully you have seeds.  However if all the caverns are dry then your civ won't have access to underground plants at all, in which case surface farming is the only option.  If you do have seeds, the real loss is cavern trees.

645
DF Dwarf Mode Discussion / Re: Crocodile Pit
« on: April 29, 2013, 09:07:13 am »
ok, so if you have a wild and tamable egg-layer, if you put the nest box inside the pasture/training zone, and assign a skilled trainer nearly full time, then can the tame creature claim a nest box, and can it have its training updated so it doesn't go wild without interrupting the nesting behavior?   How do you prevent eggs from being collected?  Do you burrow the trainer with the animal zone and lock him in for months?  or use burrows to prevent food haulers from taking the eggs?

Pages: 1 ... 41 42 [43] 44 45 ... 172