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Messages - thegoatgod_pan

Pages: 1 ... 118 119 [120] 121 122 ... 134
1786
DF Dwarf Mode Discussion / Re: Stone pots won't hold liquids?
« on: April 04, 2011, 10:30:50 pm »
i think they hold less liquid than barrels, as in 10X less.

1787
DF Dwarf Mode Discussion / Re: FBs and their building destroyer ilk:
« on: April 04, 2011, 10:29:59 pm »
I've never seen that, in my experience artifact doors will hold out anything--I don't think the game includes hinges.

1788
DF Dwarf Mode Discussion / Re: Military training periods
« on: April 04, 2011, 07:14:02 am »
I go twelve months a year 10-dwarf squad, 7/10 on duty.  Always happy enough, unless sad from death pets, friends, babies. Frequent if not constant sparring and generally effective. 

1789
DF Dwarf Mode Discussion / Re: How to get adamantine?
« on: April 04, 2011, 07:11:14 am »
Or, channel out a hole above where you want obsidian instead of magma. Designate the hole as a zone with "i", make the zone Pit/Pond, make sure you select pond and have buckets available and a well (or water source zone also designated with "i").  Dwarves will pour buckets of water into the hole, into the magma making obsidian.

1790
DF Dwarf Mode Discussion / Re: Oh coal, where art thou?
« on: April 04, 2011, 07:06:11 am »
Still goes for rock pots though...plus cavern breaching gives you more or less unlimited wood.

1791
DF Dwarf Mode Discussion / Re: stray tigerman herbalist-tame.
« on: April 03, 2011, 07:16:47 pm »
It will eventually become mayor and even baron, demanding nothing and remaining in its pasture for convenient emissary visits.

1792
DF Dwarf Mode Discussion / Re: Wannabe Hammerer
« on: April 03, 2011, 07:13:05 pm »
Nah, don't savescum, let it ride, sounds like your fortress is being terrorized by a serial killing mad jeweler.  Create dwarf batman, assign him to justice with a training axe and let them duke it out.

1793
DF Dwarf Mode Discussion / Re: Dwarfy Death Tower question
« on: April 03, 2011, 07:10:14 pm »
Bridges are better than hatches, but may cause crushing, ghosts

1794
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2011, 05:29:20 pm »
Installed .25, found a lovely savage site with a double aquifier. got carried away

Now after several failed attempts at piercing aquifers, and large holes in the middle of a dry tropical steppe I find myself with a sprawling mudtown, with several very Aztec ziggurats--one finished another, being built, 168 dwarves and a mayor both of whose arms have been torn off by ogres.

Judicious editing of the raws left me with tame crundles guarding the sacred entrance into the caverns, where a small outpost is being built.  There tame troglodytes are herding elk birds and having babies with illicitly passing male trogs (I only caught three females). Outside my walls, a small ogre settlement with a mudhut, behind which is the atomsmasher and a quern.  The ogres had one baby and then the mother died to goblins, it is very sad.

Someone just built a bismuth bronze mace, and I just learned how to make someone not use billon for weapon manufacture.

1795
DF Dwarf Mode Discussion / Re: Accidentally submerge the world?
« on: April 03, 2011, 05:18:59 pm »
Yeah please post for pirate dwarves!

1796
DF Dwarf Mode Discussion / Re: most vile enemy of all: lag
« on: April 03, 2011, 05:17:38 pm »
Yeah, I had moderate lag issues with .18, but since I got .25 it seems like I can run it with 160 dwarves with little to no issues.  I felt like lag problems got solved.

1. How many pets do you have?
2. How many dwarves do you have?
3. Do you use dfclean?
4.  Do you have other programs running in the background?

Otherwise no clue :(

1797
DF Dwarf Mode Discussion / Re: Lost Thumb - No Treatment Scheduled
« on: April 03, 2011, 02:50:43 pm »
He'll get working soon enough--I have a double amputee--both lower arms.  She is mayor now, always failing to clean...

1798
DF Dwarf Mode Discussion / Re: Most insane forgotten beast incident?
« on: April 02, 2011, 08:02:59 pm »
My ultimate set-up for F.B. removal is a five chamber gauntlet, each containing a door, and two armor stands placed so the beastie stays still near the middle of the room.  The ceiling above each room is wired to collapse.  Below each chamber is an empty room, unconnected to the rest of the map (constructions help) and sealed, just in case you don't land the cave-in shot. If the cave-in fails, suction drags F.B. into the pit, where you can try another cave-in (if the trip down didn't kill them first). Gauntlet seals with a bridge, just in case you run out of cave-ins but not F.Bs

Totally scrap the whole thing if you catch a giant cave spider though :)

1799
DF Dwarf Mode Discussion / Re: stray tigerman herbalist-tame.
« on: April 02, 2011, 07:56:46 pm »
yeah and don't let it die of thirst--they won't drink booze, or water from a well, you need a pond accessible by ramp

1800
DF Dwarf Mode Discussion / Re: I'm Screwed! HELP.
« on: March 31, 2011, 08:15:09 pm »
just close up, give your dwarves a breather from the outside world, train etc.  Close off the caverns for sure, for now, perhaps with a small raising bridge linked to a lever--one pull and it's just wall.

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