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Messages - BigJake

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421
DF Gameplay Questions / Re: Fortifications and flying units
« on: September 30, 2010, 05:20:10 am »
By the time I get to the top of a tower I'm usually sick of it and want it done so I just throw a wall in on the top floor right under that last tile.  Walls come with free floors on top, after all.  Otherwise, yea, it's external scaffolding time.  A simple stairway up the side might be easier than a bridge, though.

422
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 30, 2010, 05:02:54 am »
I'm not an expert, but I shall endeavor.

In your params should be this:
Quote
        [CAVERN_LAYER_COUNT:3]
   ...
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15]
   [LEVELS_ABOVE_LAYER_1:5]
   [LEVELS_ABOVE_LAYER_2:1]
   [LEVELS_ABOVE_LAYER_3:1]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]

HAVE_BOTTOM_LAYER_1 is the magma sea, you can turn it off.  HAVE_BOTTOM_LAYER_2 is the circus and if turned on will force the magma sea anyway.  The cavern number is self-explanitory.  Levels above ground is how many z-levels extend above the surface.  LEVELS_ABOVE_LAYER_1 is the number of levels above the first cavern; ie. the number of z-levels between the surface and the first cavern.  LEVELS_ABOVE_LAYER_2, _3, etc. are then apparent and will define how many z-levels are between the 1st and 2nd cavern, 2nd and 3rd, etc.  The last, I believe, is the number of levels occupied by the circus.

Be careful turning off caverns completely.  This will mean that no civilization will discover underground crops and you won't be able to grow a single plump helmet.

423
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 30, 2010, 04:33:12 am »
It depends on the world.  The default is somewhere around -150z I think.  It's pretty deep.  Just start digging down until you hit a cavern; then you've got two more caverns to go.  Then you'll be close.

Personally, I like my maps a little cozier and gen a world with 50ish layers and one cavern so I'm not certain on what the defaults are anymore.

424
DF General Discussion / Re: So much nicer here.
« on: September 30, 2010, 04:28:59 am »
I spent a lot of time thinking about this the other night...

Hey look, it's pretty much everything I love about this game.  Well said.

425
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 04:25:55 am »
*Anywhere where there is a full tile of soil underneath or is irrigated.

I didn't use the clearest language there; the trees will grow in soil if there is a full block of soil underneath it.  Irrigation is exempt from this and from what I've read increases yield as well.

426
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 04:00:03 am »
Not having to breach caverns is news to me.  I've never seen an underground tree before breaching.

427
DF Dwarf Mode Discussion / Re: Shortest Lived Forts
« on: September 30, 2010, 03:40:06 am »
Embarked with only an anvil and a couple nuggets in an untamed wilds.  Spawned right next to a giant jaguar.  That cat was a f**king surgeon.

428
DF Gameplay Questions / Re: Max Dwarves
« on: September 30, 2010, 03:07:37 am »
You can change the population cap in your d_init file.

429
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 02:54:46 am »
If you really wanna get fancy, designate paths through your tree farm so your dwarfs can forage the bushes while leaving the trees largely intact.

430
DF Dwarf Mode Discussion / Re: How do you punish your dwarves?
« on: September 30, 2010, 02:37:57 am »
They join any goblins and trolls in the yearly offering to Armok.

431
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 30, 2010, 02:36:36 am »
There is garunteed to be a magma sea at the very bottom of the map.  If there is a magma vent it probably doesn't reach much higher.

Leave a tile empty next to the corner tile so they can get to it.  After it's done, you can place a wall in the space.  If it's a large wall, a floor running alongside the wall might help.

432
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 02:21:58 am »
I've never actually ventured into the cavern proper and my military is normally...deficient.  Every time I've breached a cavern it's been from the top and I just floor off the stairway before anything can fly up.  The trees will grow anywhere* underground once the caverns are breached so there's really no need to enter the cavern proper.

*Anywhere where there is a full tile of soil underneath or is irrigated.

433
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 01:48:49 am »
I just let them and migrants knock on the door pathetically while whichever-siege-is-in-town takes them to task for not getting there sooner.  While the doors were open.   That said, I do like to leave a small path into my fortress with a few cage traps that I can airlock and retrieve.  Armok needs his blood and he's not gonna get it if they're all outside.

434
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 01:38:29 am »
1) Breach cavern
2) Dig (big) room
3) Irrigate
4) Wait 1.5 years
5) Profit

It's really very easy, just lock the room while the saplings grow so they don't get trampled.  I like having 10x more than I actually need so my farm usually spans an entire z-level or two but that's hardly necessary.  You really don't need massive amounts of wood unless and a good size tree farm like that will provide all you'll need.

435
DF Dwarf Mode Discussion / Re: Never go to the surface.
« on: September 30, 2010, 01:23:44 am »
Personally, I like to batten down the hatches such that even building destroyers can't get in when I'm closed up.
I'm on the fence whether it's a straight exploit or not but building destroyers can't destroy anything from the bottom.  So an entrance ramp leading up into a secure keep can be covered with a retractable drawbridge and roof access can be handled with a hatch covered stairway leading down onto the roof.
Nothing can get in unless you want it to.  Throw in a tree farm and you won't need to open up for a thing.

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