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Messages - SpacemanSpiff

Pages: [1] 2 3 ... 8
1
DF Dwarf Mode Discussion / Re: Give me fort inspiration ideas!
« on: July 24, 2010, 11:33:53 pm »
Only prob is how are u gonna get the dwarves to piss in it?

Make 'em vomit in it.  In fact, why not just make a huge Roman-style vomitorium:
  • Make sure all your dwarves are cave adapted.
  • Give them a massively opulent dining room, with easy access to an outdoor gold-lined vomitorium.
  • Feed them the most exotic food and drink you can buy off the merchants.
  • Now free the dining room and designate the vomitorium as a meeting area.  Watch as they all run outside and puke their guts out.
  • Flush the vomit away with liberal applications of floodwater (bonus points if it drains into your cell-block), then repeat.
Congratulations - you now have a bulimic fort!

2
Clearly the great RNG Gods just love you :)

3
Titan, then.  Appears above-ground, no special attacks, and initially shows up as "visitor".

4
Since the game can generate Forgotten Beasts based on any existing creature, it seems plausible for it to have generated a Forgotten Beast based on a dwarf.

Still pretty awesome :)

5
DF Dwarf Mode Discussion / Re: Do you have any DF quirks?
« on: July 09, 2010, 01:03:43 am »
I switched from 5x5/3x3 stairs and halls to 6x6/4x4 because I realized the number of squares on the map is even, and there is no dead-center. 

Wait... what?... nnnngggggggggggggg my lovely 3x3 layouts WILL HAVE TO BE CHANGED

6
DF Dwarf Mode Discussion / Re: Magma Pipe
« on: July 06, 2010, 04:22:39 pm »
Now, if I understand it right, since I'm not using a pump, and it's not pressurized, then if I tap into it 5 levels down and let it fill up a grid of tunnels with magma, and then channel down into that grid from above, it won't rise up through the channels correct?

Correct.  I did exactly that in my current (31.08) fortress.

Secondly, can I just dig straight up to the obsidian wall and smooth it and then carve a fortification out of a diagonal square to give my dwarf a fighting chance to get out, or can you not carve fortifications like that?

Yes, I did the smooth-and-fortify approach.  When my dwarf started on the fortifications I also gave him a second smoothing job elsewhere, so the frame after he cut through into the magma he immediately turned and started moving towards his new assignment.  I'm not sure if diagonal squares give you any advantage, since natural magma isn't pressurized anyway. 

7
DF Dwarf Mode Discussion / Re: So this crazy thing happened...
« on: July 01, 2010, 12:57:59 pm »
Steel armor is a major advantage, but it doesn't result in invulnerable dwarves.  Blunt weapons can do bludgeoning damage right through armor, and even edged weapons that don't penetrate can break bones and wear your dwarves down.   It's best to think of armor as a last-ditch-defense: it's often life-saving when your dwarves are outnumbered, stunned, fallen, or injured, but it's not something you can rely on for 100% protection.   Instead you want to train your militia up (trivially easy with individual combat training and barracks), and only send skilled fighters into combat.  A skilled fighter without armor will typically do major damage, dodge or parry lots of blows, and then fall to a lucky strike.  A skilled fighter with armor (especially steel or bronze) will cut a swathe through goblin hordes, and need several lucky strikes to take down.  In my experience the only way a dwarf like that dies is when they end up fighting several goblins alone.

Edit: and an unskilled fighter in steel armor against goblins is relying on a lucky strike against every opponent they face - if they don't get it, they'll soon succumb to a hail of blows that they can't dodge or parry.

8
DF Dwarf Mode Discussion / Re: Insane invasions
« on: June 30, 2010, 04:34:09 pm »
As history and world advancement stops after worldgen, this will not work.

Damn.  Well, I guess you can still use worldgen preview to figure out a year to embark when the war is actually ongoing.  Of course, that might result in a goblin army arriving when you still only have 7 dwarves to man the defenses :)

9
DF Dwarf Mode Discussion / Re: Insane invasions
« on: June 30, 2010, 11:49:37 am »
I don't know how much the player actions affect the rest of the world, but this might work:
  • Generate a world with a lot of history, open it in legends mode and find a dwarven civilization that goes to war with its neighbors.  Note the starting date of one of those wars
  • Regenerate a copy of the world with the exact same seeds, but stop history 3 years (say) before the war
  • Embark.  You now have 3 years to get your defense in place before the war starts!

10
I want to make something different, but I need it underground, the Cavern having like 10z worth of space in the air and there to be only 2 caverns. The first layer, then the second before the magma sea. I know it can be done, just don't know how...

Help...

Only two caverns:
   [CAVERN_LAYER_COUNT:2]

Make them 10-15z tall:
   [CAVE_MIN_SIZE:10]
   [CAVE_MAX_SIZE:15]

Make them tend towards them a high openness and low passage density (so you don't get a honeycomb-of-tunnels effect)
   [CAVERN_LAYER_OPENNESS_MIN:90]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]

(All lines to change in your world_gen.txt or via the custom generation screen)

11
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 28, 2010, 08:00:04 pm »
I've got a red C and a green H on the left hand side of the DF window, inside border that goes around the screen. What does it mean?

The C means that combat has happened
The H means that hunting has happened

Hit "r" to see the reports

12
DF Dwarf Mode Discussion / Re: Achievement Unlocked (IMG heavy)
« on: June 28, 2010, 04:01:39 pm »





13
DF Dwarf Mode Discussion / Re: The Motherload *Here thar be spoilers*
« on: June 28, 2010, 01:46:21 pm »
Huh... come to think of it, the game really does need some flying monkeys.

We need above-ground rhesus macaque traps... big retractable bridges that funnel whole troops of the little thieving monkeys towards something shiny they want to steal... and then the first one off hits a pressure plate and WHEEEEE flying monkeys SPLAT ex-flying monkeys.

Damn.  Now I need to do a temperate shrubland/savannah embark just to build this.

14
DF Gameplay Questions / Re: Improving (new) dwarf stats
« on: June 28, 2010, 10:02:01 am »
I've heard that giving your dwarves the job of pump operator improves their toughness very quickly.

Not true in the new version, unfortunately. 

15
DF Dwarf Mode Discussion / Re: Trade offerings in 2010
« on: June 27, 2010, 07:35:49 pm »
Agreed.  If you drive a hard bargain and just leave them "willing to trade", they seem to come back with the same size caravan the next year.  If you let them have lots of profits so they leave pleased or better, the next time they bring more stuff. 

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