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Messages - Jelle

Pages: 1 ... 70 71 [72] 73 74 ... 111
1066
DF General Discussion / Re: The Hollow
« on: August 22, 2011, 02:31:59 pm »
Yeah blood golems made from cuagulated blood hardened by evil energies, I like the idea.

1067
DF Dwarf Mode Discussion / Re: I have alot of copper. What do with it
« on: August 22, 2011, 12:09:16 pm »
Create the copper mauntainhalls, add in some brass for different coloration and dedicate the fortress to worship of bronze collosi wich you should try and trap peacefully subdue and bring to his divine quarters.

1068
DF General Discussion / Re: The Hollow
« on: August 22, 2011, 11:40:43 am »
Woah this is new and exciting, truly the toads creativity is boundless.
Jeez I'm trying to picture how they would look, gives me the creeps.

1069
DF General Discussion / Re: My Dwarf Fortress vs. Minecraft debate
« on: August 21, 2011, 02:45:14 pm »
Huh what's wrong with that discussion? That it gets people angry isn't so much the problem as people getting angry over it in my opinion, it's rather childish.

1070
No controlled creatures will ever path into water I think, it seems to be hardcoded so modding dwarves to swim won't work afaik

I don't think there's a simple way. Only thing I can think of to be relatively simple is to drain the pool.

1071
DF Gameplay Questions / Re: An alternative to bins?
« on: August 20, 2011, 09:25:40 am »
Nope, I would suggest manning dwarfing up and dig down to that ever so useful magma, install some magma furnaces and churn out some metal bins.

As said lead bins are nice to reduce scattering after reclaim but I'm not very fond of pottentially having massively heavy trade good bins to be hauled to a trade depot. At least I recall the bins weight slows dwarves hauling them down.
Considering bins are items one tends to keep, since you can trade bin content away unlike barrel content, I like to make my bins out of valuable material. No real reason other then having a fancy stockpile.

1072
Kay 15 beat me to it :(

1073
DF Dwarf Mode Discussion / Re: Most Impressive Combat Reports
« on: August 19, 2011, 03:46:44 pm »
I got this one from a multiplayer fortresses by Carnes.
It's not a particularly heroic fight but the way that dwarf handled it I found quite memorable.

Spoiler (click to show/hide)

I picture it as the dwarf charging towards the two macaques, and simeltaniously punching them in the head, each with an arm, so hard to knock them out in one blow.
Accuracy and power right there.

1074
DF Dwarf Mode Discussion / Re: How many times have you reclaimed?
« on: August 18, 2011, 05:40:59 pm »
I reclaimed once. Never again. Unless I've spent less then a year there the amount of clutter will be catastrophic, taking years to gather everything back to their old stockpiled.

1075
DF Gameplay Questions / Re: Worst dragon ever or... bad dragons normal?
« on: August 18, 2011, 03:15:49 pm »
Large single monsters especially are weak against numerous weaker combatents. I've beaten forgotten beasts using only a large group of unamed peasants before, they just can't handle a flurry of blow and can only attack so many times themselves.
I should note though, the former is not true when dealing with forgotten beasts with things like deadly dusts, numbers will mean little when they all rot on the spot.  :-\

But yeah dragons aren't really that tough unless they are really old, and even then they are just flesh and bones and can be killed by conventional means with enough effort.

1076
DF Gameplay Questions / Re: controlling your swarm of dwarves
« on: August 18, 2011, 11:49:31 am »
Hey, I have not read all replies but I hope my advice can help anyway.

When I was still new to the game not knowing how to manage all those dwarves, something I did was start a fortress with the single purpose of trying out every single workshop and task.
This gives you an idea what sort of industrial processes require what kind of materials, how much labor and what kind of results are yielded, giving one a very clear grasp on what dwarves could be doing.

Armed with that knowledge I was much more able to plan ahead for migrants, often not cursing a wave of migrants but being relieved I could get to the next step of the plan to industrial dominance.
Metalsmithing especially is something I attribute many dwarves to early in the fortress, up to 4 smelters and 2 smithys for whatever purpose together with a good 20 haulers to supply it all.

A second bit of advice from me is not to hesitate to long about a military, especially if you've thouroughly figured out the metalsmithing industry and you're churning out weapons and armor. The sooner they start training and gearing up the easier the first ambushes will be to deal with, wich leads to your military being experienced wich makes everything so much more easier.

If you've still got idlers about mass dumping is not a bad idea, if only for the sake of tidyness.



But really, try it out make a fortress and just set up as many workshops as possible and try out producing every item ingame. It really helped me back when I was starting out.



Oh I forgot, I have never used dwarf therapist and have gotten used to micro managing jobs. I make it my habit to go through every migrant, and assigning them a single useful labor or keeping them as generic haulers I may or may not pick out for some other workshop job. Also custom profession names can help you keep track. I guess I have a good enough memory in this case, I have no problem remembering the labors I painstakingy assigned each and every dwarf.  :P

1077
Or have your channels be 2 z levels high so that if something grows you still have an opening.

1078
DF Gameplay Questions / Re: Aesthetics
« on: August 18, 2011, 02:37:26 am »
Lignite and other similar materials certainly don't burn forever. They do however produce plenty of smoke, wich will do quite nicely for a dwarven chimney.

1079
DF Gameplay Questions / Re: Different Workshop Design
« on: August 17, 2011, 05:01:34 pm »
Eh I designed my forging hall recently wich I'm quite proud of. It's anything but effecient but I think it looks nice. Just need to add a big room for ore stockpile. It's still being dug out (I'm making it 3 z levels high)

I'll have my sig link to my latest fortress, you can see that I used one of the great bedroom designs that can be found on the wiki to. The forge hall is all the way to the right, bottom z level shows the general layout.

1080
DF Gameplay Questions / Re: Long Stair Case with clown at the bottom
« on: August 17, 2011, 04:53:02 pm »
Cave in, excessive weapon traps, generous application of magma, or if you really want to be sophisticated about it obsidian casting. Oh also siege weapons, not technically a part of the military.

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