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Messages - Chocolatemilkgod

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166
DF General Discussion / Re: Kobold Camp in the open, picture here
« on: January 10, 2011, 06:38:07 pm »
If they're unarmed as you say, it'd be much easier just to send in a massive war dog army!

167
DF Dwarf Mode Discussion / Re: This game blows my mind...
« on: January 10, 2011, 06:24:58 pm »
You need a dwarven atom smasher! Here: http://df.magmawiki.com/index.php/DF2010:Dwarven_atom_smasher

168
DF Gameplay Questions / Re: How do you change the number of caverns?
« on: January 10, 2011, 06:21:51 pm »
Sorry I meant it as a completely separate question, but I didn't want to spam the forums with another thread :/

169
DF Gameplay Questions / How do you change the number of caverns?
« on: January 10, 2011, 12:01:11 pm »
This is actually a second question. But where to I go to change the number of caverns from 3 to 2?

170
DF Gameplay Questions / How do you change the number of caverns?
« on: January 10, 2011, 11:54:47 am »
Can I turn them on in any saved games I had? So I would be able to have invasions in previous save games that had them turned off?

171
DF Gameplay Questions / Re: Urist you're supposed to pick that up!!
« on: November 06, 2010, 05:20:09 pm »
The "save/dump" orders specify whether the items get stored in stockpiles or hauled to a garbage dump activity zone - way back in the old 2D versions, it caused them to be thrown into the chasm.

Is your butcher's shop outdoors? If so, do you have collection of outdoor refuse enabled?

No it's inside and it has a refuse dump conveniently in the room next to it. My dwarves still hate me.

172
DF Gameplay Questions / Re: Urist you're supposed to pick that up!!
« on: November 06, 2010, 05:03:49 pm »
I have plenty of stockpile space. And I've disabled it on some but there's plenty to pick it up. I think I'm suffering from chronic 'Toomuchworkitus', a common syndrome in fortresses that cause your dwarves to do the jobs in the most inefficient way possible -.- . The problem I think I'm having is that there's just too much for my dwarves to handle...I need more migrants I suppose. But there's tons of refuse and stuff hanging about...

Speaking of which, under the o-r menu, which should the refuse to set to? If it's set to dump does it mean dump in a refuse pile or in a garbage dump? Then what does save mean? Just leave it where it is?

173
DF Gameplay Questions / Urist you're supposed to pick that up!!
« on: November 06, 2010, 04:46:53 pm »
Basically my butcher's and brewers is COMPLETLY cluttered with skulls and bones, and seeds, respectively. And my dwarves are just ignoring it -.- . Is there some button that I pressed that's making them forget this stuff, or are they just too busy? And is there any way to set this as a higher priority?

174
DF Dwarf Mode Discussion / Re: Any Way To Stop The Clowns?
« on: November 06, 2010, 10:33:16 am »
Well they're trapped at least. It'll just be laggy.

And I don't think so. Sorreh :/

175
I'm no expert, but you could try removing the stockpile and putting it down again. Or you could try and place a new one somewhere and see if they use that one.

If not....Er...I dunnoz...

176
Or if you're lazy you can get the DF hackpack and then just run the cleanmap  :D

177
DF Gameplay Questions / Re: No Fish in the Ocean?
« on: November 03, 2010, 05:28:27 pm »
I don't know much about fishing in DF, however IIRC the ocean can be fished out, but it 'refills' each year.

What I just said may be total rubish. Take advice at your own risk. XD

178
DF Dwarf Mode Discussion / Re: Goblins.
« on: November 03, 2010, 05:25:56 pm »
My solution is easy. Traps. Lots of them.

I usually keep a small elite infantry army, however the only problem I have is numbers. So I need to 'remove' some. Usually I have a main castle with a moat surronding it (20x20) and then North, I have the same size moat without a castle. Here I have a gate over a moat like this:


               M     M
MMMMMMMM     M
                       M
MMMMMMMMGGGM
                MGGGM
                MGGGM

Space = floor/ground
M= Moat
G= Gate

(There is a moat under the first row of G's representing the gate)

So when I close the gate, the enemy are forced the other way. This way is CRAWLING with a combination of traps. In order:

1. First I have cage traps at the front BEFORE the gate, so if it's an ambush i have time to lockdown.
2. Lots of upright spear traps connected to a lever in my meeting hall. These NEVER get stuck and are argurably easier to deploy as anyone can put the weapons down, your mechanic just needs to connect it to a lever.
3. A couple o' cage traps...Dunno why XD
4. Blugeon weapons in weapon traps, so silver mauls, warhammers, and stuff. They don't jam and can break bones. Heh.
5. Training spears. Cheap and easy to make, it makes the enemy fall into the pit, filled with spikes :D . (the pit encompases the whole trap area, so anyone who dodges get impaled).
6. The final trap area. Oh yes. Serrated steel disks. Obviosly anything that got through must have had no blood, and is immune to most weapon damage. So we shred it. A bit cruel I know...But effective!

After all of that I have dwarves stationed ready to fight, with an army of animals right there with them. And if all else fails, I have a drawbridge with a moat and walls around my central staircase, so I can close that and live underground. Forever.

179
DF Gameplay Questions / Re: What's better (weapon question)?
« on: November 03, 2010, 02:45:57 pm »
K I'll tell you how it goes  ;)

180
DF Gameplay Questions / Re: What's better (weapon question)?
« on: November 03, 2010, 02:40:20 pm »
Is it better than the toehr one even though the other is exceptional and a longsword?

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