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Messages - JAFANZ

Pages: 1 ... 52 53 [54]
796
DF Gameplay Questions / Re: Starting builds?
« on: August 01, 2010, 10:46:00 pm »
As a fellow n00b I'll say that the wiki has some really good advice on starting builds for newbies IMO.

Keep the Anvil. Seriously. KEEP IT. (Unless you WANT to make life hard).

Also read the pages on "DIY" & "Make your own weapons", a little math means you can ditch the starting Picks & Axes in favour of points to spend elsewhere (you still have to spend some points on materials to make them, & keep the Anvil).

& If you're going to take an Axe (or more), swap the copper ones out in favour of Wooden Training Axes, saving 51pts/ea.


Edit: regarding the "Escaped Slaves" from the previous post, maybe take the Anvil & RP that it's actually the Meteor killed your Overseer & caused your escape in the 1st place? (IIRC, the question of The First Anvil in the wiki is pretty much true to history in IRL, & I figure that an Iron or Nickel-Iron Meteor is a potentially reasonable explanation).

797
DF Gameplay Questions / Re: Seeds?
« on: August 01, 2010, 10:23:06 pm »
Many of the World Gens have a post containing a "Spoiler" tag behind which you can find the "Code" you need to paste into your data\init\world_gen.txt file to replicate the world in question.

If you're referring to the "Bronzetower" thread, it's at the bottom of reply #7.

798
DF Gameplay Questions / Re: mud blocking floodgates?
« on: August 01, 2010, 12:32:49 pm »
Lever Synchronisation? (if the lever is pulled again too soon the signal is sent whilst the gate is still considered to be opening/closing & is thus ignored).

799
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 01, 2010, 12:31:14 pm »
however surrounding walls & the adjacent floors above will determine what direction(s) they're used from.

Remember, ramps require an adjacent Wall (which is somewhat difficult for you dorfs to walk through (though it's occurred to me fortifications should let them shoot through), & a floor adjacent to the tile above to walk on. I believe the "floor" can be the top of the wall.

800
DF Dwarf Mode Discussion / Re: dwarves in goblins out?
« on: August 01, 2010, 08:05:37 am »
Assuming Kobolds use the same pathing as Goblins, the wiki page on Trap Design has a section on Fire Traps that might be able to do for kobolds.

What I'm thinking is, in the Caravan entrance tunnel, deal to the goblins with traps which allow you to retrieve the goblins, or at least their Goblinite, then narrow divert the Caravan to a longer route to the destination, whilst leaving a narrower, more direct route open for Kobolds (& anything else that can get past the earlier traps), & fill this with a "Fire trap". As long as you can keep your dwarves out of the fire tunnel (except when you need to renew the burny bits) you shoulld presumably gap anything that gets past your traps with minimal risk to the Caravan or Fortress.

801
DF Gameplay Questions / Re: Floodgate
« on: August 01, 2010, 07:47:59 am »
Correct me if I'm wrong, but I believe Floodgates need to be "triggered" to open, so it'll need to be connected to a lever or something anyway, before it can be used to flood the reservoir/farm.

So do that as soon as it's built, open the gate, dig out (or fortify) the brook wall tile, RUN AWAY, Survive.

The tunnel probably won't fill fast enough to drown Urist (admittedly the longest tunnel I've used for this was one 1 shorter, but I doubt that'll make a noticeable difference).

802
DF Dwarf Mode Discussion / Re: Bronzetower, or interesting landscape.
« on: August 01, 2010, 04:24:53 am »
A more detailed view of the embark location:


For some reason PnrtScrn didn't pick up the X's...

For anyone else genning this world & looking for this Region, it's 1-Left of the Red Sand icon on the World Map.

Edit: More usefully, go to the bottom right of the World Map & Region Map (i.e. x,y = 0,0) & repeat Shift+Up & Shift+Right 9 times (each).

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