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Messages - CapnUrist

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271
Not paved roads; they work like farm plots and bridges. Dirt roads, however, won't stop trees.

272
DF Gameplay Questions / Re: Lavish Catacombs and Nobles
« on: May 02, 2011, 06:50:40 am »
I thought nobles would only get angry if people had nicer things than they did. They don't care about the peasants' nice things, as long as they're not better than their nice things.

Nobles get iffy if an underling has nice stuff AT ALL. If a dwarf has a particular room that's valued to be above his station (i.e. over a specific limit in regards to his place in dwarven society; the peasants get less than the mayor, who has less than the baron, who has less than the duke, etc.), barons and kings get iffy about this, even if their rooms are platinum-plated, diamond encrusted dens of decadence.

273
DF Gameplay Questions / Re: Most well equipped.
« on: May 02, 2011, 06:47:08 am »
They'll train as macedwarves. Crossbow training occurs at an archery range. However, it's been said that it's easier and less time consuming to let dwarves train on live captives, or in a pinch, trial by fire (throw them out there during an ambush and have them learn on the job). As long as the crossbow is throwing bolts, they're learning, regardless of who or what, if anything, is hit.

274
DF Gameplay Questions / Re: Ponds????
« on: May 02, 2011, 06:43:49 am »
Underground water never freezes, and the caverns usually have water in them, along with other things...

275
DF Dwarf Mode Discussion / Re: What are your most dwarven defences?
« on: May 02, 2011, 05:00:45 am »
Well, I've found that a very simple clever way to fill a drain a chamber with magma without leaving little pools of 1/7 magma all over, taking forever to evaporate and blocking the way to goblinite is to channel out most of the floor and cover it with magma-safe grates, then use pump-generated pressure to make the magma rise up into the room. Once the room is cleansed, killing the pressure lets the magma fall again, provided it has somewhere to go, such as a relief drop that opens in the room below. The only problem is that without a huge amount of space and magma to facilitate the flow, it goes more slowly then simply filling the room from above.

I suppose I could use a quick magma-drop method, but to me there's something sadistically poetic about magma bubbling up through the floor to burn the occupants. I already have a design of sorts in my head, but it needs sorting and testing.

276
DF Gameplay Questions / Re: Fascinating new way to fail.
« on: May 02, 2011, 04:51:08 am »
For the challenge.

But I just realized I'm saved: the wagon is made of wood!  I'd forgotten about that.

Not only that, but you can also make training axe out of that wood, making it easy to bootstrap any embark with bare hands (just buy anvil and pick from first caravan, log cabin for early shelter, build palisades if needed).

Careful with this assumption; any embark that forces your dwarves to land on a sharp incline will lose you the wagon, along with those valuable starting logs.

277
According to the raws, the most you have to worry about is your miner getting dizzy from the venom. Other than that, it's pretty harmless.

Venom syndromes cannot be spread; they're only contracted by being bitten by the creature with the venom. You can even buy or create barrels of venom for cooking.

278
DF Dwarf Mode Discussion / Re: What are your most dwarven defences?
« on: May 02, 2011, 04:41:08 am »
God damnit now I have to do this, since I recently figured out just how to make this work. However it will be grindingly difficult, require a shite-ton of magma-safe floor grates, pumps, bridges and mechanisms, every room do have a natural stone pillar every 3 tiles in every orthogonal direction, and will STILL be gratingly slow to use.

279
Embark on a major river with a wide, deep canyon. The river must be at least 20 tiles wide, closer to 30 preferred. The canyon can be any depth, but must be at least 5 tiles deep to qualify as a canyon (otherwise it's just a ditch). Build your fort suspended between the canyon walls. You can mine into the canyon walls for stone and metal, but you cannot make any buildings or rooms underground. The fortress can extend up over the walls of the canyon, and mining operations can (if possible) travel down through the riverbed.

BONUS: Have a central tower from which all mining and construction extends. You cannot dig stairs or ramps of any kind save within the confines of this tower. It cannot have an internal area exceeding 25 tiles, and must be the highest construction at any time in your fortress.
DWARFBONUS: Make all constructions out of ice, and all buildings out of clear glass.

280
Unfortunately once the caverns are breached, trees, shrubs and fungus (grass) will grow on any underground soil or muddy rock that isn't covered with something, 'something' being any buildings, constructed floors, roads, bridges, or any other such thing. So for example, I tend to pave my underground aqueducts with stone roads, which keeps trees from growing in them if they are ever drained (trees won't sprout in 7/7 water, although the cavern lakes will be full of them). To keep your fortress free from plant life, just dig your fort through stone, not soil, and keep it dry unless you intend to use it for farmland, and pave over any area that may grow plant life if you don't want it to.

Keep in mind that this spore effect can be quite handy; my current fort has a tree farm in progress, so that my dwarves don't have to climb the 30+ z-levels to the surface or wait for a caravan for wood.

281
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: May 01, 2011, 03:38:24 pm »
It's been determined that falling objects and creatures do not harm creatures they fall upon, not does it harm the falling creatures; the bottom creatures "catches" the falling animal.

While I can't find the thread, this concept has already been considered for use in military deployment.

282
DF Dwarf Mode Discussion / Re: Badger: The New Carp?
« on: May 01, 2011, 03:23:44 pm »
My current fort had some trouble with badgers at the beginning (mostly because I'm very particular about grand entrances and usually take 2-3 years designing and building them; this one has a spiral ramp tower of ice descending directly into the riverbed at the bottom of the canyon). Honey badgers, specifically; bastards would never run away. Waddle-waddle-waddle-RAGEGRRKILLPLANTERS!-waddle-waddle-waddle. I eventually handled the problem by getting an immigrant trained with a mace and sending him about to deal with the beasties. He went on to become my most valuable military dwarf, and currently has a steel pyramid dedicated solely to him; it will be a memorial hall for memorable military leaders, but he's the only one of note who has perished.

283
DF Dwarf Mode Discussion / Re: Not Exactly Terrifying
« on: April 29, 2011, 10:23:35 pm »
Just wait a little longer. You'll probably start seeing undead creatures rolling around. Also remember that the good/evil balance affects the caverns too; skeletal troglodytes aren't much fun.

284
DF Dwarf Mode Discussion / Re: My little gold mace artifact
« on: April 29, 2011, 10:22:04 pm »
I think the biggest issue with maces vs. hammers is that maces aren't made for killing unless you're bashing people in the head; they're made for breaking bones. This helps incapacitating enemies, but unless it's specifically aiming for the head, it won't help much in killing them. Since there is no taking prisoners of war in DF (if your military engages, they will fight to death one way or the other), breaking your foe's kneecaps won't speed that process, and since dwarves focus on an enemy until it's dead or something else attacks, a quick death is preferable to a quick incapacitation.

If there was an option to let dwarves favor conscious enemies to unconscious ones, I believe maces would see more use.

285
DF Dwarf Mode Discussion / Re: Tantrum Resistance
« on: April 29, 2011, 10:08:21 pm »
Keep everyone as ridiculously happy as possible. In my fortresses, my most important dwarves (to me) are the cook, the brewer, the engravers, the carpenter and all my metalworkers.
  • I smooth every available surface to train up my engravers, then once they're legendary or near it (it shouldn't take long to train up 3 legendary engravers), set about engraving the dining hall, the bedrooms, the booze stockpile, the prisons, and anywhere else I feel could use some lovely history.
  • A legendary cook with enough ingredients will produce food that makes ambrosia look like dog leavings, in huge quantities; my current fortress, the Riverbed of Surprises, has over 6000 prepared meals stockpiled, most of them masterpieces, and that's after losing an entire wing of the kitchens to an accidental magma spill.
  • Brewers are also good, but their skill isn't quite as necessary, I've found; as long as dwarves have a large quantity of alcohol and a large variety available, they're happy as elves in the jungle.
  • Nice furniture in their bedrooms, as well as the aforementioned engraving, keeps dwarves very happy. A high level carpenter makes better beds, and even near-worthless metals such as zinc and lead make dwarves happy. If metal is too precious or rare, I'll use stone and ensure a high-level mason (Great or better) makes the cabinets and coffers.
  • It may seem an odd suggestion, but a nice jail can help as well. My current prison is made up of 12 3x3 cells without walls; instead, they are suspended over a pool of magma. Gold chains center each cell, and surrounding them are a bed, chair, table, 1 tile of food stockpile, and 2 booze tiles. A jail keeps your captain from having to beat criminals (s/he'll still do it, but only for serious crimes, so that candy hammer is also a plus), and making the cells nice and including some amenities helps balance the bad thoughts from imprisonment.
  • Finally, try to keep your dwarves alive. Don't send your 5-man, barely trained squad of swordsdwarves to fend off the siege alone. Lock yourself in and wait them out if you don't have the military strength or proper traps to handle the enemy. One dwarf dying will upset a few people for a month or two. Ten dwarves dying will set off a powder keg of unrest and rage, especially if you let all your dwarves be friends like I do.

With this in place, ecstatic dwarves all the time... until you hit the HFS unprepared.

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