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Messages - celem

Pages: 1 ... 84 85 [86] 87 88 ... 92
1276
DF Gameplay Questions / Re: About to tap magma for the first time
« on: October 28, 2010, 11:53:18 am »
I usually do both cause I'm paranoid  ;)

Paranoid is good in DF.  I used workshops blocking the channeled tiles rather than fortification.  Then some years after creating the original setup i decided to add an extra smelter and channeled a hole to give magma access.  In the time between me channeling and sticking the smelter over it a magma man came to visit >.<

1277
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 28, 2010, 11:44:45 am »
ioi101: re:named weapons

Its worth (and possible) getting them to switch out.  Im not certain exactly what benefits a 'named' weapon conveys.  Its relatively safe to say however that it wont be any more than artifact bonus which is an increase from 2x to 3x for aiming. 

General wisdom says that objects like iron artifact weapons are inferior to steel as the bonus doesnt make up for material changes

Therefore i'd imagine its safe to assume that a masterwork steel or any type of cotton candy will be better than a poor quality yet named steel weapon.

Incidentaly I replace weapons in this fashion but ive not yet ever tried melting down a named weapon, am unsure if it results in a bad thought like destroying a masterpiece/artifact creation (may not since the weapon isnt masterwork so the smith wont care and the guy who named it didnt create it.....who knows)

1278
DF Gameplay Questions / Re: 'using' artifact crafts
« on: October 28, 2010, 09:32:49 am »
you could manage this somewhat with a little stockpile-fu

Setup a 1-tile finished goods stockpile and restrict it to artifact crafts, i think you could even further restrict it to say artifact earrings etc.  may even be possible to further narrow the field with material if needed, havent investigated to be honest

1279
DF Dwarf Mode Discussion / Re: What to build?
« on: October 28, 2010, 03:49:12 am »
pressure plates can be set to be not triggered by citizens

1280
DF Gameplay Questions / Re: Is traping titans in cages possible?
« on: October 28, 2010, 03:43:48 am »
You can snag a trapavoid mob in a cage trap if you first manage to knock it out.

Cave in traps are best for this, either it gets hit by debris and is instantly smited or it gets knocked down and lands on a cage trap which will nab it.  Im a fan of a long corridor filled with cages with a cave-in setup above, pull the lever and cross your fingers:)

1281
DF Gameplay Questions / Re: Question about where to dig for ore
« on: October 27, 2010, 12:49:36 pm »
shift+direction moves the cursor 10 tiles at a time, so its useful when moving large distances.  you hit enter to start designating your dig, then maybe shift+down, shift+down and enter again...bingo 20 long tunnel, then shift+right, shift-right and you hop along to designate the next row in your grid

1282
DF Gameplay Questions / Re: Volcano mechanics
« on: October 27, 2010, 09:24:09 am »
so far volcanos are refilling by teleporting liquid to the empty spots int he designated magma zones

Just to clarify.  You are saying that the tiles that are magma at embark will always attempt to fill?  even if somehow i pump the magma out and drop the level significantly and then fully seal it?

Wasnt my plan but good to know, as long as i stay on the top level here i guess its fine.  Ill cast obsidian in a special pit elsewhere

1283
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: October 27, 2010, 07:41:41 am »
Yes, an object does get a bonus in aiming for being an artifact...but its still gold, you'd be better even with a regular iron spear

1284
DF Gameplay Questions / Volcano mechanics
« on: October 27, 2010, 07:38:01 am »
How do volcanos refill?  do they refill?  if i pump away the magma from the top level will it be replenished or eventually run dry?

Some pictures so you can see what im doing

Top Level
Spoiler (click to show/hide)

Z-1
Spoiler (click to show/hide)

Basically trying to workout if magma pumped into my moat needs to be returned to the volcano for the system to be reusable, also whether i can use it to repeatedly cast obsidian

1285
DF Gameplay Questions / Re: Neverending siege?
« on: October 27, 2010, 05:11:44 am »
You should be able to tell whether or not your are still 'under seige' by looking for the seige tag in the top bar of the DF window.  It vanishes as mentioned when the mobs give up rather than when they actually leave

1286
DF Gameplay Questions / Re: Pickaxe question...
« on: October 27, 2010, 05:07:30 am »
indeed the fix is important.

Your legendary miners can and will 1-shot FBs given the right weapons-grade pick, remember they use their mining skill as a weapon skill while they carry it

1287
DF Gameplay Questions / Re: Dwarves immigrating "slowly"
« on: October 27, 2010, 05:04:16 am »
Edit: meh that'll teach me to read the thread thoroughly...i was right about the river though

1288
DF Dwarf Mode Discussion / Re: Hardest surroundings?
« on: October 26, 2010, 09:06:50 am »
hah, had a go at the minimalist embark, landed myself in scorching untamed wilds desert with no supplies and 7 dwarves with points in various social skills.......I fumbled around a bit, shredded the wagon for my logs, picked just about everything growing on the map, 2 dwarves died to giant scorpions. 

Tried to get a bit of surface farming going but the seeds i gathered werent much help food/booze-wise.  Without the ability to preserve what little pools were about they all evaporated off before the merchants arrived.  Remaining 5 all died of dehydration, though not until 3 migrants had arrived, said migrants survived till caravan time and then hocked the founder dwarves clothing for a couple of logs and some ore.....we're a go!

1289
DF Gameplay Questions / Re: Re-Caging Dwarfs (Bug?)
« on: October 26, 2010, 03:41:55 am »
I've always had critters get released from cages pretty swiftly, any dwarf will do it but i guess it needs to be an idle one (most other tasks will supercede).  As far as i know theres no way to affect your dwarves priorities

1290
DF Gameplay Questions / Re: stuck migrants
« on: October 26, 2010, 03:40:07 am »
often the spot migrants spawn at is random, however if you are on a map with rivers intersecting then its likely they will always appear in that spot.  It may well be the only map edge your home civ has access to

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