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Messages - madmaxxam

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1
DF Dwarf Mode Discussion / Re: My first megaproject - great pyramids
« on: February 04, 2011, 10:21:10 am »
Stonesense is a little wonky, it's designed for .16, and the current is .18, which does make a difference.  You need the new memory.xml file, and the places it's found don't give proper instructions on how to install it for any non-programmer...

I can probably figure it out, I do have quite a bit of programming experience, I just really haven't had time to play around with it since I'm heading out of town.  Will probably be a bit before I get any pictures up though.

2
DF Dwarf Mode Discussion / Re: well this is new [spoiler]
« on: February 04, 2011, 09:43:04 am »
I had a map where at the way beginning magma sea seemed to collapse into hell.  I was able to open it up, but I haven't gotten my dwarfs down there yet.  No demons have appeared yet, but we'll see what happens. 

3
DF Dwarf Mode Discussion / Re: My first megaproject - great pyramids
« on: February 04, 2011, 09:41:20 am »
I think I've decided to defy physics and do mirror pyramids, so something like this:
XXXX
 XXX
   X
 XXX
XXXXX

Along with other creations around them.  I'm trying to get stonesense to work, but it doesn't seem to be working for me, but it will take a while to make significant progress anyway. 

Anyway, once I make some significant progress I'll start posting screens.

4
DF Dwarf Mode Discussion / Re: My first megaproject - great pyramids
« on: February 03, 2011, 02:21:05 pm »
Err you don't have Limestone ? Thats out of what the pyramids are made out of

Don't have limestone, and I don't need pure historical accuracy.  Also, I'm going for the different colors, all limestone would make it somewhat... monochrome. 

I could see doing a sun temple and some obelisks.  That might be an interesting addition to the project. 

I'll try to post what I have going in stonesense at some point, so it can be seen what I'm working with.  They're have been a few casualties so far in my project, so at least some of the pyramids might be used for tombs in keeping with tradition.


5
DF Dwarf Mode Discussion / My first megaproject - great pyramids
« on: February 03, 2011, 12:40:54 pm »
So I've decided to start my first megaproject, and not being incredibly creative I've decided to build great pyramids in my current dwarf map, which is about 1/3 volcano, but about 2/3 very flat.  I've also decided that it's not really a good megaproject if I need to turn off invasions, so I'm doing everything with unmodded df (except allowing myself to tame exotic animals) and fighting off invasions with my small military. 
I've also decided that I want to make sure each pyramid is a different color and uses only 1 type of stone (Basalt for black, alunite for white, cinnabar for red, olivine for green, and I will do a gold one, since my embark has a ton of gold, etc.)  And once they're built my dwarfs will make their homes in these pyramids. 

Any ideas on what else I can do besides pyramids?  A sphinx is an obvious idea, but I'm not sure I'm up to the design task.  I've also thought about possibilities of making some sort of skyway system between the pyramids, but I'm not sure how that would work.  I've recently just finished my first pyramid (basalt), and have some others underway, although for some of them the problem is as much finding enough stone (I know it's there cause I used prospector).

Anyway, any suggestions?   

6
DF Gameplay Questions / Re: Trying to figure this game out...
« on: February 03, 2011, 12:32:53 pm »

5. Bloody heck, an Architect has gone into a fey mood.  She claimed the craftsdwarf shop, but she wants logs and... body parts.  Fun stuff: She's holding her baby.  We apparently don't have anything she needs.  This will end well.

Did you check what she already bought to the workshop and what she still needs?  Wood should be really easy if you have any trees outside.  As for body parts, if you butcher any animal that should do the trick.  You can either assign one of your domestic animals for slaughter at the butcher shop, or have the military kill some animal.

Oh, and as for the crundles, they're very common once you hit the caverns. 

7
DF Gameplay Questions / Re: Danger room seems too good
« on: January 21, 2011, 11:14:01 am »
I've never used danger rooms.  After my first few games I've discovered that if I just create squads of 2 early they will train up quickly enough to fight off early sieges as long as I get them at least iron armor.  When I have squads of 2 in their own barracks set to train, they seem to spar a lot.  The more I have per squad the more they waste time organizing and jerking around switching what they're doing every 2 seconds. 

It's not as fast as danger rooms, but in the game I'm playing now I'm in the spring of year 2.  My first pair which started training in the summer of year 1 are both lvl 6 fighters with lvl 4 axedwarves (they got their axes a season after so trained up some wrestling also).  Other pairs which I've started in consecutive seasons are training up at a similar rate.  Usually they're at least lvl 10 after 2 full years of training, and you can start giving the high level fighters new students in their squad once they hit high levels.  I've found this method more than good enough for training in vanilla DF, as by the time I start getting ambushes, unless I'm unlucky a couple of squads will make short work of them, and by the time sieges come I have enough well trained soldiers, that with a few additional meat shields I can fend off most things.   

Before I discovered this training regime I was very tempted to try a danger room even though it seemed exploity, but now I just don't feel the need.  Maybe if I move over to the fortress siege mod...

8
DF Gameplay Questions / Re: Best thing to do with a caged ettin?
« on: January 13, 2011, 03:39:16 pm »
I personally use things like trapped ettins to fight trapped goblins.  I set them up in rooms that close with a flood gate and open up their cages simultaneously.  Entertainment for the whole fort.

9
DF General Discussion / Re: no flux?
« on: January 05, 2011, 12:17:57 pm »
I've found that dfprospector never tells me about flux stones for some reason.  I could have a shit ton of limestone and it won't appear on the list when I run prospector.

10
DF Gameplay Questions / Re: Rare Animal Pets
« on: December 21, 2010, 06:14:38 pm »
Well, I guess that means I just get a lot more exotic meat.  I thought rare pets for everyone = everyone happy because of high pet values, but oh well.

11
DF Gameplay Questions / Rare Animal Pets
« on: December 21, 2010, 05:47:41 pm »
Will dwarfs only adopt animals that they have a preference for?  I have some exotic animals with high pet values set to be available for adoption, but no one adopts any of them.  Will no one adopt a gorilla, for example, unless they specifically prefer gorillas? 

12
DF Gameplay Questions / Veterinary Medicine
« on: December 21, 2010, 04:50:18 pm »
I've noticed looking at the health tab of the 'z' menu that some of my animals are requesting diagnosis and have various problems, particularly my war animals which see battle regularly.  Is there any way, or any planned implementation of vet medicine? Are injured war animals just going to become meat-shields?

13
DF Dwarf Mode Discussion / Caravans leaving through caverns
« on: December 21, 2010, 09:21:21 am »
In my current fortress caravans are leaving through the caravans.  Is this normal?  They come in above ground like normal, and there is no impediment to them leaving that way.

14
DF Gameplay Questions / Re: when to start making military equipment
« on: December 16, 2010, 03:13:39 pm »
I usually start by fall.  I try to get a smelter up and a couple sets of gear and have 2 soldiers train up ASAP.  It seems that this squad of 2 usually gets good skills cause they spar a lot.  I expand with small squads every migrant wave and eventually add to those squads once they have skilled soldiers.

15
DF Gameplay Questions / Re: Military Training boredom!
« on: December 15, 2010, 03:24:59 pm »
wow!  Seriously!?  If there's higher quality armour made and ready then the dorfs'll just pick it up when he/she would normally check for equipment?  That's awesome :O

They go by value, so whatever quality/material combo has the best value for the armor or weapon that they're assigned to.  The value might not always correspond with the best item (i.e. if you make a cotton candy war hammer)

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