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Messages - DTF

Pages: 1 ... 6 7 [8] 9 10 ... 22
106
If you build a carpenter's shop and try to make some beds, will the carpenter go out and fetch some logs? Or does he cancel the production?
Are the logs forbidden? Did you use burrows?

107
DF Dwarf Mode Discussion / Re: So I got a Vampire...
« on: June 12, 2012, 06:46:30 am »
You can choose a mayor at any time. And you can appoint a baron - no need for the vampire to be any of these nobles.
It may get annoying to shove the vampire off the mayor position every year after election, but it may be worthit.

108
DF Dwarf Mode Discussion / Re: Unfitting fortress names
« on: June 12, 2012, 06:41:16 am »
'Loverocks'

A fort where I atom smashed almost every child, pet or useless immigrant.
An entrance hall framed by dozens upon dozens of slabs - countless engravings telling about crushing bridges. Names can be decieving.

109
DF Gameplay Questions / Re: OH GOD A FIRE BREATHING STEEL TITAN
« on: June 12, 2012, 03:20:45 am »
Let's see, if you outfitted all 120 dwarves with steel weapons (and shields, don't forget the shields), and they have some form of training, I don't see why not. Go for it, and have fun!
I've only got enough supplies to outfit say half of them (50-60) with a mixture of steel and iron weapons, armor, and yes shields.
I'm aiming at making hammers and armor while I turtle for a few months, just to maybe outfit them more appropriately.
I think blunt weapons are the best choice, correct? I doubt I'll be able to sever limbs with steel axes so....


Steel spears? Good penetration and they can damage internal organs. Even Iron spears may be able to get past the steel skin.
Axes would help with chopping off limbs, as you said, but blunt weapons... eh, they'll probably just scratch him.
Make sure you stuff all your non-pet animals in a cage and release them as a distraction before you sent your military in.

110
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 12, 2012, 02:16:00 am »

Pump Pump Hatch
Wall   Wall   Water Water
Wall   Wall   Wall    Wall 


Pump Pump Hatch
Wall   Wall   Ramp Water
Wall   Wall   Wall    Wall 

The yellow ones will support the hatch.

111
Burrow problems?

112
DF Gameplay Questions / Re: Rock substitute for bins?
« on: June 12, 2012, 01:26:47 am »
Logs are like money, you have to spend logs to get logs. If you use up all your logs (or forbid all your logs) then the traders will bring A LOT of logs. You can easily get 80-100 logs per year if all three caravans visit, and more if you request max logs from the outpost liaison.

They need to be forbidden before the caravan enters your map, if I remember correctly. Excellent advise though, managing your log supply so the traders think "zomgs they needs logs!" will yield enough wood for bins, beds and even steel fuel.

113
DF Gameplay Questions / Re: Military Help
« on: June 12, 2012, 01:19:33 am »
For what it's worth, d -> b-> f will solve all "dwarves want to wander over there" problems.

Even better: just forbid every death item with the (F)orbid menu right after embarking. If they want to (rather: under no flipping circumstances must not be), dwarves can be incredibly tidy and they will find that one sock out there that wants to be hauled into safety.

114
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 11, 2012, 01:13:57 pm »
(p) and (e) gives a list of animal to assign

Doesnt it say "X animals assigned" (to this dwarf) when in that menu, somewhere on the bottom of the screen? It used to...


116
DF Gameplay Questions / Re: Prescient Dwarfs!!!!
« on: June 10, 2012, 01:03:19 am »
Now lets get some dwarven quantum entanglement going to achieve quantum teleportation.

We already have minecart teleportation...

Bug #5996: Minecarts can teleport through walls.

Nah, thats tunnelling.
To short of a distance covered. Need to teleport the enemy right into our deathchambers.

117
DF Gameplay Questions / Re: Getting my river rid of giant sponges...
« on: June 09, 2012, 03:48:16 pm »
You do not need to scar your map to empty a river.
You can install pumps that pump the water from the river back into itself.
I've seen a picture of it, but cannot find it right now. Maybe the wiki would be enough to show you:
http://dwarffortresswiki.org/index.php/40d:Dam#Moses_Method

Spoiler (click to show/hide)

Although I haven't tried it with newer versions, I don't think there have been major changes that render this method useless.

118
DF Gameplay Questions / Re: Military Help
« on: June 09, 2012, 03:40:17 pm »
Yeah copper bolts should be sufficient against gobs. As are often bone bolts, but if you have surplus copper on your map, make copper bolts.


Dwarves are stupid. They will not follow orders exactly and as soon as they see an enemy they'll never respond to your orders until the enemy is dead. When you design your defenses, you have to take that into account.

A very simple solution to shift the odds in your favour would be to construct a couple of bridges so that you can split the enemy into smaller groups. This way you can focus all your killing power on a few enemies and if some of your dwarves get injured you can recover them and depending on the status of your military lower the next bridge and keep fighting or let them rest up.
Also: make a staging area for your soldiers out of line of sight to the enemy, so you can group up before you head into battle.

If your equipment is top notch (and it is, apart from the wooden bolts) then the fault must lie with your soldiers.
Traits like agility, willpower, toughness and strength are very important for a soldier:
- if half your army is 'flimsy', they will suffer injuries a lot
- no agility means very slow dwarves means often times death; note that agility influences the general speed of a dwarf, not only his movement!
- no willpower: they give in to pain quicker which is basically one step away from being killed
Marksdwarves are somewhat easier to handle in that regard, but your melees should have at least a few of these traits. Also of high importance is "quick to heal", obviously. Having your frontliners 'cross train' can increase stats.

Other than that, look throught the wiki and search the forums about improving the dwarves' training, since, as the others have said, skill is more important than anything else.
As ultima ratio (heh, always wanted to use that... I'm smard now) there is also the danger room - its effectiveness can range from outright exploity and cheesy to mild and passive skill improvements. Everyone has a different opinion whether it should be regarded a legit way of training or not, you'll have to see for yourself if it floats your boat.

119
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 09, 2012, 01:31:52 pm »
Welp, I modded platinum into a more common metal and a weapons-grade one at that so as to make hammers (...)
Makes me want to mod in a way to make slade maces... I wonder how hardcore those would be.

Imagine having a dwarf carry around a drawbridge, atom smashing things. Thats a slade mace.
exaggeration

120
DF Gameplay Questions / Re: Bedroom design and vampires.
« on: June 09, 2012, 01:07:09 pm »
Yes, windows count as furniture and thus a nice crystal glass window will make dwarves happy when they pass by it. They have the same value mulitplayer as statues too, so building some of these in your dwarves' rooms will boost their happiness even further.

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