Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - NewSheoth

Pages: 1 ... 20 21 [22] 23 24 ... 43
316
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 08, 2010, 01:36:48 pm »
The Lake of Drinking, a freshwater lake. You don't say...

317
Support your military with a heavily trapped entrance. Just make sure not to fight in the trap field: anything that gets stunned triggers traps, and if you are using weapon traps, the results can be messy, and cage traps will cage your own defenders.
Use them thus: if there are sith warriors (goblins with lashes) in the siege or ambush, let them get gobbled up by traps, as Satlan_Leng said. If your military is not good enough to take on the enemy yet, the same. Use them when they are ready. Or if [TRAPAVOID] stuff appears, such as titans, forgotten beasts and kobold ambushes.

In fact, utilising a combination of complex and 'regular'(cage, weapon, stone) traps, you can make your fort completely defensible without using the military. Sometimes it's more trouble than making a working military, sometimes not, depending on what is at your disposal and which deathtraps you're using. There're several designs at Trap Design (http://df.magmawiki.com/index.php/DF2010:Trap_design) that may help you with stuff regular traps can't take.

As for the defenses, I advise you to try the 'snake detour' design that I use in most of my fortresses. Simply make a wide entrance tunnel, then build a drawbridge across it roughly in the middle, no matter how long. Dig into the wall of the entrance and make a long, winding one-tile-wide tunnel filling up as much space as possible, bending like a snake. The exit for this tunnel should be right after the drawbridge. Fill it to the gills with traps of any kind; I generally use cage traps. When a siege/ambush/semimegabeast/anything trappable comes, you raise the drawbridge in the tunnel and route them through the detour. If they pass it, you will still buy yourself some time to scramble the military.

318
DF Dwarf Mode Discussion / Re: Newbie questions
« on: November 08, 2010, 12:38:00 pm »
Dwarves use ash to make lye.  The other use is soap.  This is all on the wiki.

The cake is a lye.

319
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 12:36:31 pm »
Now that's how to do it.

Can try building a secondary pipe from the spillway (using a drawbridge as the path switcher) and making a second reservoir, possibly over the fortress entrance, to accumulate any possible overflowing magma and/or use it as a last-ditch defense method. But that's entirely up to you, since it's great enough as it is.

It's tempting. Since the workshop level is under the entrance, I'll need to add some pumps to the main stack, with a hatch cover on their intake, so that I can pump magma in the main reservoir without filling the doomsday one.

First I have a bridge through a canyon to finish (that will become the only walkable entrance to the fort), then I'll work on that. Wait, I can pump the magma inside the sidewalls of the bridge itself. That's a !!trap!!
I'll need to remake all the surface of the bridge with magma safe materials, but I't just started, so it won't be a huge work.

And it will be the dwarfiest bridge ever.

320
DF Dwarf Mode Discussion / Re: Dare I wonder
« on: November 08, 2010, 12:35:07 pm »
Everything that is deceased is listed as having its upper body gone. It didn't necessarily die in one hit.

That's right, every single corpse has the 'his/her upper body is gone' line in their description.
But we can still speculate why is this so.

321
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 11:55:00 am »
My magmaduct is finished, and I'm quite proud of it.

A pump stack of fourty z levels, from a magma pipe to the workshop floor of the fort, 30 of which are constructed because the pass throughnon magma safe layers, and five are hanging over the magma.
The magma is pumped into a 20x20 reservoir, for traps (in future) and forges needs. It has a spillway that runs along the pump stack tower for emergency and a side pipe that I'll use for an experimental obsidian factory.

It took four game years, a ton of glass for the pumps and magma safe rocks for walls and floors. No casualties among the workers, no deep beast invasion during the work.

Now that's how to do it.

Can try building a secondary pipe from the spillway (using a drawbridge as the path switcher) and making a second reservoir, possibly over the fortress entrance, to accumulate any possible overflowing magma and/or use it as a last-ditch defense method. But that's entirely up to you, since it's great enough as it is.

322
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 11:17:01 am »
Goblins haven't harassed us since we hit the 10 million wealth landmark. I don't know if that's a connection or a coincidence, but it's been peaceful enough to get restless. Still no shortage of goblinite to burn, and the dead ditch is gradually emptying out every time we run a magma wash. We may have to pick a fight with another nation, just to keep our teeth sharp.

They're either too scared of such a fortress, or are preparing to come with a force numbering thousands of goblins and hundreds of siege beasts.
Personally, I'd prefer the second approach.

323
Yeah, the least lethal way. Other ways involve building the depot in a closed space, sealing the entrance once the caravan is fully inside and filling it with water, slaughtering all the guards using your military or loosing wild beasts upon them.

324
Oh no. This is a feature. If you deconstruct the depot while the caravan is there, everything in the caravan counts as 'stolen' from it. The easiest way to appropriate items from one, actually.

325
DF Dwarf Mode Discussion / Re: Some love for Speardwarves
« on: November 08, 2010, 11:08:56 am »
Don't whips suck arse against armour?

Afaik, right now they ignore armour. Lightwhips ftw.

326
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 10:09:19 am »
Abandoned my project of building a massive tower out of green glass.. Just too much of hassle.

Instead, I'm gonna build one out of stone blocks!

Poser. I haven't abandoned my dream of Glassfort!

Try building a tower reaching into the skies (max z-level).

Also, someone built a star destroyer completely out of green glass.

Man, my first big dream of a sorta megaproject shattered in the research stage.

Just build a gigantic hand showing the middle finger to wherever caravans and sieges like to come from. Or carve it out of a mountain.

For an added dwarfbonus, make your entire fort inside that hand.

327
Re: site finder... well, it's not all too good. It's easier to find a fitting site yourself. The site finder never helped me, at least.

I see....is there any easy way to see if there is an aquifer, other then hitting e and getting the warning?

There're ~~~~~ next to the layer containing an aquifer in the site description.

Also, if you do embark on a site with an aquifer, and don't want to bother with breaching it, you can include one tile of a different biome that does not have aquifers (but check if it does not, otherwise it's no use). If you hit the auqifer, dig through the aquifer-free part.
Not every aquifer spans the entire map. Myself, I only had a grand total of one case of a map-spanning aquifer.

328
In short:

  • Underground has been diversified.  There are now caverns and magma lakes you'll discover on the way down.
  • Military is overall a bit weaker than before, so don't care careless with the boys!  :)
  • The fortress guard and royal guard no longer exist.
  • You MUST irrigate your farm plots no matter what.

1 - Don't go in the caverns unless you're prepared or sufficiently crazy or careless; wall off the breach if you happen upon the cavern if you aren't going there, as !!fun!! will find its way into your fort if you don't. Also, if you breached the cavern from above, floor over, close with a hatch or yes, wall off it as well: a giant cave swallow or even a flying forgotten beast can ruin your day in no time.
There're 3 cavern layers, each with progressively stronger monsters. There's more about it on the wiki, here: http://df.magmawiki.com/index.php/Cavern
2 - Indeed. Also, you can make a working fortress without any military whatsoever if you get good enough with complex traps, or just avoid kobolds ([TRAPAVOID]) stealing things and use traps to take care of the rest. Cage traps are the way to go for starters.
The best way to deter thieves is to chain an animal or two near the entrance. Upon discovery, thieves run away, and chained animals discover them just fine.
3 - Nothing more to say.
4 - Farm plots can only be started on muddied ground, which means 'where water has been'. Simply find a way to water the patch of land you want the farm on and voila. If you have a murky pool on your map, try to dig out the farm room near them and open the wall separating the pool and the room; don't worry, the miner won't drown if you do that. Then wall off the pool if you have any possibility of fliers on your map, such as vultures (damn food thieves). You can also use brooks/rivers for that, but you will have to set up floodgates/drawbridges to control and eventually stop the water inflow, and possibly find a way to drain the room. Screw pumps work wonders in this case - you can pump the water into the room, then pump it out without bothering with drawbridges and all that, using a hole in the ceiling of the room or just right into the side.
As far as I know, it's also possible to set up farms in caverns, as the cavern floor is always muddy, but wall that part off from the rest of the cavern as !!fun!! is still out there. Floor over unused ramps that might let stuff enter, and remember to wall off the cavern on every z-level, since there are, as I said above, fliers that won't be stopped by one-z walls.

Re: hospital, it needs a bed first and foremost, as well as access to fresh (or desalinated) water. The hospital stuff is stored in cabinets and chests/bags, and traction benches can be used for those with fractures. You can also put tables there. Hospitals are designated using the activity zones menu (i).

Re: site finder... well, it's not all too good. It's easier to find a fitting site yourself. The site finder never helped me, at least.

329
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 08, 2010, 09:44:06 am »
Abandoned my project of building a massive tower out of green glass.. Just too much of hassle.

Instead, I'm gonna build one out of stone blocks!

Poser. I haven't abandoned my dream of Glassfort!

Try building a tower reaching into the skies (max z-level).

Also, someone built a star destroyer completely out of green glass.

330
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 08, 2010, 09:41:11 am »
oh, and how would you do that  :-\

[...]

Spoiler (click to show/hide)

If that's a question, then press Tab when you are on the site choosing screen. It will shift between a few modes, one of them being civilization availability. Goblins are marked with a -------, which helps to see if they will attack you or not easily.

Spoiler (click to show/hide)

Pages: 1 ... 20 21 [22] 23 24 ... 43