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Messages - Dok Enkephalin

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76
Quote
You cannot fast travel underground.
I don't know if someone mentioned this, but it should be revised in the OP: You can fast travel underground, if you're directly under a site on the map. Doesn't matter how deep you are or even whether there are passages up within the site, you can fast travel away. So if you're desperately low on food/water/patience or managed to get there from an encounter bug, that's a possible escape.

Also, humans and elves both can recruit animal people underground (not sure about dwarves, may be automatically hostile.)

77
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2010, 12:48:49 pm »
Now a titan -- this has been a busy goddamn year. No casualties this time, but one of my axedwarves has become a wrestler. I hope we can save his arm, because I didn't train him and make him a steel axe for nothing.

78
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2010, 11:26:10 am »
The gator beast was put down with only the loss of one dwarf and another dog. Should be good eatin', you think? Then a minotaur showed up at the same time as the dwarven traders, and just as he was pawing at the Depot he got whacked by the merchant guards. They didn't even take a scratch. That's a good reminder not to fuck with them.

Noticed this on a dwarven baby: "has gone without a drink for far far too long".

Oh, poor baby -- infancy is rough, I remember how it was, screaming my head off and no one would give me any alcohol. "I wanna drink! No, don't you point that fucking bottle at me, beer me! Hey, what's that you're drinking...oh, you bitch! Drinking right in front of me, and I haven't had booze since I was in the womb, then you cut me off! I hate you, mom! Waaaaaaah!"

79
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 28, 2010, 09:53:02 am »
There's a chest and cabinet there already, and neither appear to be used. I can't see any contents in them, or in the tile that they're in, and the hospital zone information doesn't register anything that isn't already stockpiled.

However, I do know that stockpiled soap, splints, crutches and gypsum powder are getting used; I've seen the supplies come down, and I've seen multiple diagnoses for cleaning that didn't result in death by infection.

80
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 28, 2010, 09:25:37 am »
I get a lot of "cancels Clean Self: Area inaccessible" spam announcements. This is from a soap stockpile situated next to an active well. I tried digging a pit nearby and stockpiling the soap around that, but got the same problem.

I'd really prefer they chose someplace other than the hospital to clean themselves, but if they're going to do it, they ought to be successful at it.

81
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 28, 2010, 03:52:03 am »
My first FB -- a giant skinless alligator. I didn't expect him to act like this, but he acts the way he looks, like an alligator. He lurks under a bridge and jumps out at anyone who passes by, so slowly that civilians outrun him, and only managed to get two dogs and a baby. But whenever I bring a squad around, he stays underwater, lurking. Still no idea what kind of threat he is. I could just tap the volcano and let it burn him out, but that'll cut off my water supply and disrupt the magmaworks up top, not to mention the silk plant I just set up near the only patch of subterranean floor.

82
DF Dwarf Mode Discussion / Re: Dealing with a siege
« on: September 27, 2010, 02:38:30 pm »
I've not personally tested it, but from what I understand one of the side effects of the combat changes in the 2010 versions is that siege weapons do absolutely pathetic damage even when they manage to score hits.

Combined with the dismal hitrate of a catapult (even with masterwork components and legendary operators) you're not really going to do anything to the siege.
It's no nuke, but it does do something. A hit will break or remove bones, critical hits can gradually kill. I wouldn't recommend it to wrap up a siege quickly, but if you're at your leisure to deal with them in your own sweet time, then rocks are always cheap and plentiful. Invaders can be crippled and demoralized before your troops ever reach them.

83
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2010, 02:01:29 pm »
We were getting low on booze and people were starting to hoard food, so I mopped up the siege. I didn't expect much out of them since my adventurer already wiped out their leadership and left them embroiled in holy war.

The siege snuffed within the last week of spring; immediately come summer we received a diplomat and trade caravan. Food and boozables, yay! I accepted their plea for peace and gifted a masterworked figurine of some human venturing into these mountains, a popular subject with some of the craftsdwarves.

I really need to train siege operators in case I have to use these things seriously. Catapults are sloooooow. Slow loading, slow firing, and miss the mark even when the stone flies through a whole row of targets. My operator was struck by a fey mood, but fortunately we had the parts to make his legendary bone helm, and then he threw a party to celebrate it. The rest of the time,  he'd wander past the 30+ stone stockpile set right next to him to find one single stone deep in the fortress, and it didn't even match his favorite stones, so wtf is that about? After all those years, he only went from novice to talented, so I set up a channeled backboard for target practice.

84
DF Dwarf Mode Discussion / livestock breeding
« on: September 27, 2010, 11:14:54 am »
I've been culling out the skinny and smaller livestock to let the better qualities breed. Does this make a difference? Do 'gigantic' and 'fat' cows yield more meat and fat, and do their children inherit those traits?

85
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2010, 10:07:06 am »
I'm going to make the most of this flooded cavern and see if I can make a spire city. There'll be a warehouse hub at ceiling level, a network of pontoons at the water level, and walkways between them at intervals up the sides. Each spire will be like a skyscraper, housing it's own shops, the worker's homes, cafeteria and brewery. It'll be about impossible to defend, so I'm keeping a single, destructible access to the fort above, in case I have to scuttle the whole thing.

86
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2010, 12:43:39 am »
I haven't had the opportunity to test this under controlled conditions, but I believe that if your entrance is blocked by traps that were there when the human emissary came to visit, human sieges won't path into your fortress.  However, if you construct new traps and deconstruct the old...
Sounds likely. When I opened up, the goblins accepted my invitation, but the humans stayed put. But a few times when I was expanding the terraces I left security holes, and they headed straight toward it but went back to camp when I blocked them off again. I may just go meet them on open fiend since my siege operator has been wearing them down a bit; the ones that are still alive don't have many workable limbs left.

87
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 26, 2010, 02:54:31 pm »
Humans are at the gates because goblin raiders killed their diplomat. Goblin raiders are here too, so why aren't they going after each other?

Oh well, my siege operator has plenty of stones to throw at them while three squads are training inside. By the time I slaughter all these mules, my breeding animals will have birthed another generation. Terracing the mountainside seems to give me such a good mix of both exterior biome and cavern plants that I don't even need to farm, which is fortunate since the caverns below are so full of water that I hardly have ground to stand on. So I'm set to wait it out, and when the gates open again I'll be the richest city to trade with. If I get bored, I could just open the drawbridge and let them meet my giant.

88
DF Dwarf Mode Discussion / Re: Dealing with a siege
« on: September 26, 2010, 12:30:54 pm »
No siege operator? If they're in line of a protected firing position, a catapult can wear them down a bit while developing the skill.

89
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 25, 2010, 08:23:22 pm »
I thought I could catch an intruder for target practice. When a hostile enters, 90% of the entry corridor drops away, leaving a long and winding path of weapon traps filled with training weapons, through 1-level pits with floor grates over the ramps at an edge of each pit.

And it works, next critter to breach the gate is going to have a giant for company. Surprisingly, the grates don't alarm every civilian who walks across, so I assume that means it's not possible to shoot him through them? The floor can be opened by levers behind fortifications along each side of the corridor, so they could pelt him with bone bolts for practice, when I get around to it.

90
DF Dwarf Mode Discussion / Re: Disappointingly easy Clowntopia
« on: September 25, 2010, 06:45:25 pm »
Each region only has about 5-6 out of the default 52 types of demons. So you could embark over a random selection of the lamest ones, or you could get one or all gasbelchers.

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