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Messages - celem

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586
DF Gameplay Questions / Re: Can raised bridges be destroyed?
« on: June 17, 2011, 09:51:33 am »
Bridges die to dragonbreath.

Magma safe materials will do nothing.

There is no solution to this, dragonfire is just that badass, the only thing that can resist it is true Constructions (as in C menu)

Edit: also yeah building destroyers cant knock down bridges raised or lowered.  they do prevent raising/lowering when on them though.

587
DF Dwarf Mode Discussion / Re: Motor nerves
« on: June 17, 2011, 07:26:07 am »
Ok yeah thats my bad.  Its a change to genesis that I hadnt noticed.

588
Nah i've had totally sealed sunken bunkers scatter, it doesnt appear to obey the majority of normal game logic

589
locking doors and sealing rooms doesnt help.

things should stay in bins, ive never seen them leave.  Faith in the lead bin trick is pretty widepsread.

not certain on the cavern scattering.  items normally scatter without respect to reachability but ive never tested this.  in theory it should scatter everywhere but i imagine theres safeguards against scattering to the circus and such.

the only way to test the durability of the lair status is gonna be to test it a bit I think.  I've never heard anything about this kind of scheme before. 

for getting items into buildings for storage then your only real hope is to have no stockpiles when you build it in fort mode, youll need a lot of workshops over time as stuff gets insanely cluttered...its likely to get messy

built furniture shouldnt move (racks, cabinets).  Ive never checked their contents but id say they probably wont move.

Let us know how it goes

590
DF Gameplay Questions / Re: Retreiving drowned bodies
« on: June 17, 2011, 05:42:43 am »
If its the middle of a river then getting the body to fall down is the best bet.  when they lie alongside a bank you just build a pump with input over the corpse, you could do this with the middle too if you could get a pump out there...but i seem to recall they cant be build on a C-f floor

591
Yeah this.  Large worlds are nive for having as much variety in fortress sites as possible and for having lots of room for MBs for adventurers to kill.

Neither of these are really problems in a medium world, they work just fine for everything too:)

592
DF Gameplay Questions / Re: Dwarfs not working?
« on: June 17, 2011, 04:46:21 am »
Yeah.  Check you have storage for them to move things to.  Check through therapist that you left them hauling labours for the items.  Check you dont have a burrow active that stops them doing the jobs (though you'd notice the spam), check paths to make sure you havent isolated half your fort by accident (dont laugh...happens)

check the workshops are not made of a forbidden lump of stone
woodcutters not cutting trees.....are they also in a military squad?  that doesnt work too well

Otherwise im kinda stumped.  the fact that they will dump indicates they can get around to some degree, best pathing check is a dump assignment next to where you want them to be to make sure they can reach it.

Also: Not all idlers are truly idle.  some might be at parties or on a genuine break.

593
DF Dwarf Mode Discussion / Re: Motor nerves
« on: June 17, 2011, 04:40:26 am »
As far as I know though, according to the wiki that healing rate is only for spinal nerves. Also, the health screen says he's still got a severed motor nerve, which I'm assuming would disappear if he had healed.

Huh thats odd, I always assumed the nerve tissue was what gets hit in limbs too.  Ive noticed some of my crutch walkers returning their crutches too.

594
DF Dwarf Mode Discussion / Re: Motor nerves
« on: June 17, 2011, 04:35:50 am »
Your dwarf recovered like hes meant to.  I noticed the other day that the RAWs have changed.  Nerve damage never used to have a Healing_rate at all, they now have 8000.  This makes them the slowest healing tissue, but severed nerves will eventually heal now.  Only dwarves that actually lose the limb seem bound to crutches for life.

This change seems to have been last few versions.  Im pretty damn sure that in 31.18 I was still adding nerve healing manually.

And yeah, normally novice is the line for a mood.  dabbling smiths usually make something at the craftsdwarf shop.  I guess if he likes a metal it might override since metalsmiths can demand specific metals.

595
re temperatureless magma.  You can still drown in it just like water with temp off...

Re Fort Automation:

You picked up on the key hurdle immediately, nothing causes my automated forts more grief than damned liaison meetings as thats a bunch of 'a' key presses needed each autumn.  Other hassles are FB/titan announcements which want enter presses.  Not found a way to supress these.

I solved this one with a little complex filtration.  The caravans all come down a certain tunnel due to the way i setup access to map edges, theres a pressure plate in that corridor set for heavier than normal creatures (it triggers off a merchant's pack animal).  This setup isolates the caravan and prevents it from entering the fort proper (where the liaison will tie up your mayor).  Rather than lock em in somewhere they just get shut-off from the fortress and will eventually get annoyed and leave.

Once the first caravan triggers this then the fort is pretty locked up bar a few approaches meant for seigers (lead to killable units for goblin pathing but not to depot/mayor).  It remains locked to caravans untill I reset the system.  (I couldnt find a way to open it automaticaly as I cant tell when the caravan/liaison leave)

Soldier attrition is part of the challenge really and the main cause of death of my auto-forts.  Its not as bad as it could be, im rarely performing these steps before 15 years so my militia are fairly buff.  The defensive setup of my fortress means no scheduling or orders.  Melee and ranged units just train in their barracks year round, the seigers take care of everything themselves, the fort is usually even open to all 3 cavern layers.  syndrome FBs are number 2 alltime fortkiller.

(my archers are in the pillboxes from my thread in sig link.  6 of them ringing the main staírcase in a courtyard.  Pressure plate causes the bridges/shutters to raise together and everything gets shot by a volley from 40 crossbows.  The shutters drop again on a timer.  Melee is in the courtyard beyond, I built their barracks with glass windows for walls so that they will charge and return all by themselves if anything passes the Xbows)

It gets pretty complex.  I might do a little video tour of one of my older ones sometime, there are a few little tricks for proper 'hands-off' forts.

596
DF Dwarf Mode Discussion / Re: The Pickaxe of Revenge
« on: June 16, 2011, 06:26:45 pm »
And yeah when stuff gets severed it goes flying.  I get stuff on top of walls sometimes where i have to build scaffolding to get them down.  It can fly on all 3 axis so isnt impossible, a graveyard pile (p-y) accepts dwarf parts

597
DF Dwarf Mode Discussion / Re: Cycling magmatic siegekiller
« on: June 16, 2011, 06:24:35 pm »
Ok, I thought everything was open till triggered then cycled and emptied and opened, but i see you have one open which opens the next whenever it cycles.  Smart system mate

598
DF Dwarf Mode Discussion / Re: The Pickaxe of Revenge
« on: June 16, 2011, 05:57:59 pm »
Yeah rotting doom.   a refuse pile open to the sky is probably the answer.  there are more complex tricks but this is simplest.  It sounds like you are having FUN.

Welcome to Dwarf Fortress

599
DF Dwarf Mode Discussion / Re: The Pickaxe of Revenge
« on: June 16, 2011, 05:54:49 pm »
you dont need anyone with skill, just build a loom and give someone idle the weaving job.  same for spinning job at farmers workshop.  just assign the labour.  they take ages but nothing in the game requires a skill level to perform. (bar firing through fortifications)  your wool will be at the refuse pile, or farmers workshop if you have none.

the order is farmers workshop shear. farmers workshop spin, loom weave and you got bandages. the earlier post missed spinning, you will need that before weaving

600
I often segregate to some extent.  Even sometimes running two simultaneous forts on one site (magma moat beats burrows for restricting traffic :P Theres simply no path between the two and never will be, i didnt even build bridges so never needed burrows, much more complex in your case with multiple areas in a site)

Walled lumber camps (wooden pallisade) are a favorite too and im stubborn enough to use dirt roads over tunnels for access and connection to main fort.

Guilds are something I always wanted to play about with.  I remember as a new player reading a community fort and hearing references to guild representitives.  I was bummed when I found its just a human diplomat and not a dwarven noble, dwarven unions/guilds would be awesome.  Build a cool themed hall and show us a picture.  I did build drinking halls and pubs once back in 31.12 but mainly as shells for an adventurer to visit.

The idea of theming little chunks is great, it would be perfect for if we get some way to come out into the world.  Otherwise I guessyou just need the biggest embark you can handle and use the space well. ( or embark/abandon several grouped fortresses to build a huge adventuring estate/complex.)

You could go with a single site and use vertical space, but it looks so much cooler on visualisers when the epic stuff is done surface-style.

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