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Messages - DTF

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226
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 26, 2012, 04:39:57 am »
Got a feather wood crossbow from a strange mood. Will give this to the captain of the guard for the lulz :D

Good choice, thats probably the best weapon for a justice dwarf. :D
Check the item, if there were images on it of a dwarf beating a dwarf it would be pure gold.
Note though, this crossbow is probably the best ranged weapon you'll ever have - material doesnt matter for ranged combat, only quality does.


I just saw a child blinking in a blueish color. At first I thought "How the hell did he get hurt", as wounded dwarves blink sort of like that. But then I checked his skills:
Spoiler (click to show/hide)

227
DF Dwarf Mode Discussion / Re: Question about Miasma
« on: May 26, 2012, 03:26:43 am »
So thats what was missing! Corpsesplosion and dismemberment. OF COURSE!
Fortunately I have like 50 goblins caged and ready.
I must now build a tower, or pit. Is 10 z-levels enough to remove every lib while alive and dead?

Oh no no no, 10 is not nearly enough. I've seen goblins survive 10 level drops, albeit with most limbs broken. If you want to guarantee not just death but an explosion of severed limbs, you'll need a much greater distance than that. I couldn't tell you how much as I've never actually tried to kill things through falling, it's more of an accidental side effect of my architecture.

Yep, even the max default height of 15 isn't enough for complete dismemberment of some specimens, though it's usually enough to get so many parts that it isn't worth to do anything better. Goblins are quite light weight creatures, and the smaller ones don't hit the ground with enough force. FBs or even elephants are different matter.

What about weapon traps at the bottom, armed with your best battle axes or better: large, serrated discs? You would to have make the bottom of the chute a decent size room with weapon traps all over the place. Depending on how many gobs you drop in there, the traps might jam and you need to access them to reset.
I found axes and discs to be well capable of creating a huge gory mess.

Note: this would work better if the gobs survived the drop, so they can get to know a lot of discs.

228
DF General Discussion / Re: My fort is on the brink of death
« on: May 26, 2012, 03:15:03 am »
Build a simple waterfall! Every bit of happy thought counts.
http://dwarffortresswiki.org/index.php/DF2012:Waterfall#Design_example

And dont forget to wall off the cavern again, unless you want to have a FB to join in on your fun.

229
DF Dwarf Mode Discussion / Re: Question about Miasma
« on: May 25, 2012, 11:18:43 am »
Since Miasma doesnt spread diagonally:
http://dwarffortresswiki.org/index.php/Miasma#Avoiding_miasma

Example #1 could be your thing, you can make the chute only one z-level deep if you wish.

Never tried it though, I just throw into a chute with an atom smasher at the bottom.

230
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 25, 2012, 10:08:22 am »
"Urist, the enemy is entering our deathtrap airlock pillbox in huge numbers! Get ready to raise the bridge at my command!"
"...raise?"

The subtle disbelief and growing rage you get when you pull the all-or-nothing lever and see the bridge, that your entire strategy is hinging on, vanishing instead or raising.

Dear god. I tried to build walls everywhere to contain the 50 or so goblins as well as possible and channel them through my barracks first. They werent quite in yet, not even in the airlock, but there was so little time left. And soldiers heading off 100 z-levels down to the adamantine facility to drink something didnt help either.
Total chaos ensued. I work with quite restrict burrow assignments (also why do not activate burrow alerts), so that people do not enter certain areas where they have no business. In order to build walls in the barracks I had to adjust the civilian burrow - which, combined with my sudden lack of oversight due to me following the actual combat, led all kinds of people try to fetch some thing or other. Hauling new cages for the traps that approx. 10 more enemies are standing on, eating at the soldier's dinner tables, retrieving x(socks)x.
Out of my  marksdwarves, 2 showed up on the battlements. Thankfully, there were still my adamantine clad (although not terribly experienced) melees. I couldnt really follow what was happening what with all the body parts flying around, but in the end I lost only 3 soldiers and several are wounded although probably not badly.
At least I've found the gaps in my defenses... of which there are quite a few.


Kids, always double check you build the right thing. And always try pulling levers to see they are connected properly before you enter a serious situation...

231
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 25, 2012, 06:38:32 am »
In the z-menu go to the animal tab, scroll to the animal and press w/h for either role. You can also select a trainer there.

232
Why not just build the shower one level lower? This way the top pump can be inside. If you build the watermill first and then whatever it is supposed to power after right below it, it can transfer power through solid floor. This way, if a building destroyer comes and tears down the mill, he wont have a way in.

Also, dont fill the 'water tank' full up. Any water depth at or above 4/7 causes job cancellation 'dangerous terrain', if a dwarf gets hit by the travelling water stack.

And I suggest building it in a very high traffic area and preferably near your entrance.

233
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 25, 2012, 03:41:05 am »
Wow, this fort is cursed... must have been the 6th or 7th miner that died due to a cave in. The last one broke the record of falling 10z levels, crashing through the bottom most floor and then falling further into the caverns - forgotten beast must think its feeding time.
In all the games I've played (for ~2 years now) I lost at most 2 or 3 miners in accidents. I am running out of legendary miners...
Must stop mass designating areas to be channeled... must stop digging deep chasms


No wait, I must make DEEPER chasms so their bodies can never be found if they do fall down! Just tell everyone that some dark creature lives in it and everybody will be happy.

234
DF Dwarf Mode Discussion / Re: Desert Fortress and Pyramids!
« on: May 25, 2012, 03:22:38 am »
Gah damn the items falling thing, removing the scaffolding is hurting my guys =/

Deconstruct it from the bottom? Or one z-level at a time?
Personally I would have built a sort of 'core scaffolding' that isnt connected to and thus not supported by the construction your are building. In those places where you actually have to reach the construction from the scaffold, build some additional bridges/floors.
As soon as you're done and dont need the scaffolding anymore, deconstruct the connecting pieces, leave the scaffolding and destroy the supports holding the scructure (you did build a few supports that hold the whole damn thing and connected them to a lever, didnt you?). What better way for a finishing touch for a monument than a big bang from an exploding scaffolding.

235
DF Gameplay Questions / Re: Keep running out of plump helmet spawn
« on: May 25, 2012, 02:12:24 am »
Sad thing is, dwarves dont seem to acknowledge a masterwork emerald dyed dress, whether they find it in a bin or wear it. There is little to no point in dyeing other than flavour and increased fortress wealth when you seize/buy every caravan with other trade goods anyway.
I think toady missed something there; he gave them bad thoughts about clothing but no good ones? Textile industry isnt about making dwarves happy like brewing, masonry, etc. - it's about making them mad faster.

236
DF General Discussion / Re: My fort is on the brink of death
« on: May 24, 2012, 07:29:25 pm »
If the tantrums spiral out of hand, grab the happiest dwarves and burrow them in a remote area, along with some seeds, a few logs and a pickaxe. Build anew.
If it is still possible, try to burrow every other unhappy or near-tantrum dwarf in another area and seal it tight. You can also try atom smashing the misbehaving dwarves when noone is looking...

237
DF General Discussion / Re: Advice For Beginners
« on: May 24, 2012, 07:24:30 pm »
As soon as I embark: change death items' forbid status.  I've never suffered a death from zealous sock retrieval mid siege, since those items get marked as forbidden when they are dropped.

Do that and love it. It takes some getting used to to claim your dead manually, but it is soooo worthit.
No more bait socks, no more 'MASS FORBID THE ENTIRE SURFACE!!'.

238
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 24, 2012, 07:21:03 pm »
Urists 3rd Law.

The wall always looks nicer on the wrong side.

239
I find a lot of these places where mountains end and woodlands, etc. start.
I usually scan the map with the cliff indicator turned on to find some suitable terrain - next I check the relative height to see what the terrain actually looks like. These two screens let you quickly find and identify all sorts of nice places like canyons, intersecting waterfalls, very high mesas... I never use the finder.

240
DF Gameplay Questions / Re: Getting wood
« on: May 24, 2012, 07:12:25 pm »
Underground trees grow on anything that is soil, a 'cavern floor' or a muddied stone floor after you have created at least one path into a cavern. If you have access to either water or soil layers like sand or clay, you can set up your own tree farms.
The only thing you need wood for is beds. Everything else can be made out of stone (large pots = barrels) or metal (bins).

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