Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vehudur

Pages: 1 ... 38 39 [40] 41 42 ... 106
586
DF Dwarf Mode Discussion / Re: Making Exciting Arenas
« on: January 15, 2012, 09:48:34 am »
I don't do normal dodge traps, instead I build a winding passage with dodge traps that has gaps and holes with a very long fall or magma (or both) underneath.

587
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 15, 2012, 09:45:53 am »
That map just gave me a dwarfgasm.

And this is before we've covered it in menacing spikes :D

True. 

But the only problem is, this is a very large world.  I can see starting out in the middle in adventure mode and never being able to realistically reach a fortress near the edge.

588
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 15, 2012, 08:38:26 am »
That map just gave me a dwarfgasm.

589
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 02:42:28 am »

This. This is what's going on in my fort.

And this is only 100 dwarves in.  When I'm done, there will be a massive bridge spanning the 20 Urist wide river (in the front of the image) leading up to the 5z marble gates of the fortress.  The entire walls are being built with marble blocks and will be 4z high except at the towers, which will be 10.  The fortress itself is being built in the French style & has concentrated towers with two royal courtyards on either side.  The total capacity of the fortress is going to be about 500 dwarves on 7 floors above ground. I only hope I have enough stone.

Has anyone done something on this scale? And if you have, what's the timeframe for a project like this?

I'm working on a colossal fortress myself and I expect it to take around 300 hours of play time. I've put about 40 into it so far and I only have the outer curtain walls done.

590
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 01:33:09 am »
No answer? Kay.

Got a artifact toy hammer. 6000 dwarfbucks.

Some toy!

Also:

Quote
2 questions: can a door stave off invaders? And I'm seeing 3 insect hives, 2 bee hives and a ant hive flashing on screen. What does that mean?

A locked stone door will indeed fend off some invaders if it is locked before they arrive, however, some invaders are building destroyers and will just smash your doors down.

Don't use locked doors.  Trolls make nasty party guests.

Instead, use a raised drawbridge* or floor hatch** oriented so the enemy comes from below at the top of a stairwell.

*You can build a drawbridge by going to (b-->g) and then using (k u h n) to size it and (a x d w) to control what side it raises on.

**Make a stone floor hatch at a mason's workshop and then place it with (b->H)(this is case sensitive).

The flashing insect hives are not really important - I'm not sure why they're flashing, but you can catch the bees and put them in hive boxes for honey if you have a beekeeper.

591
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2012, 12:49:56 am »
I found another candy vein tucked into the corner of the map and discovered it only had one level before HFS.  Of course, I've already breached it (and entombed it in a dwarven checkerboard) so it wasn't so bad.

592
DF Dwarf Mode Discussion / Re: Dwarven reactors and Fortress Design.
« on: January 15, 2012, 12:14:50 am »
In my latest fort I am not draining any water off the edge of the map except the lowest surface point - a river - nor utilizing perpetual motion, nor cheating and pouring it all into the caverns.

This means I have a huge battery of water wheels to power three magma pumps deep down, because of the distance the power has to go (and the twists and turns getting past the caverns).

593
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 14, 2012, 09:45:56 pm »
I just had a "D" wander into my front gate.

This may end badly.  My cage traps are freshly filled from goblins.

594
DF Dwarf Mode Discussion / Re: Need help building something...
« on: January 14, 2012, 09:18:39 pm »
You could dig a channel, add some stairs to the side and build a room with an atomsmasher down there, link it up, dig the ramp and wall up the stairs down or put a locked hatch over it, and designate the hole as a dump. Dwarves will drop the trash down there hole where you can safely atomsmash it and if you ever need something you can just unlock the hatch and get it!

Oh this is an awesome idea.

595
DF Dwarf Mode Discussion / Need help building something...
« on: January 14, 2012, 09:00:21 pm »
So I want to build another atom-smasher (which is simple) but my current one is very dangerous and two dwarves have been mashed under it already.

For the sake of avoiding unneeded deaths, I'd like to replace it.

This makes me wonder:

Do items that have been dropped on a tile trigger pressure plates?
Will a draw bridge destroy a pressure plate?

If both of those are no, I can move on:

How do I design a (probably water based) logic system so that if any pressure plates in the room pressed and the lever to activate the system is pulled, nothing happens?

596
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 14, 2012, 08:29:08 pm »
...

I did not know, until just now, that a ghost could literally scare a dwarf to death.

R.I.P. +1 legendary strand extractor.

597
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 14, 2012, 07:51:49 pm »
Help...  I have cave crocodiles in the plumbing!  It's fine, except occasionally they pop out to eat someone.

Giving each noble their own well in their bedroom is turning out to have been quite an interesting choice.  Of greater concern is the fact that my legendary weaponsmith is missing.

I assume that the water tasting like week-old plumphelms doens't concern them too much. At least until  they find the body.

I found the weaponsmith - he was trapped in a corner in the mines for some reason, dehydrated but otherwise fine.

Also, I just discovered there is a FB syndrome in the well water.

Uh oh.

598
Well, the fort is mature and already has everything it needs - seriously, I'm just digging out ore to do something at this point.  I need another siege, the last one broke too early.  Sitting at 35fps on a 6x6 map with 200 dwarves and another 100 animals - but I've been doing a good job of keeping the map clean (atom smashing junk, ext.).

I'll just do a slab then.

Interestingly, this fortress is very safe - this is only the third death, sieges included*.

*I design ridiculously easy to defend castles.

599
I'd rather have the body, but if it's impractical I will engrave a slab.

600
DF Dwarf Mode Discussion / How do I get a body off the bottom of a river?
« on: January 14, 2012, 07:17:56 pm »
I had a dwarf fall to his death through no fault of my own (for a change) and he landed* in the middle of my river.

*He blew apart.  Seriously.  His head landed 15 tiles from his right foot, and I have no clue where his left arm is.

Due to this being a canyon with completely vertical walls, the body is inaccessible.  Additionally, the river is considered pressurized due to a large waterfall pouring into it.

He was a fresh migrant with no friends and was content when he died, so no tantrum spiral however I don't want the ghost.  Am I just going to have to engrave a slab?

Also, a berserk failed mood carpenter (WHAT!?!?) was rampaging through the dining room scaring dwarves...   until a miner walked up to him and caved his skill in.  To be fair, this is the same miner who killed two GCS and an alligator himself and lived to tell the tale.

Pages: 1 ... 38 39 [40] 41 42 ... 106