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Messages - SpacemanSpiff

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61
DF Gameplay Questions / Re: Weapon Trap Efficiency
« on: June 14, 2010, 10:33:24 am »
Even a one-steel-disc trap will take many enemies out of the fight, as long as both the disc and the mechanism are high quality so that you maximize the chances of three armor-penetrating hits.  By spreading your discs out amongst multiple traps you can also lessen the problem of trap reset time.  Facing a siege, I'd far rather have e.g. three consecutive single-disc traps than one three-disc trap.  Otherwise gobbo #1 gets chopped to pieces, gobbos #2 and #3 waltz over the resetting trap, gobbo #4 gets chopped to pieces, etc.  If you're up against something like elephants, then add giant axes as a last line of defense - I've seen an elephant make it past two steel disc traps, sliced to ribbons but still moving, only for a giant axe blade to chop it in half :)

62
DF Dwarf Mode Discussion / Re: Wonder how most forts fall?
« on: June 14, 2010, 10:13:54 am »
Sounds like both miners have to die, and quickly.  Draft everyone else and dogpile them. 

Then, instead of going down to the caverns, you could either collapse a surface section with food and plants, or release your pets onto the surface as sacrificial bait before sending a few dwarves out to retrieve supplies.

63
DF Dwarf Mode Discussion / Re: Remains not rotting away?
« on: June 13, 2010, 01:30:05 pm »
Note this was back in .03; the issue then was that partial skeletons did not rot into bones or skulls and could not be butchered/broken into constituent parts, which is bypassed when killing them via tower because of the kind of corpse it leaves (one that rots into bones instead of partial skeleton). In theory this should work in .06 as well, but I have not had an opportunity to try it yet.

It definitely works in .06 as well, at least for a game upgraded from .05.  From the many goblin remains in my refuse pile, two finally decayed down to just piles of (named) bones.  My bone-carver was happy to make goblin bone crafts out of these.  These were goblins killed in regular combat, although most of them were in pieces thanks to my axedwarves.

64
DF Gameplay Questions / Re: Stone Dumping Problem - Outdoors
« on: June 13, 2010, 09:58:22 am »
It's definitely outdoors related.  In similar situations I've had dwarves eventually pick up the stones, but slowly and reluctantly - they wanted to do pretty much anything other than go out into the hateful sun.  The only things I can suggest are to make a meeting area and a garbage quantum-pile very near the job.  If that fails, do a test for dwarven science and dig out your quantum-pile into a pit one z-level down.  It's known that dwarves will preferentially throw stuff down holes instead of just onto the floor, but we don't know whether the attraction of throwing things down a pit will overcome their reluctance of picking up stones outside :)

65
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 12, 2010, 11:59:06 pm »
To irrigate with buckets, you typically need two z-levels, so that you can dig out an irrigation room above and a farm room below.  Channel out a few holes in the floor of the irrigation room, and make as many buckets (I use 4 holes for a 5x5 room).  Designate each of the holes as a pond that's not full. Your dwarves will now keep trying to fill the ponds, by throwing water onto the holes... where it falls into the farm room below.  Keep this up until every tile of your farm room has had water on it at some point, and is therefore muddy.

Things to watch out for:
  • You're in a race against evaporation: you need to get enough water in to spread out and get all the tiles wet before it evaporates.  4 holes is enough for a 5x5 room even in a very hot climate, as long as the water source is nearby.
  • You'll get "needs empty bucket" job cancellation spam if you don't have enough buckets, or if the dwarves take the buckets back to a stockpile every time they fill a hole (so temporarily forbid buckets from your furniture stockpile).
  • Don't think that you can just channel out from the surface  The accursed sun will reach down into your farm room through the holes, turning the tiles underneath "light", and then your farmers will refuse to plant subterranean crops there.
  • If you're really short on wood, you can micromanage things with one bucket.  Just activate one hole at a time, and get the water to spread out around the tile beneath it.  Once that region is muddy, deactivate that hole and activate a neighboring one.  Takes longer, uses more water, but if you only have one log you can still get a farm.

66
DF Dwarf Mode Discussion / Re: Wild, Dangerous Embarks
« on: June 12, 2010, 06:51:57 pm »
One method I've used on terrifying glaciers is to quickly channel a two-tile-wide perimeter around the wagon.  As soon as your dwarves finish that, remove the upward ramps from the outer tiles, so you have an impassable dry moat with your wagon sitting on a little island in the middle.  Now you can dig at your leisure, safe from any ground-based attack.  Your dwarves can still be interrupted just by seeing enemies on the surface, so transferring supplies off the wagon can take a while, but nothing will actually kill them.

If you try this, I recommend extra picks and minimal pets, because they always seem to want to hang out on the surface just as you're about to channel out the last outer tile and seal your dwarves off...

67
DF Dwarf Mode Discussion / Re: Do you use dedicated haulers?
« on: June 12, 2010, 03:46:19 pm »
If you could see all skills and activate/deactivate all jobs of all workers on one single screen, maybe even assign workers into useful user defined profession groups there, it were a matter of seconds and no big deal.

You just described Dwarf Therapist :)

68
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 12, 2010, 02:39:57 pm »
I just built my first pump stack and ice trap in the glacier fortress of Mansionmurdered, but hadn't quite linked up all the mechanisms when a combined goblin/kobold ambush bumped into some skeletal muskox on the surface.   Three of the gobbos dodged right into the open pit above the trap and fell stunned to the floor below, where my seven axelords swiftly dismembered them.  The first goblin squad to venture down my main entrance ramp were also butchered, at which point the survivors decided to flee, along with the kobolds (who weren't averse to making off with some fallen goblin equipment -- so much for alliances).  One goblin pikeman actually managed to drag himself off the map despite missing his left leg at the hip and his left arm at the shoulder.

The most useless elven caravan in the world then walked unconcernedly onto the map past the fleeing goblins and muskox remains, and brought their warthogs down to the trade depot, where they offered to trade... NOTHING (Mantis bug 0002253).  So it's off to breach the first cavern wall and cut some wood, despite the skinless eight-legged armadillo that's hiding down there.  Turns out he was quite happy to just sit in the water 10 tiles from my axelords, doing precisely nothing.  Bah.   My woodcutters hurriedly cut enough trees for the next year and then I sealed him back in.  So much for "Usu Echomenaced the Ruthlesness of Shadow".

69
DF Gameplay Questions / Re: Game freezes to death
« on: June 12, 2010, 11:29:12 am »
If your PC is freezing and you have to restart it, that could be a hardware problem rather than a game problem.  Dwarf Fortress is definitely CPU-intensive, and presumably memory intensive as well.  Is your CPU cooler working ok?  [Could freeze due to overheated CPU]  Do you have cheap memory? [Could freeze due to memory glitches]  Or a cheap power supply?  [Could freeze due to power glitches]

70
DF Dwarf Mode Discussion / Re: Temporary fix for surgery/traction
« on: June 12, 2010, 11:23:47 am »
Does this mean that dwarves won't eat at the tables forbidden in your dining hall?

Presumably.  So it comes down to choosing which unhappy thought you want your dwarves to have: from not having a table to eat at, or from losing a friend :)

[And of course once surgery is over you can unforbid all the tables again]

71
Is there a way of getting a chart in it for combat skills?
Apologies in advance if that was a stupid question.

Go back about 4 pages, download the combat grid view that someone created, then in DT do "file>import grid view" and point at the file. Some columns are broken, but it's way better than nothing

72
DF Dwarf Mode Discussion / Re: Temporary fix for surgery/traction
« on: June 12, 2010, 09:57:06 am »
DO you have to forbid all of your table in the entire fort or is just the hospital enough?

Per Toady's description in the bug, all tables.

73
DF Dwarf Mode Discussion / Re: Oh. Oh..... dear.....
« on: June 12, 2010, 12:06:10 am »
This is a masterful steel battle axe. It menaces with rotting shards of goblin brain.

You know, this just made me realize that the injury system is missing... something.  Right now if you get a good shot on an opponent's head, it's always a horizontal swipe that takes it clean off at the neck.  But what about the axe strikes that cleave someone vertically from the crown of their head all the way down to their sternum?  Extra awesome, and guaranteed to leave your dwarf struggling to pull its axe out of the (VERY) mutilated corpse

74
DF Dwarf Mode Discussion / Re: Underwater volcano!?
« on: June 11, 2010, 06:52:06 pm »
You have really, really strange symbols on your map... I can't make heads or tails of that.

Yeah, sorry, that's Phoebus.  See the 4x4 embark square on the left?  Volcano is the red splodge at the top.  The rest is ocean, except for a narrow strip of forest shoreline along the bottom.  Hang on and I'll turn off graphics and go ASCIItastic for you.

Edit: here it is for all you ASCII fans

75
DF Dwarf Mode Discussion / Re: Underwater volcano!?
« on: June 11, 2010, 06:46:48 pm »
Yeah, it does. Where was the volcano in the world?

Here it is:



The island is a wilderness temperate conifer forest on peat and clay, with enough muddy pools to get started with fresh water.  The ocean is a wilderness temperate ocean.

As Jachim says (thanks Jachim!), be prepared for multiple collapses, as the ring of obsidian gradually moves inwards and seals off the magma in a vast flurry of steam.  For maximum awesomeness edit your announcements.txt to take out the pausing-and-recentering, then watch it happen from the surface.  When it's all over you have the ocean surface, then a z-layer of water, then the ocean floor with a sunken crater, then obsidian in the crater, then magma below the obsidian.   The volcano is just a vertical magma pipe going all the way down to the magma sea.  Oh yes, and instant adamantine, but can the king get to you since you're on a tiny island?? 

I'm trying to figure out how to build an offshore fortress above the magma.  The ultimate no-bridge method would be to dig down below sea level, tunnel under the seabed to reach the volcano, bring a magma channel back to shore, construct a pump-stack to pump it up to the surface, then start piping it out over the ocean surface to form an obsidian walkway.  Once over the cone, drop more magma to lay your foundations.  Then move all your dwarves over, and deconstruct the walkway behind you.  Voila, dwarves on a microscopic obsidian offshore island, sitting atop an active magma pipe.

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