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Messages - Dwarfotaur

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151
That sounds like a good idea. How should I go about ordering the mass pitting of the enemys? I imagine just use [i ]-[P] on the pit and assign everything/anything that I want pitted?

Sounds like a good idea. Much faster and easier than linking cages. I think I'll create a small arena down there... The top floor can be a meeting area with weapon racks, armor stands, statues, tables, chairs, etc for people to watch. The bottom layer will be the arena with a double bridge system to allow my military dwarfs accross (double bridge so there's a midway island to stop the enemys from escaping. If I ever catch any big beasties, I might stick them down in a third area to unleash on any misbehaving arena goers.

Mmm, I actually have an idea for once. This should be fun.

152
DF Dwarf Mode Discussion / Re: Cheap Food
« on: February 12, 2011, 12:36:04 pm »
I used to trade with stone crafts as it was easy to get a legendary stone crafter. Then I discovered how much quarry bush roasts were worth but after trading them for a while, it just seemed so easy. I'd never dent my food stock and still be able to buy about 5000 worth with a tip of 3000. Mega beast roasts are worth insane amounts too.

Now I tend to trade what ever I have lying around. I like to export a variety of things.

153
DF Dwarf Mode Discussion / Re: Your weirdest FB moments
« on: February 12, 2011, 11:58:15 am »
He'll come back once he can pathfind to your fort.

Once I had a crossbow dorf run right up to the FB and punch it's leg off. While it was on the floor the other dwarf shot it in the head. It didn't last long.

Another time a ~8000 weight FB attacked and got shot in the head and knocked out almost instantly, while it was knocked out it took my dwarves about 20 pages of attacking his motioneless body to actually kill him. Someon cut the head clean off. I then watched the butcher drag the ~7500 weight body to the butchers and nearly die of thirst carving it. He then went back for the ~500 weight head and chopped that up too.

154
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: February 11, 2011, 07:34:38 pm »
On a related note, how good of an idea is it to create a huge room (say 100x100 or so) full of stockpiles and workshops?

I've also considered creating clusters of workshops with their own stairways to stockpiles above and below.

Problem here is that any near the back of this 100x100 room will take a lot of movement to reach. Stacking up/down is a better idea. I use 12x12 areas with 9 workshops in, the other squares have stairs on. The floors above/below are stockpiles.

Also, what about having no rooms at all, just big open spaces with stockpiles and workshops connected up and down?

Any building destroyer or rampaging dwarf will make short work of your craft areas.

Edit: Not to mention it'd be rather difficult to manage. I like to put my workshops in organised areas so I can always see what's going on at a glance. Things like, how is the food stockpile, how many bolts do I have left, why is the magma forge not active, etc. I group my workshops with their respective stockpiles below them.

155
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: February 11, 2011, 07:32:36 pm »
On a related note: When I look at my 3 wide corridors I see a lot of wasted space. Would it make sense to cover all my corridors in stockpiles, or would this decrease FPS even more?

I do this. I have wood stockpiles outside the carpenter area, certain stone stockpiles by the masonry (for example, I wanted a bunch of obsidian so I designated obsidian to be stored next to the workshop), certain ore stockpiles by my forges (if I'm smelting iron, I designate that stock pile to hematite or something).

As far as I'm aware it doesn't slow down the dwarfs, change pathfinding, change steps require, change performance, etc. In speeds on your production though as any idle dwarfs will be doing the job of carrying the required materials to your workshops as the products are being made, and the guy working the workshop only has to move a few tiles for his materials.

156
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: February 11, 2011, 07:24:39 pm »
Side stepping isn't always a problem as it keeps their step movement the same. If I recall correctly, dwarfs actually slow down when passing over each other. This requires more steps (game steps, not foot steps) per tile and probably takes longer than adding 1 extra tile to a normal speed dwarf.

If you don't know what I mean by steps it's basically... The games clock and a dwarf takes so many steps before moving a tile . Dwarfs don't move 1 tile a step (you can test this by pausing and pressing [.]), however trained dwarfs do walk faster (look at any legendary military when pressing [.] you will see that it takes less presses for the military dwarf to move compared to a normal dwarf).

Using more steps is bad as I think it effects performance too.

157
DF Dwarf Mode Discussion / Re: Wide vs narrow hallways
« on: February 11, 2011, 07:06:23 pm »
They do help. When you have 100+ dwarfs running about the same hallway, then yea it really does become noticeable if it's only 1 wide. Three wide allows a 'flow' of traffic with a third lane for overtaking/avoiding.

My entrances are all 1 wide to bottleneck invaders, dwarfs only go out there to collect wood. All internal corridors are at least 3 wide.

158
Thanks guys. Still taking ideas/advice.

The contents of the cages are a giant rat, a handful of goblins (snatchers only I believe) and a cluster**** of crundles.

159
DF Gameplay Questions / Re: Where did that FB go?
« on: February 11, 2011, 06:36:12 pm »
I was taking your post so seriously and you helped me understand why glass monsters are so powerful. Then got caught off guard by the dying on infection in a hospital, I lol'd a bit too loud.

160
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 11, 2011, 05:42:24 pm »
Oh right. I already checked all that :(

The event happened two years ago as well so the log is clear of it.

161
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 11, 2011, 05:34:44 pm »
I know his name and it's not in the memorial list. How do I check the overworld in fortress mode?

162
DF Gameplay Questions / Re: Evil areas not so.. evil...
« on: February 11, 2011, 05:20:51 pm »
I started in a biome that had a lot of undead everything, it wasn't very fun as every other second something was interrupted. I embarked with an axedorf and used him to defend but during a season/month change he dropped all his armor and went naked against some undead rhesus macaques. While he punched a few heads other, they tore him apart with their tiny monkey hands.

I then embarked in a terrifying biome but in a more lush landscape. Werewolves, Harpys, Orgres and Dark Gnomes seem to attack a lot. Not to mention all the evil underground. I barricaded myself in from the outside world this time and only came back to sunlight once I was prepared. Only lost a handful of dwarfs, currently at 80 pop and capturing a lot of mobs to have fun with.

163
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 11, 2011, 05:14:37 pm »
I have a ghostly macedwarf causing FPS issues and stuttering.

I already have about 10 slabs up and a huge room with 30 coffins in to get rid of previous ghost problems. However, I'm not entirely sure what to do about this guy... I never remember making a macedwarf so I believe he is part of the dwarven caravan (I got attacked by an FB when trading, they left in a huff). The problem is there are free coffins but no sign of the body and also no sign of this name on the engrave slab list (I have looked in it multiple times...)

I've manually checked all over the map, including in water, for his corpse. I even forbid/unforbid 'corpses' in the stock menu. Still he has not been put to rest.

164
http://i.imgur.com/Mr3oC.jpg

I used to link up their cages and let them out accross that bridge you see by the cage stockpile. I would then use them as target practice. However, that was before I breached the caverns and met the goblins so I was only catching the odd ogre/werewolf. I do not really fancy linking up that many cages just to have them die in one shot (Crundles are pretty weak).

Any better ideas? I'd kinda like to get a use out of them (like level marksdorfs), only I want to do it in a more interesting/imaginative way.

165
DF Dwarf Mode Discussion / Re: Danger room Fun
« on: February 11, 2011, 10:23:04 am »
Well, my most recent danger room trainee was equiped with all that and a mask, no shirt until after training, and sustained no injuries after two seasons of 10 spear per trap training.  I modded mask to be forced on all dwarf civs, because I like the idea of having masked armies.  Next world I'll likely make specific masks for my tastes, like a wolf mask so that my squad will all have steel wolf masks on.

It's all to do with luck. How fast their skills train to avoid being hit and where abouts they get hit. Your masks are most likely protecting their faces but in an unmodded scenario, you can just equip a cloak (don't ask me how it protects the face, it just does). I'm not sure if cloaks protect upper arms but seeing as how you can equip a cloak, chain mail and breastplate, I see no reason not too. I've killed two FBs with an army of 6 and none of them have sustained injuries (wearing iron, with lots of danger room training).

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