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Messages - clockwork

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61
DF Gameplay Questions / Re: Killing a forgotten beast
« on: November 25, 2014, 01:24:55 pm »
wait a minute...it flys..hmm never mind what I said.

62
DF Gameplay Questions / Re: Killing a forgotten beast
« on: November 25, 2014, 01:24:11 pm »
How do I find caves? And at around what Z lvl are they usually at

Dig Deeper.

I am planning to kill a forgotten beast who is currently on a mass murder spree under the fortress. It has access to all cavern levels because of the pits, and its flyer ability.

It has a poison dust of which I don't know the exact effects but appears to do more damage by choking on it than the dust itself does. It also appears to heal very quickly. When trying to research the effects of its poison when writing this post, I realized that I haven't really got too much combat reports coming from it. It likely went down the second or, more likely, third cavern level because I haven't really explored those at all yet, other than a couple of accidental breaches when mining to magma. I only explored the first level, I haven't bothered with the other 2 yet.

It is a great killer, as it has been under my fort for less than a year and has killed over 200 creatures in all cavern levels with ease, including a voracious cave crawler, 2 jabberers, 2 giant cave spiders, 2 blind cave ogres, 7 cave crocodiles(which I really wanted for my army :( ), and many, many trogdolytes and other monsters. (Although not many crundles.)

I have three squads. The first engages with swords and the majority of the squad is legendary in all of their appropriate combat skills. The second is made of marksdwarves and don't have too much experience, although I can probably engineer the cave's layout so that my marksdwarves are completely safe in the fight and will do some pretty good damage to the FB. The last one is made of axedwarves which is a relatively new squad who I will probably not send in the fight.

Which squads should I send in, and how !!FUN!! will that be?
Make a pit to lure it in and set up a bunch of spike traps with a dwarf flipping the switch repeatedly.

63
DF Dwarf Mode Discussion / Multiplayer DF
« on: November 02, 2014, 01:49:46 pm »
http://www.bay12forums.com/smf/index.php?topic=87683.0

This was a pretty sick implementation on DF play. Anybody ever figure out a way to implement multiple and simultaneous UI designations on the same game?

64
DF Dwarf Mode Discussion / Re: Therapist
« on: July 11, 2014, 06:16:29 pm »
This is why you get to know your dwarves!

65
DF Gameplay Questions / Re: vampire bookkeeper acting funny
« on: July 10, 2014, 09:37:54 am »
Drop some magma on him and set up a different dwarf to be your new bookkeeper. See if that makes a difference.

66
DF Gameplay Questions / Re: Embers Phantom
« on: July 10, 2014, 09:34:57 am »
An unlisted species you have found.

67
DF Gameplay Questions / Re: My Dwarfs dont' like stone
« on: May 18, 2013, 09:02:59 pm »
Perhaps the wiki shall have your answer? - http://dwarffortresswiki.org/index.php/DF2012:Burrow

68
DF Suggestions / Re: UI still horrible ? off for another year
« on: May 17, 2013, 12:30:12 am »
I think there was a user on the forum a year or so ago who was developing a mouse oriented UI modification. I don't remember what thread it was...or their username....and I'm to lazy to make use of the search engine on this website....but, if I remember correctly, they were making buttons out of various command and organizing the menu differently. I thought it was kinda neat, I'd never really seen someone try a UI mod on DF, but I think they got tired of keeping up with toady's updates, because they kind of stopped working on it after Pottery was added...

69
DF Suggestions / Re: Removing Stacks of Single Bolts
« on: March 21, 2013, 03:46:23 am »
melt down your single bolts at a smelter and smith more stacks of bars and ammo.

70
DF Gameplay Questions / Re: Volcano
« on: March 10, 2013, 07:08:27 pm »
If the volcano is full and the game makes a check to add more lava to the tube, it will bubble and spatter.

71
DF Dwarf Mode Discussion / update?
« on: March 07, 2013, 11:30:41 pm »
What are your expectations for the complexity of the new additions being added, and what do you personally expect from the upcoming release?

72
DF Gameplay Questions / Re: My meat is rotting fastly.
« on: February 23, 2013, 11:03:34 am »
stockpiles will help keep your food from spoiling, especially if they're in barrels, and especially if you have cats to keep the vermin out of your food.

73
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: February 19, 2013, 03:27:22 am »
Needs more alcohol! Don't forget the asbestos ore, meat ore, and other one's they have. Other than that, Hell yeah KOL! Fate would have it that I run out of Adventures and stumble upon this thread. What are the odds?

74
DF Gameplay Questions / Re: What's the second best use for adamantine?
« on: February 17, 2013, 01:45:04 pm »
It's pretty light.  Bins?
Magma-proof containers to protect your belongings, not to forget, 'tis lighter.

75
DF Dwarf Mode Discussion / Re: Best use for silver bars?
« on: September 16, 2012, 04:23:19 pm »
Isn't silver the ideal for mashing weapons like maces and war-hammers?

Silver war hammers are very good...

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