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Messages - Hans Lemurson

Pages: 1 ... 71 72 [73] 74 75 ... 85
1081
DF Gameplay Questions / Re: Uja the Forgotten Beast
« on: September 14, 2010, 02:57:31 am »
I had a similar issue with an FB where it just stopped moving. Halfway through breaking down my layer of 6 emergency-doors (for the purposes of stalling it) it simply stopped doing anything.

Now it just sits there and I carved tunnels and fortifications into the walls surrounding it to make a practise-range for my dwarfs.  It's now a pincussion with 53 bolts embedded in its jasper body with all of its body-parts now red except for its right mandible.  With all its limbs disabled it's understandable that it's not moving any more...but I'm unsure what caused it to stop.  I think it corresponded when I walled-off the corridor it was heading up, but that doesn't explain why it stopped destroying doors and why it remained motionless when i had to deconstruct a section of the wall to let my genius mason out.

1082
DF Dwarf Mode Discussion / Re: Stoping the red menace
« on: September 13, 2010, 07:25:21 pm »
Blood seems to accumulate in any location what you are pumping water FROM.  Even after I have used dfcleanmap it seems to leach out of the aquifer walls when I start pumping, and also to find itself at the leading edge of water-spills.  I've been erasing hydra-blood for 2 years after killing one in my dining room.  Stupid Ezuk Cometstrap.

1083
DF Modding / Re: Seed Brewing Workshop
« on: September 13, 2010, 07:18:32 pm »
Wow, I can't believe I missed that.  Thanks, I'll see if I can get this working.

1084
Just make sure you provide an exit from the magma-channel in such a way that your brave stone-detailer can out-run the magma;  Don't put the emergency exit right next to your carving-site.

1085
DF Dwarf Mode Discussion / Re: Bedrooms
« on: September 13, 2010, 06:33:42 am »
What I do is make a giant shared bedroom.  It's like a dormitory, but each bed is it's own room assigned to a dwarf, and they all overlap.  Even if a dwarf sleeps in the wrong bed, it's still in technically in their bedroom.  Anything in the shared area, like cabinets or chests, will be usable by all the dwarfs.  The room value suffers a little, but its nothing a few artifacts or decorated statues can't fix. 
...

Don't overlapping rooms have their quality rating degraded?  Or is that only with different room-types like when you have your Mayor's study and dining room use the same chair and table?

edit: Oh wait, you just mentioned that you have to compensate for quality degradation.  But still, even a crappy bedroom is better than no bedroom.

1086
DF Dwarf Mode Discussion / Re: Give me a nightmare.
« on: September 13, 2010, 06:29:36 am »
I have one where there are skeletal elephants roaming all over. The VERY first thing that i did was build a 15 x 15 wooden wall, (quickest) which we only just got finished before they started to charge. WE only lost one initial dwarf. The first two waves of migrants got annihilated. So we have six hungary, freezing sad dwarves hiding from giant horror and certain death in a tiny wooden compound, trying to dig themselves a little home.
This sounds like a tale worthy of a full write-up and screenshots.  How long can you survive in that hole?  Can you raise an entire new clan in isolation?

1087
DF Gameplay Questions / Re: Weapon Quality control
« on: September 13, 2010, 06:26:25 am »
A hallway with a one-way gate at each end (pressure-plate/hatch combo) filled with weapon-traps.  The enemies keep trying to walk down the corridor, step on a plate which makes the hatch in front of it vanish to an empty pit, and then with no way ahead, they decide to try to walk back out the other way.  All the while they are passing through your weapon-traps, getting ground into a fine paste.

1088
DF Gameplay Questions / Re: Barracks Stockpiles
« on: September 13, 2010, 06:23:44 am »
I suppose that could work.  So long as you can maintain a large surplus of food and alcohol, everything will be just fine.  That's actually true generally as well.

1089
The thing that kills children and animals is that they often get stunned by the repeated blows and can't get out of there.  I have personally saved a dog, a cat(yeah, I know...) and a dwarven child who wandered into the training room, and they were able to stumble out with only half of their internal organs bruised!

Check the combat logs for when pets or civilians walk into the danger room.  It consists mostly of them getting battered and bruised in a mostly non-lethal way.  What's lethal is when they can't get out due to being continuously stunned.

Danger rooms really do train up your dwarves fast.  I have not yet built one in my new fortress, but I did manage to get a legendary wrestler from an early encounter with a hydra.  Yes, he wrestled a hydra, and went from merely "proficient" before-hand to "legendary" after it was dead.  The 20 war-dogs latched onto it also helped, and the damn thing didn't die until I finished forging an iron battle-axe and gave it to my second military recruit.  It kept slowly healing all its injuries, but was fortunatley so encumbered by the *ahem* dogpile, that I had enough time to make weapons. But not armor...and so one of my dwarves was bitten in half.

But yeah, enough rambling, I'm going to test-out this "Squad of 3" training plan.

1090
DF Gameplay Questions / Re: Barracks Stockpiles
« on: September 13, 2010, 06:02:55 am »
Yes, but how do you ensure a steady re-supply?  A stockpile can only accept one "take from me" order.  What do you do if you have 2 barracks?

1091
DF Gameplay Questions / Re: Veternary Medicine
« on: September 13, 2010, 06:01:00 am »
No, but I think I will.  For Science!!!

1092
DF Gameplay Questions / Re: Weapon Quality control
« on: September 13, 2010, 05:59:34 am »
Order it to be dumped, and then wait for them to get on proper equipment.  Once they've properly re-armed, you can re-claim the dumped items and send then straight to the smelters (or goblin-grinders).

1093
DF Gameplay Questions / Veternary Medicine
« on: September 13, 2010, 01:51:38 am »
I have a bunch of injured war-dogs in my fortress who appear on my z-Health screen as "needs diagnosis".

Is there any chance that they will ever get diagnosed and then even treated by my top-notch dwarven medical staff?

1094
DF Gameplay Questions / Barracks Stockpiles
« on: September 13, 2010, 01:17:06 am »
I've read lots of designs for training barracks where they incorporate their own small stockpile of food and alcohol.

My question is though...how does the food get there?  How do you ensure that they are continually re-stocked?  I know about "take from food stockpile 11", but that doesn't work if you have more than one barracks.

How can you create multiple mini-stockpiles in such a way that they will all be filled (assuming sufficient materials) and do it in a way which can be scaled-up?

1095
DF Gameplay Questions / Re: Elves!
« on: September 13, 2010, 12:50:07 am »
Copper armor will probably stop their wooden melee weapons, but I think you'll still need to be careful of arrows.

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