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Messages - NewSheoth

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481
DF Dwarf Mode Discussion / Re: a volcano in the cavern layer
« on: October 31, 2010, 07:10:15 pm »
It's probably a high-reach magma pipe. Those are essentially volcanoes not reaching the surface. Or volcanoes are magma pipes that reach the surface.

482
DF Dwarf Mode Discussion / Re: Most Anticlimatic Battles Ever
« on: October 31, 2010, 06:49:14 pm »
As far as I know, the only way to catch one is to utilise GCS. Which is, as we all know, !!fun!! more often than not. Though with a few designs the !!fun!! chance is minimal.

483
A goblin civilization called Tode Sost, or "The Disloyalty of Wheels." how can a wheel be disloyal? We can't even MAKE wheels!

And now we know why we can't make them. They're disloyal.

484
DF Dwarf Mode Discussion / Re: Best. Dwarf. Ever.
« on: October 31, 2010, 06:36:28 pm »
Now the thread qualifies for Most Anticlimatic Ending nomination.
http://www.bay12forums.com/smf/index.php?topic=69462.45

485
DF Dwarf Mode Discussion / Re: FUUUUU-
« on: October 31, 2010, 06:29:42 pm »
I was changing to a new grahic set, thinking that it would do nothing, however, since the other computer is mentally retarded, it wouldn't put the file in properly and deleted it. The super-dwarf is lost. FOREVER!  :'(

NOOOOOOOOOO!!! THE DAUGHTER OF ARMOK IS LOST!! LOST!!!

... or maybe the Protectors of the Plot Continuum came and shot the poor Mary Sue.

486
DF Dwarf Mode Discussion / Re: So. Much. Metal!
« on: October 31, 2010, 06:28:51 pm »
TOO MUCH coal!? I haven't bothered with magma forges yet because I'm still learning the ropes of pumps and all that, so I mine out entire veins of the stuff and I STILL don't have enough of it. The veins, no matter how huge they are, only last so long. I can get maybe like 100 iron bars out of a vein, taking the cost of smelting coke from the coal into account. Hey, we're dorfs here. We need more iron than that, yo.

Dig down to the magma sea and set up the forges over it. Quick and easy.

487
DF Dwarf Mode Discussion / Re: The Mega Project Compilation Thread
« on: October 31, 2010, 06:27:51 pm »
I'm in the process of making a fully defensible fort without using any military, which with hopes can be turned against caverns and even more FUN things underground. My current embark is mostly flat and I have plans to covert the entire surface into a death trap. Here is a list of all the weapon systems I will try to incorporate.
Pressure cannon, bridgapult, atom smasher, doberman bomb with ballista battery, catapult battery, obsidian freeze corridor, cave-in cannon, cave-in towers, spike trap minefield, death pits, Magma cannon, cage traps, plumetting goblins, Moses defense.

For this to be effective I'm going to need rapid response on my levers...The fate of the fort will lie with "Urist McIdle cancels pull lever: attend party."

http://www.bay12forums.com/smf/index.php?topic=62798.0 This. Just add one of those as your trigger and you can sleep regardless of who's outside the fortress.

488
So one day I'm playing DF (one of my first forts) without previously knowing about the random name generators or even that I could change the name of my fort... and when I read the text for the game starting... and the name of my fort...I saw this:

PADDLESEALS

I LAUGHED SO HARD. Paddleseals? REALLY!?  :D :D :D :D Ahahahahaha!

FORT PADDLESEALS. WE HAVE A BOOMING SEAL CUB LEATHER INDUSTRY AND A MASSIVE SEAL-KILLING MECHANISM IN OUR ANTECHAMBER. WELCOME ABOARD.

But remember, warranty void if seal is broken.

489
My artifact grate named "Stranglesqueezes"

This is what happens when you try to stuff your (or a goblin's) head through it.

490
DF Dwarf Mode Discussion / Re: POLL: Preferred method of scaffolding?
« on: October 31, 2010, 06:14:50 pm »
Here's how I start my scaffolding:
Code: [Select]
  ___
/X |

I build a wall, and then a ramp next to the wall.  I build a support 1 tile away from the wall.  I build a grate (or 1 tile bridge or whatever) from the top of the wall to the tile next to the zlevel above the support.  I then build a floor or up stairs or whatever on the support, and build EVERYTHING off of that, with no other supporting contact with anything.  I use bridges to reach the construction from the scaffold.  When I'm done, I just hook a lever up to the support and it's demolition time.  Except for the wall and the ramp, the whole thing goes away with one lever pull.  The wall and ramp can be deconstructed from the ground.

Note: make sure your scaffolding is not going to punch through your fort!

Hey, a good fresh approach. Will probably try that in one of my towers.

491
DF Dwarf Mode Discussion / Re: POLL: Preferred method of scaffolding?
« on: October 31, 2010, 06:08:22 pm »
I use floors, but I can't seem to figure out how to remove them!
d - n

HOW DID I MISS THAT?

Meh, assumed you asked about the way, not the button. In Dwarf Fortress, assumptions shouldn't be taken.

And it's not all that hard to miss it in the wall of text that is the d menu.

492
DF Dwarf Mode Discussion / Re: Elf Caravan
« on: October 31, 2010, 06:06:31 pm »
Or that.
You see, elves regard animals as low-value, and cloth as high-value. If they like you, they will bring more cloth. If not, more animals.
This isn't quite as true anymore.

In 40d, pack animals' carrying capacity was quite limited, binned materials (like cloth) was always loaded first, and if there wasn't enough weight to fit everything a caravan wanted to bring, they'd simply not bring the rest. So, if elves were happy enough with you, they'd load up their bins and bins of cloth, and have no carrying capacity left for all of the animals that they wanted to bring, so they didn't. If they didn't like you, on the other hand, they'd try to bring less stuff, so they'd have room for non-binned things like animal cages.

In 31.x, however, animals' carrying capacity was massively buffed (perhaps to compensate for the missing wagons), so you will practically never see an elven caravan that is completely filled with cloth. They simply can't become happy enough with you to bring that much cloth. So, now, if the elves like you, they'll bring more of everything, including worthless cloth and wooden armor, but also including precious exotic beasts.

I've also seen some people claim, and hints from ingame behavior, that traders will tend to bring more of things that you've bought before. So, if you buy animals whenever they come, the traders will be more likely to bring more animals. This also means that if you buy-with-a-100%-discount all of traders' cloth, they'll also start bringing more of that. As a result, it's probably better anymore just to treat elves more kindly than you might treat, say, goblin lepers, as they're not completely worthless anymore.

Aha. Thanks for clarification and mechanics. Heard everyone use only the 40d idea without the reasons behind it.

493
Little things? For some reason, I "like bugbats for their swarming flight," so I'm basically obsessed with capturing a bunch, taming them, and breeding a MASSIVE ARMY OF BUGBATS SO BIG THAT THEY VAPORIZE EVERYTHING THAT COMES NEAR THE FORT.

Think about it! Imagine a 100 z-level tall above-ground castle cast entirely out of obsidian with a shit-ton of bugbats flying around. It would be just like Dracula's castle!

(I could just use eagles but nooooooooo it has to be bugbats! I don't know why either, I'm a strange dorf indeed.)
---

Also: Other little things... I like how just about anything is possible in DF. When I read about the fort that set up an artificial bay to harvest mer-people with the creative use of pumps and traps... I was just like, "Wow, holy crap this is cool!"
Bugbats are probably so appealing because even when DF will be fully unbugged, they will still be BUGbats.

494
DF Dwarf Mode Discussion / Re: The Mega Project Compilation Thread
« on: October 31, 2010, 05:47:08 pm »
I completed the third requirement relatively recently, by breaching a cavern through the ceiling.

And my entry:

Build this: http://www.strategycore.co.uk/assets/images/games/hommv/HOMM5_PC_haven_town_wide_016_1600.jpg

In short:
A huge stone tower, several dozen tiles wide and long.
A circular basilica on top, right on the edge, with an optional statue. If you want to dedicate it to Armok, leave a hole in the center of it and drop goblins there.
A circular building on the opposite side of the tower (also meant to be a basilica), with tall stained glass (gem) windows.
Several (five on the image) towers near the main one, of varying height, connected by bridges on increasing levels.
Several smaller towers attached to the main tower's walls, separated into zones (crafting, living quarters, barracks, stockpiles etc).

For easier construction, you may leave towers hollow except for the surface/living area.

Additionals:
'Balconies' jutting out of the main tower, with extra living areas.
A stone wall around the tower, 2-z, with drawbridges as gates.
Guard towers on said wall.
A moat around the tower, or a full-fledged river (or just build it next to one, as it is on the picture).
Megadwarfbonus: a town inside the walls, of two-to-three z-level houses of wood and stone.

495
DF Dwarf Mode Discussion / Re: POLL: Preferred method of scaffolding?
« on: October 31, 2010, 05:36:46 pm »
I use floors, but I can't seem to figure out how to remove them!

One by one, starting with the farthest. This is what frustrates me about floors the most. Up/down stairs is probably the best thing, and can be removed by level.

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