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Messages - thijser

Pages: 1 ... 56 57 [58] 59
856
DF Gameplay Questions / Re: Can Colossi get out of a murky Pool?
« on: June 14, 2010, 06:03:15 am »
You can also build a flood above it and start a cave in. Then drain the pool and get usefull resources.

857
try using a hatch.

858
DF Dwarf Mode Discussion / Re: Graveyard design?
« on: June 13, 2010, 02:35:20 pm »
Yes I have a great place I usually have a magma floodable room for everything I no longer want simply dump the death dwarf and flood the room with magma. This seems to prevent dwarfs from complaning about having to watch frends decay. trough most of my death dwarfs are completly frendless (Minning is dangerous and a 24/7 job so they don't go to meeting area's. )

859
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 12, 2010, 02:51:17 pm »
Hi!

Things were going pretty well on my new ocean fort. Then my Forgemaster suddenly died. Not sure how, though I think a Kobold thief knifed him and I didn't notice. He died of thirst since I didn't have a stable water source established.
...
EDIT 2: Even when putting up a well as quickly as possible, I still lose 6 dwarves. Tantrum spiral, here I come.
...

Just to make sure, your well is not salt water, is it? I would expect it, given that you are at the ocean...

Deathworks

Last time i read the wiki, it said wells automatically purified any water pumped through it. I thought that hadn't changed. If it did, then my fortress has no chance.

EDIT: Just checked the wiki, and it appears you are right. I'm surprised this hasn't caused any problems yet.
I suppose some of them still got a little amout of alcohol in their rooms hidden. I recently found one of my dwarfs (a noble of course) who had stuck some 20 units in his own room it wasn't a stockpile just in containers.

860
DF Dwarf Mode Discussion / Re: Miscarriage?
« on: June 12, 2010, 02:47:46 pm »
I supose if a dwarf is unhappy or hurt they might have a miscarriage. Perhaps we could experiment a bit.

861
DF Gameplay Questions / Re: Dead things and cages
« on: June 12, 2010, 11:48:09 am »
ok
1 is this a mass grave with normal graves or just a dump. If it's a dump you can build a coffin and put place it than you can order it to be avaible for dwarfs. You could also simply replace the dump zone and dump them into magma.
2 annimals can be moved out of cages by placing them (assigning) in new cages. Link this cage to a lever/pressure plate and trigger/pull it will now be released.
3 The time needed for a new leader depends on quite a lot of things it's even passble that there are no dwarfs left out of your fortress meaning no more leaders...

862
DF Gameplay Questions / Re: Improving attributes (.31)
« on: June 12, 2010, 12:47:34 am »
making 1 single small meeting area increases the amout of frends and lovers which gives more childeren.

863
DF Dwarf Mode Discussion / Re: Wildlife
« on: June 12, 2010, 12:31:14 am »
You can use cage traps whereever you dwarfs get into conect with the hippo's/crocs It has the added bonus of making shure you can train them. So get a trap and kennel industry going ASAP before they breed to much. Remember if you have a lot of annimals that you are trapping you can delay the farming procces and use meat instead. 

864
Thanks for the advice, 06 it is, but what "Fun" is involved in the caverns?

You can piss them of cousing invasions.

865
Well I usually change the magma sea variables to in order to change the amout of Z-levels But I imagen that if you set the cave and the magma sea variabales all to a minimal you would have magma almost flooding the serface...

866
DF Suggestions / Re: complex trap system and other mechanismes
« on: June 10, 2010, 10:02:50 am »
Well the steam engine would be a more or less endgame/large fortress object as it would requare serveral dwarfs to keep it running.
I'm currently a bit disapoined by the amout of normal stuff you can do within one fortress (no really huge project unless you challange yourself but these are not in game funcional buildings)

on a side note about that spelling checker how do I change the firefox spelling language checker

867
DF Suggestions / Re: complex trap system and other mechanismes
« on: June 10, 2010, 09:27:31 am »
Well the trick would be that these spike traps would be less powerfull (the way they are now you can just conect a fast repear to the spike trap this way the need power.) Part of the trick with these traps would of course be that you have to design a system by which you can move the power over your trap system in order to make shure those 2000 power are used at the right time. Also the trick with the constanly powered traps would be that the might strike as much as 10 times while an enemy is on their tile. (Perhaps they can be toned down a bit but these traps would be very powerfull once you can actually get them).

868
DF Suggestions / Re: complex trap system
« on: June 10, 2010, 09:06:23 am »
I will keep adding to this idea and indead we need to convert power from annimals aswell.

869
DF Gameplay Questions / Re: Trouble building magma-safe mechanisms
« on: June 10, 2010, 06:22:11 am »
Or you use a metalsmith forge in order to create these things. Mchanisms are under trap componements.

870
Could it be that the cave as dissapeared as a result of erosion?

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