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Messages - Hans Lemurson

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211
DF Gameplay Questions / Re: Will this work?
« on: March 10, 2014, 07:52:06 pm »
It wasn't this version (31.25 I think) and I think the child might not actually have been born in the fort.  What I do know is that he had something like 3-4 levels of carpentry and when he grew up became a carpenter automatically.  I believe he also may have (somehow) gotten the carpentry labor enabled because I believe I recall him working in the carpenter's workshop.

In fact, this whole thing can likely be explained by him getting the carpentry labor enabled, although I'm 99% sure I did not do this myself.

Anyways, the relevant point is that children are less valuable than migrants.

212
DF Gameplay Questions / Re: Resizing my Window
« on: March 10, 2014, 07:42:24 pm »
do "[" and "]" work?

213
DF Dwarf Mode Discussion / Re: Bug or feature? Tooth hauling
« on: March 10, 2014, 07:31:59 pm »
So the Coffin and the Refuse Stockpile are playing tug-of-war with the tooth?  That seems like a thing which should not be happening, given that bodies don't get hauled back to the corpse stockpile after burial.

214
DF Dwarf Mode Discussion / Re: The Heroic Giant Sponge
« on: March 09, 2014, 01:08:39 am »
4 of my original 7 dwarves became legendary wrestlers when my attempts to settle in and seal off the caverns were interrupted by a herd of Crawling Eyes.  They have no attacks whatsoever but dwarves nonetheless hate and fear them and fled when they came by.  Having no weapons, I ordered my militia to attack barehanded and a slow battle was fought for several weeks until my dwarves gained enough wrestling skills to tear their bodies apart.

Attacking large defenseless creatures with non-piercing weapons is a quick route to hilarity and massive skill gains.  I hope the undead don't gain skills while animated though, since otherwise those Owlmen would become vicious unstoppable killing machines.

Given that you died anyways however, that's not too much of a concern.

215
DF Dwarf Mode Discussion / Re: The saga of Kado Thranikim, Weretapir
« on: March 09, 2014, 01:01:27 am »
Are there any werecreatures which could be flyers?  'Cause that could be hilarious too.

216
DF Gameplay Questions / Re: Vampire Dwarf's Bite attack in Combat
« on: March 09, 2014, 12:39:07 am »
Watching the combat reports of a fight between a Mule Corpse and a goblin, the Mule did the most damaged by biting onto the goblins arm and shaking it violently until it was torn off.

Dwarf Fortress in general exaggerates the occurrance of biting probably due to the reason Grim Portent gave.

217
I learned this the hard way on an aquifer-pierce challenge that you I can't build surface-walls out of clay until you've reached stone.

As for the video, I would recommend that you butcher your livestock ASAP since they are massive liabilities to your safety, and you'll need leather to make quivers for any marksdwarves you have planned.  Also, I'm pretty sure that you can use Bridges as a material-efficient roof to get some cover sooner without having to wait for so many logs.

That said, I'm pretty sure that the purpose of this video series is NOT to showcase optimal play, so go ahead and just do whatever.

218
And besides, I want invaders too!

219
DF Gameplay Questions / Re: Wells
« on: March 08, 2014, 01:04:01 am »
If you dig a small cistern in solid rock and feed it water from a cavern lake through a carved fortification, this is pretty safe.
Not necessarily - creatures can (and have always been able to) freely swim through fortifications that are flooded to 7/7 depth. Granted, creatures don't seem to actually pathfind while in water (bug 3700), but if they happen to randomly swim through the fortification, you're hosed.
Wouldn't that only be dangerous if the Forgotten Beast can both fly AND swim?

I also read once that a deeper well increases the happy thought of dwarf.

I haven't heard this one before.
I think he might be referring to the way to avoid "Water Laced with Mud" by making sure that the square water is taken from has no floor.

220
Caveins are calculated based on whether there is a continuous path of connection to the rest of the world.  Any Wall or Floor that is adjacent (but not diagonal) to any other Wall or Floor will be connected to it.  Digging out a section of wall breaks the connection to the layer below.

To let loose a chunk of cavern ceiling:
-Dig out a room on the level above the chunk of solid rock wall you want to drop
-Dig up/down stairs all around the perimeter of the chunk on this layer and the one below.
-Channel out the staircases on the Lower level
-Channel out the staircases on the Upper level EXCEPT for one last tile (don't want a premature drop)
-Once the whole chunk of rock is receiving its only support from the remaining staircase, wait for you miners to leave and then designate that to be channeled out as well.
-Watch the fun and mind the dust!

221
DF Gameplay Questions / Re: Wells
« on: March 06, 2014, 03:50:14 pm »
If you dig a small cistern in solid rock and feed it water from a cavern lake through a carved fortification, this is pretty safe.

222
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: March 06, 2014, 03:40:03 pm »
A necromancer isn't necessary in a reanimating biome, but the setup that you would use for this in a more normal fort would in fact work.  It would even be simpler since you don't have to deal with necromancer containment and control.

Kill something and then drop a reanimating body part into a room with fortifications and you now have a live-fire target.  The most straightforward thing I think would be to butcher a spare dog and dump the raw hide.

223
DF Gameplay Questions / Re: Will this work?
« on: March 06, 2014, 03:11:19 pm »
Children almost never have any inherently useful skills.  Sometimes they will have a Craftsdwarf profession due to a mood, and may even have gotten a few points in Farming from assisting with the harvest, but the rest are going to be untrained, unskilled Peasants.

Rarely a child will have an actual professional skill (I once had a child who was a born Carpenter), but this cannot be counted on.

As a rule, grown children will be LESS valuable to a fort than a Migrant who comes with existing skills and few familial attachments.

224
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: March 06, 2014, 03:38:32 am »
That is an amazingly prolific silk farm!  How did you even get enough dwarfpower to harvest all that thread?

For my fortress, I'm planning on setting up a live-fire training ground for my marksdwarves using reanimation for fun and profit.  Firing at a live enemy gives about 5x the experience that an archery target does, but either requires the use of cage-traps (which you have declined to use) or a massive engineering project (which probably wouldn't be worthwhile).

225
DF Gameplay Questions / Re: Can tombs be shared?
« on: March 05, 2014, 03:46:47 pm »
Rooms can overlap for a single tile-width without penalty.  This is how two adjacent rooms can share the same wall, but walls are not required.  Any furniture or decorations at the border will be counted towards both rooms.

You can make two Tombs which "share" the same room by placing their coffins at opposite ends and only extending the reach of the room to half-way.  Odd-numbered widths are recommended.

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