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Messages - EspritFort

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61
DF Gameplay Questions / Forgotten beasts and goblins
« on: September 16, 2010, 09:41:37 am »
So I moved completely underground and sealed the entrance, as always. All invading forces were happily slaughtered by a bronze colossus that also thought it was a good idea to camp my never-opening surface exit. After a few years the goblins managed to kill the colossus. Now I'm looking forward to building a system that sends those pesky forgotton beasts to the surface, too. Since most of them have AoE attacks I'm thinking it would be a good way to dispose of those 50+ goblins that have accumulated above me.

Now my question, will they automatically attack goblins (like the colossus did), if I somehow manage to forward them to the surface?

62
DF Gameplay Questions / Re: Friends
« on: September 15, 2010, 03:04:02 am »
Yea, you'll have to figure out for yourself how to best keep the military happy as this is a somewhat different question. Personally, I haven't had too much trouble as I'm rather cautious and rely more on traps. But, just in case tantrums do happen, the halls leading into my fortresses and all corridors next to the barracks are usually lined with raising drawbridges for atom-smashing tantruming military dwarves.

Meh, I'd still want the gear. That's why I would simply seal them off and let them starve/kill themselves.

63
DF Gameplay Questions / Re: Friends
« on: September 15, 2010, 02:37:57 am »

This finally allows me to have a decent military. I always was kind of reluctant to send dwarfs into battle when ~2 deaths would already mean the end of my fortress and I could simply use traps instead.

Without friends I now don't have to worry about them suffering a few losses. Got too many dwarfs anyway ^^

Thanks :)

Actually, this is the one exception to the "no meeting zones" approach. I haven't investigated it fully, but I think dwarves make friends while training in the barracks (since barracks basically act as a meeting zone that you can't remove). So while the deaths of your soldiers won't make the rest of your fortress go mad with grief, it's still important to watch out for tantrums of military dwarves, for obvious reasons.

Haha, thanks for the warning. Should be fixed by having a large amount of different small squads.

64
DF Gameplay Questions / Re: Friends
« on: September 15, 2010, 02:21:36 am »
Is it just me or does having dwarfs being friends with each other destabilize the whole fort? Because I already lost 3 forts to tantrum spirals initiated by one or two dwarfs dying. Because he/they always had a lot a friends, suddenly a lot of other dwarfs went very unhappy.

Does not building a meeting hall prevent dwarfs from making friends? Because if it does, I won't build one anymore. Not having 150 dwarfs go berzerk over the deaths of 2 kind of outweights the benefits of a meeting area.  :o

Not having a meeting zone indeed works, and I'm very surprised to see people always giving the standard "large meeting zone/multiple meeting zones/mist generator" advice, when not having a meeting zone or a dining room in the first place is the best thing you can possibly do to prevent friendships. I have started using this technique since my fourth or fifth fort and never had a tantrum spiral since.

Think of it this way: socialising increases happiness, so in times of peace you'll see your dwarves being ecstatic all the time. This is great of course, but when something goes wrong, it's much harder to stop the happiness loss because of the constant deaths of friends. Not having friends means your dwarves stay at a constant 100-120 happiness and rarely have mood swings.

This finally allows me to have a decent military. I always was kind of reluctant to send dwarfs into battle when ~2 deaths would already mean the end of my fortress and I could simply use traps instead.

Without friends I now don't have to worry about them suffering a few losses. Got too many dwarfs anyway ^^

Thanks :)

65
DF Gameplay Questions / Re: Friends
« on: September 14, 2010, 04:40:30 am »
Depending on playstyle, it takes more effort to make sure nobody befriends each other than to set up the ecstasy system. If you have no meeting zone, dwarves will declare your old wagon's location (regardless of if it's dismantled or not) to be their meeting zone and will start befriending.

I always move underground and seal the exit, they can't reach that site  :P

66
DF Gameplay Questions / Re: Friends
« on: September 14, 2010, 03:13:13 am »
3) Dwarves can tank 1~2 friend deaths if you've infused them with ecstasy beforehand. Legendary dining halls, legendary bedrooms, legendary meals, lots of dwarven art (statues, chains, wells, doors, bridges, depots, whatever) to admire, mist generators.

I know, but it just doesn't seem worth the effort if there's a way to not have them befriend each other in the first place.

67
DF Gameplay Questions / Friends
« on: September 14, 2010, 03:01:10 am »
Is it just me or does having dwarfs being friends with each other destabilize the whole fort? Because I already lost 3 forts to tantrum spirals initiated by one or two dwarfs dying. Because he/they always had a lot a friends, suddenly a lot of other dwarfs went very unhappy.

Does not building a meeting hall prevent dwarfs from making friends? Because if it does, I won't build one anymore. Not having 150 dwarfs go berzerk over the deaths of 2 kind of outweights the benefits of a meeting area.  :o

68
DF Gameplay Questions / Re: What do I do with all my Lead?
« on: September 05, 2010, 07:44:51 pm »
I make walls, doors and coffins.

69
DF Gameplay Questions / Re: Turn off blood
« on: September 05, 2010, 06:08:13 pm »
Now all I still need is a computer that runs Windows   :-X

Thanks anyway :)

70
DF Gameplay Questions / Turn off blood
« on: September 05, 2010, 05:53:19 pm »
Is there any way to turn off blood? I just want my fort to be clean  :'(

71
Soap is currently bugged, as far as I know. Restrict access to every piece of soap and the message should stop appearing.

72
DF Gameplay Questions / Re: A few questions about collision
« on: September 03, 2010, 06:01:46 pm »
If they have to decide how to go around someone they ignore things like high/low traffic areas and that sort of thing. This means some danger if you did things like making a restricted path full of dangerous doom (invaders also ignore traffic designations,) and having a side entrance that your dwarves really use.

I noticed this when I tried to prevent the spread of a blood smear in a heavily used corridor with traffic areas. It spread anyway :(

73
DF Gameplay Questions / Re: A few questions about collision
« on: September 03, 2010, 05:10:00 pm »
Thanks a lot.

74
DF Gameplay Questions / Re: A few questions about collision
« on: September 03, 2010, 04:40:51 pm »
The same applies to stairs, I suppose? Because until now I never understood why people would build multi-tile stairways instead of a simple 1x1 stair.

75
DF Gameplay Questions / A few questions about collision
« on: September 03, 2010, 03:55:55 pm »
1. Is all furniture collision-free, i.e. can I build it anywhere without obstructing movement?

2. Is there any kind of inter-dwarf-collision or movement-penalty? I.e. do 100 dwarfs running in opposite directions cross a 2 tile wide corridor faster than a 1 tile wide one?

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