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Messages - celem

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271
DF Dwarf Mode Discussion / Re: Tips for Temporary Forts.
« on: April 10, 2013, 08:22:26 pm »
Be careful with above-ground building on your extremely cliffy map.  If the prep work for the big dig takes long enough that goblins show up then a simple pallisade may not cut it, as goblins will just climb the hills and shoot over the walls.

I always roof my above-ground builds (though its a throwback to old FortressDefense games where I suffered a great many flying opponents...not that they pathfind worth a damn these days)  This will stop your workers getting peppered with bolts and arrows as well as preventing them from seeing anything scary that is clambering about in the nearby hills and fleeing back and forth across the compound.

272
DF Dwarf Mode Discussion / Re: How to put a Volcano to good use.
« on: April 10, 2013, 07:44:55 pm »
Well.  Now you know one of the many ways *not* to breach a volcano.  Just keep at it till theres a minimum of burning short-arses and yer golden.

Incidentally i'm lazy and use no floodgates, fortifications or grates or any such but suffer no magma critters.  I cut the hall for the forges and plan where each workshop will go, channeling the required holes to let the workshops access the magma.  I then put a down stair in one corner of the room and cut the radiator (the grid-shape that will contain 7/7 magma) beneath.

 I use legendary miners to cut the actual flow loose, i2amroy gave a trick on page 1 that will never cost you a dwarf, i always use that (designate a nearby tile for mining after the dwarf begins on the desired tile, undesignate it again once hes breached the pipe and is moving, if you have multiple miners you may need multiple of these 'bait' designations to be sure the guy tapping the pipe gets assigned one of them)
Another reason to use a miner for this is that if through some stupid dwarfyness it all goes pearshaped, he can cut himself a new upstair faster than magma flows and you just have an extra stair to deal with, as opposed to a burning beardy.

Once the magma is running into the radiator and the miner is out, i channel out the downstair from the forge-deck and floor it over.  When you then build your workshops they will block the holes you cut to provide them with power and there is no way for critters to get onto the forge level, even if they drift into the radiator (which they will almost never do since theres no path).  Just make sure you are positioning the workshops so that impassible tiles are above the holes allowing access to the magma, if you mess this bit up then yeah...crabs and gimps everywhere.

The only true drawback to this kind of method of inflow is that you cannot drain the radiator to expand it, though you can cut another one adjacent and then breach into your original one using the same tactics as tapping the original magmapipe.  The floodgate is usually there for control for just these reasons, but magma-dwelling building destroyers then necessitate all that faffing about with fortifications and grates, which is just timeconsuming.  Without those features the entire magmaforge including it's 'plumbing' can be dug by 1 miner, probably within a month.

If you decide later to build a superdwarfy magma weapon then dont make the mistake of linking the reservoir to your radiators, build it it's own tank, magma flows much slower than water and charging your weapon will likely depower the forgedeck

273
DF Gameplay Questions / Re: Melting Stocks
« on: April 10, 2013, 07:10:53 pm »
This bugged me for an eternity.  Haven't played DF in a year or so... but lets see what i remember of the issue.

Firstly be sure its not forbidden, zoom to it if you can to make sure its accessible and not equipped etc.

Assuming the idiot-checks all pass then we gotta figure out why it wont smelt.

It shouldnt be intrinsically unmeltable items, since you have issues with armor and weaponry and as far as i remember metal chests are the only thing that's bugged and wont melt.

My first guess would be that its equipped by critters in cages.  Set 1x1 dump by forges (or armor/weap piles), head to animal stockpile, d-b-c to claim everything on the tiles with caged invaders, d-b-d to dump everything on tiles with caged invaders, browse over the tiles with k and remove the dump tag on the cage itself in each case.  Dwarves will strip em and dump the gear, even if melt tagged and reclaimed the dwarves will cancel on you if the items havent been forcibly removed from the invaders using this method

Other possibility is its dropped outside off dead invaders and your dwarves do not gather from outside due to a burrow or gather settings or some such, this is usually part of my idiotchecks

274
Curses / Re: The velvet revolution
« on: September 10, 2012, 12:35:20 am »
I've done this one a few times, it was the first way I managed to win.  It can be done without firing, punching, or infact ever being seen.

For easy 'velvet' mode then use the liberal guardian and a stealthy individual to steal stuff for them to run in special editions.  You can generally win the game within around 4 years using only 2 characters, thief and writer.  And the only reason it takes that long is the usual entrenched politicians.

For a harder 'velvet' I prohibit myself from building a guardian.  Victory here is still surprisingly easy and often faster than a violent route.  Stealth is great, just rob a load of sites blind, even if you strip the site completely and leave with them only suspicious they seem to suspect you and the papers credit you.

The reason I find the non-violent route so absurdly easy is that you can steal every single last loot item at a site (and interact with all machines/etc) and as long as you didnt do any shooting then the site will not close down.  As you may already know, leaving a site on high security rather than closed down has a larger impact on opinion.

The only 'velvet' that busts my balls is velvet from nightmare.  You pull that one off you let me know :)  Technically its no harder than from regular start if you are being non-violent, but you dont get to make any mistakes, generally my thief will make at least 2 trips to the courts before i win (he defends himself, nobody in my organisations is ever below 4 law), in a nightmare mode you may not have that option if you didnt manage to dislodge the deathsquads yet.  Nightmare starts also rule out activities like graffiti and disobediance untill midgame (unless you like to run from DSquad).  For velvet from nightmare i really must highly recommend focusing the courthouse and police station asap until the DSquad vanishes

275
Curses / Re: [SUGGESTION] DPad movement
« on: September 09, 2012, 02:45:30 am »
Diagonal movement might be nice for those coming from roguelikes where its enabled.  But truthfully, as long as the hostiles are also restricted to orthagonal movement then its all good.  Adding diagonal movement to the char is super easy code-wise.  Adding diagonal pathing to whatever AI this game has (i.e. in seiges) might be trickier.

276
Curses / Re: Watch Fox fail horribly at Nightmare Mode
« on: September 08, 2012, 10:08:32 am »
Hah awesome.  You got shafted so hard by your own game.  This means its a true roguelike, props man.  Also, yes, Josephine Justice is the greatest founder name ever :)

277
Curses / Re: Things we'd like
« on: September 07, 2012, 03:10:26 am »
While impeachment would indeed be cool the truth is that its no challenge at all to get a bad pres/administration out with a non-violent route.

You can easily swing the populace fairly hardcore liberal before the first presidential elections, if the arch-con ever makes a second term its because I let him.  This is generally through site thefts, I dont do the shoot em up route, mainly because my noobs have a tendancy to alienate sites and destroy our progress.

The hard one to flip is the supreme court which is why the elite liberal ammendment has been added.  This one is also pretty damn easy to do without the ammendment tbh.  More site thefts/raids on courthouse and you gather corrupt judge evidence rapidly, each time you run one of these a supreme court member slot is re-elected and it seems that the more liberal the country the more likely this election leads towards liberalism.

On that note I would like the elite liberal ammendment that purges the house/senate and court to be optional through the start menu like ccs and end-goals.  Failing that I guess I'll get around to checking out the code and make that change somehow.

278
Curses / Re: Back sliding
« on: September 03, 2012, 04:16:32 pm »
how can you skip time ?

You have to disband and start over once the country falls back into arch-conservative anarchy.  every keypress at the disbanded screen skips 1 month.  You get your founder and any sleeper contacts he/she had back when you reform, i think thats it.  You keep safehouses, items, cash etc etc.  But your founder will age.  But this isnt an issue if you spent the first revolution packing them with epic skills and teach since you can create an army extremely quickly :)

279
Curses / Re: Do Police Raids kill you?
« on: September 03, 2012, 09:03:28 am »
It would entirely change world politics to be honest if you could get them all to vote.

Theres this issue where the only ones who care are the ones who vote for the muppets.  The year they launched the Pirate Party in sweden they saw a record turnout as masses of usually non-voters put 8 members in our version of the house, people didnt switch, just a whole new voter block suddenly appeared.  First time I voted, was 28 :)

280
Curses / Re: Going the forcefull route
« on: September 03, 2012, 08:55:29 am »
Crosstrain!  This is key in combat strategies really, that way you have fewer true critical members.

Get law on your founder followed by a few points of education as soon as possible and make your priority teaching that to your soldiers.  A nice soldier or police sleeper can flood you with gear early.

If in nightmare mode then get rid of deathsquad asap by shutting down the cops repeatedly until the people curtail them bypassing the government..

Now you can go the megaforceful route with some impunity, if you get in over your head just surrender and defend yourself, the juice boost for that rocks and if combined with a sleeper judge you can usually walk on some really heinous rapsheets.  I generally make my soldiers all stealthy too so could probably spring the entire organization from death cells with any single member.

The other benefit of course of that law teaching is any non-criminal liberals you have can also defend themselves legally from stuff like flag burning which they might get hit with.

You will learn to love the police station, raid it nice and regularly.  Getting seiged all the damn time sucks.

281
Curses / Re: Scriver's Liberal Questions Thread
« on: September 03, 2012, 08:49:25 am »
There is a daily per person too.  If you run a day with some kind of fundraising active then next turn when you enter activate liberals with 'a' and hit their letter then the very top line on the screen will display yesterdays income.

282
Curses / Re: Do Police Raids kill you?
« on: September 03, 2012, 08:43:41 am »
I always kinda hoped that now we have such a strong information system available (the net) we could actually pull off the direct hardcore 1-man, 1-vote democracy.  Would be an interesting system.  I always felt the setup now reminded me strongly of Republican Rome which I guess became representitive democracy at some point, my politics isnt strong enough to define where that line is.

Some countries do hold large-scale referrendums but its limited usually to momentous events.  The best examples I can think of are European Countries going yes/no on the EU and Euro.  Typicaly these are plagued by low participation anyway.  Voter Apathy is the true enemy, not Conservatism.

283
Curses / Re: Back sliding
« on: September 03, 2012, 08:35:32 am »
Yeah its a little amusing actually.  I was using a super-agi masterthief as founder.  Once I time-capsuled him for 50 years he came out with significantly less agi and more wis since he crossed into old age.

Guard dogs still couldnt bust his stealth though and he rapidly trained an elite commando squad to reliberate the country :)

284
Curses / Re: Back sliding
« on: September 02, 2012, 02:53:29 pm »
i did once try to get to 2100 by disbanding and refoming to change the society.
if you disband only a few members will come back(do the brainwashed aways come back?)but you will keep and your guns and cash you have stock piled.

It seems that the only ones that come back are sleepers.   I've never had liberals return to the cause, just the sleepers who pop-up over the first few months out of retirement

285
Curses / Re: The army is just sad.
« on: September 01, 2012, 06:17:11 pm »
Dogs are the number one threat to the stealth game all the way to the highend.  youll still get caught occasionally at 20 skill.  I think you can convert dogs though somehow, not tried

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