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Messages - Crashmaster

Pages: 1 ... 33 34 [35] 36 37 ... 48
511
DF Gameplay Questions / Re: Bucket-line
« on: July 13, 2012, 01:10:55 am »
it will all evaporate if less then 2/7 in any tile. I think it's 10 dwarf-drinks of water uses up 1/7 water but I won't stand behind that figure.

512
DF Gameplay Questions / Re: HFS / candy obtainment details [spoilers]
« on: July 11, 2012, 11:46:01 am »
does dwarven road radar still work in the new versions? It's kinda cheating. You try to place a big road over the tube and the 'X's reveal a bit of information about which spaces in the tube are open.

513
DF Dwarf Mode Discussion / Re: Water and Titans
« on: July 06, 2012, 05:02:00 pm »
moving magma will melt ice one tile away so you need to have a reservoir of magma under the ice you want to melt. The magma cannot (I think) be static (all 4/7 or such) you need the moving depth numbers to keep the ice melted.

514
DF Dwarf Mode Discussion / Re: Quick help solution
« on: July 06, 2012, 11:58:17 am »
looks well made, the style really reminds me of CD-I Zelda - no offense though.

515
DF General Discussion / Re: Hand Of Armok
« on: June 30, 2012, 05:03:36 pm »
there's also the trick of using cave-ins to turn the entire under-floor layer around glowing pits into unmined candy ore. From the digging through SMR thread.

516
I'm trying out adventure mode using a dwarf trained to ledgendary killer elite  everthing with an artifact candy axe, artifact dark strangler bone crossbow, artifact bizmuth bronze mace (weighs 6 urists - it is encircled with bands of platinum), masterwork addy everything with one steel left boot (better for kicking possibly?).

A cave troll punched her upper spine.

517
I make danger rooms, though 5x5 or 6x6 in size means that there is a lot more effort and time involved in making all the components (ten training spears per tile). Initial millitia is semi-skilled at embark and trained on defense duty or live prisoners. The danger room is only used to bring new recruits up to speed once the fort is beset by large sieges.

518
an adamantite mace goes through a baby's skull pretty easily still...


which was for slapping it's hospital-ridden mom in the steel helm when it's 6 siblings died in a pointless mining enterprise.

519
DF Adventure Mode Discussion / Re: Finding the Mountainhome
« on: June 28, 2012, 12:14:44 pm »
it's not there, not generated in world gen, check modding forum if you want to add them...

520
Promotion to chief medical dwarf is required.

521
I would draw steel into a 1/2 inch rod (if I cannot into cable) set to be pulled taut at a height of 5 feet by the wieght of a partialy fallen tree. Opposite end would be secured by ground anchor. The rod/ cable should have many blades hammer-welded to it so that once the front of the charge starts to tangle in it it is released from the ground anchor so that the now falling tree will pull the bladed rod through the tangled mess of horse-flesh and men.

good times

522
I don't know if pump operating no longer raises stats but I like to set up a pump/ swimming room where the pump draws from the pool, the output loops back and washes the dwarf down the pump inlet then he has to swim a ways to reach the exit ramp. If the have to swim over about ten tiles then once he gets back out the pump's passable tile is clear of water again and the process repeats.

523
check if the area is burrows restricted with 'w', though if the military won't go there I'ld say you have a pathing break; bad stairs or ramps or something.

524
if you move the squads list with+- j squad can become i squad to workaround this. I never noticed but have the same thing, 31.25 though.

525
DF Community Games & Stories / Re: Stormrack, Magma Hammer redux
« on: June 18, 2012, 02:58:32 pm »
Mebil's logbook: 74:

water covering

SPRING

Fire imps joined the goblins' advance. The bulk of both forces, crippled by their fall into the pit, are dispatched by axe.
A gigantic scaly bristle worm with a shell made a run at the dwarves in the caverns bunker but was shot to death from the second floor fortifications. Now Nil Ginonrovod has named his crossbow as well; Othil Agesh.
Northern incinerator cycled.
A miner died in the caverns, no-one is sure why, fewer care.
Project stockpiles are expanded again.
Some of the hydro power plants are making reduced power due to low water levels but it's not a real problem yet.
I'm a pro at felling trees now but just had to evacuate the surface ahead of arriving frogmen, tigermen, goblins and furies! All but one squad of bowgoblins died to the magma hammer until the powerplant stalled upon activation of the caldera re-fill. The last died in the pit.

SUMMER

We're working on re-filling and re-starting the powerplant.
I found the ghost of Kubuk Uzolgeshud haunting my tomb. He was crushed in last summer's bunker gate accident. Not my fault. Uzolgeshud = Oilyfortress, I hope they're not related.
Spoiler (click to show/hide)

The militia was sent out to wipe out the frogmen and furies on the surface. There was still some standing timber that I had to clear-cut once they were gone.
A different Mistem, now Vaboknazush, has been elected our new mayor.
Power is restored.
A denning area is dug out in which to raise the grizzly bears.
Further formations of marble are located near the magma sea and designated for mining.
Kivish was wounded in the sortie. I gave him some water, I felt good.
Spoiler (click to show/hide)

AUTUMN

Asob is turning yellow about this latest puzzlebox she wants. I don't think she's gonna give up on this one. The new mayor likes shields, we make 'em copper, and for silver stuff; warhammers.
Another small expansion to the power plant is started for insurance.
Pumpstacks to level 39, right near the top, scaffold to level 25, the project manages itself mostly now, my time is spent felling the remaining surface trees polluting our territory while at the same time avoiding Asob outside.
Kumil, a carpenter, is chained (finally), her children then surround and taunt her just out of reach. Breeding is a joke (unless it's war grizzly bears).
Spoiler (click to show/hide)

Ilral the legendary crutch-walking planter uses his skills to successfully evade a Reacher in the few remaining tight passages of the caverns until the beast was wounded by bolts and quint-sected by Kogsak.
Trading with the mountain home went well.
Crundle infestation in the caverns. Clothier Iden Bomrekmomuz is caught off guard but wearing his civilian-issue steel. He proceeds to choke-out, joint-lock and bite-and-shake disable then beat to death three of the crundles before the caverns militia could arrive. A good dwarf that one.

WINTER

Expansion and clearing of the caverns continues as do crundle and bugbat interruptions.
The medical staff is finally seeing to Kivish.
Bear-breeding is picking up.
Some new trees have come up through the snow in the west. All of my hard work clear-cutting the surface wasted! I'll re-clear the surface of them and burn the lumber to ash
Spoiler (click to show/hide)

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