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Messages - Vehudur

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1021
DF Dwarf Mode Discussion / Constructed rooms
« on: September 16, 2011, 06:45:27 pm »
So, bedrooms for dwarves...   Can I build them constructed?  I would assume yes, but I'd like this confirmed before I spend the time to do it.

It also seems like it would require excessive micromanagement.  Is there a best way to do it?

1022
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 16, 2011, 06:18:07 pm »
A Vile Force of Darkness just had a date with my two beekeepers.

1023
1x1 tiles stacked vertically with a route out on the bottom works fine so long as it's the one channeling down who digs the route out...

The legendary miner should have been off elsewhere (a gold vein) but took a break and when he got off break decided to go be helpful...

1024
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 16, 2011, 03:47:55 pm »
Quote
Urist McStupid has died after colliding with an obstacle.

1025
"Urist McStupid has died after colliding with an obstacle."

But it wasn't Urist McStupid's fault.

I was digging out a well with a large cistern below it, and for the sake of the continuity of the well...

Urist McStupid New Miner was channeling downward 5z for the shaft of the well, but Urist McAsshole Legendary Miner dug out the cistern before he was more than 3z down.  Urist McStupid channeled out the rock under his feet and ...   fell 7z to his death, splattering in pieces "His upper body is gone." and covering my new well with blood.

*sigh*

What's the DFhack command for cleaning?

1026
DF Dwarf Mode Discussion / Re: Maximum range of archers.
« on: September 16, 2011, 03:30:54 pm »
I will eventually be mining it away (it's got a lot of valuable ore) but it's quite large, covering almost two full embark tiles and standing 45z tall.  On the bright side of things, after I've mined it out I won't have any shortage of stone for constructions (it's got like 35k stone).

1027
DF Dwarf Mode Discussion / Re: Maximum range of archers.
« on: September 16, 2011, 01:32:18 pm »
The east tower is the one that's actually the fortress itself, the west one is military.  The west one also contains the trade depot and fortress entrance.

Closest approach is 17 tiles so I better cover it...

Also, how far for civvies to not get scared?

1028
DF Dwarf Mode Discussion / Maximum range of archers.
« on: September 16, 2011, 01:21:37 pm »
So, how do I figure out the maximum possible range of archers?  It would be extremely helpful to know.

I have to build a long bridge to connect the two mountains my fortress is built on, but there are other mountains and I want to know if I need to cover it or not for fear of goblin archers.

A real dwarf would dig out those other mountains in a giant strip mine, and I will, but in the meantime...

1029
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 16, 2011, 12:26:48 pm »
After FB #60, my fort has hit 4,000 meat.  This is WITH selling it.

1030
DF Dwarf Mode Discussion / Re: building destroyer traps
« on: September 16, 2011, 12:08:39 pm »
A door with lots of lava behind it.  Forbid it so your dwarves don't open it.

1031
1)Insert Goblin into pit.
2)Insert Water into pit.
3)Insert lava into pit.
4)Mine resulting obsidian (Smoothing and engraving optional, but won't affect performance)
5)Load catapults.
6)Destroy goblin invasion using its own species as ammunition.
I wonder if it's possible to mod goblin sculls to be fired from catapult.
It's not (yet?), sadly. Hence the obsidian creating steps between 1 and 5.

Let's face it though, if we could fire skulls from the catapult, next we'd be demanding to fire live livestock or some bizarre thing.

Firing livestock was really done, actually.

1032
DF Dwarf Mode Discussion / Re: Not good.
« on: September 16, 2011, 11:55:32 am »
Dwarves don't ask for specific gems...
But they can. Same with metals, likely other materials.

They usually don't, but they CAN.

1033
DF Dwarf Mode Discussion / Re: Not good.
« on: September 15, 2011, 11:57:55 pm »
I'll be honest, I've never buried a dwarf.  It's never been a concern before.  No clue how.  *shrug*

Either way, I'm headed to bed now, so g'night.

1034
DF Dwarf Mode Discussion / Re: Not good.
« on: September 15, 2011, 11:46:23 pm »
Boatmurdered is good stuff, unless you're one of the dwarves :P

Also, if he dies at 0 happiness, won't he come back as an invincible ghost and rectally violate my fortress (leading to a tantrum spiral due to the death of a few dwarves)

1035
DF Dwarf Mode Discussion / Re: Not good.
« on: September 15, 2011, 10:47:58 pm »
DFhack says they don't exist on this map, lol.

Guess I'm locking him in a room.

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