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Messages - NewSheoth

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631
DF Dwarf Mode Discussion / Re: Best. Dwarf. Ever.
« on: October 29, 2010, 08:52:32 am »
Your fortress has been blessed by the daughter of Armok himself.
Make her a carpenter. ;)
Alternatively, make her your best champion, or a legendary miner, or even the leader of your fortress.
If she dies (though judging by her stats, she never will), drop her corpse into magma, cast obsidian from it and build a monument to her. Preferrably with a magma cannon built into her right hand and a water cannon into her left.

632
DF Dwarf Mode Discussion / Re: The Elf Acception (or not so much) Thread
« on: October 29, 2010, 08:42:51 am »
I dunno, I don't seem to be getting liaisons from anywhere other than the Mountainhomes, so elves never bothered me with their 'don't cut trees' carp. I tend to trade with them for more brew (and I have way too much useless stuff to spare, since I prefer embarking on areas with sand and so have a glass industry). I generally ignore them and buy whatever I need from them; their caravans also saved quite a few dwarves of mine in fey moods.
On the other hand, I'm not a fan of them. Their caravans bring few useful things (except the occasional awesome animal) that I can't get elsewhere, while at the same time bringing ambushes - for some reason, elf caravans tend to get the largest goblin following. Oh, and they don't accept wooden stuff and get all emo if a wooden earring snuck into my finished goods. But I stopped making wooden crafts some time ago, so that doesn't bother me anymore either. The more goblins to dump into the magma from the cages as a result of the ambushes, too.
So all in all, I leave them be and trade with them for booze.

633
DF Dwarf Mode Discussion / Re: What do you do first after embarking?
« on: October 29, 2010, 08:28:42 am »
The first thing I do is think what will this fortress be. For now I embark on rather benign surroundings: with a volcano and a brook/river, in warm/hot/scorching, preferrably untamed biomes with at least some trees (I want to level up my military training and commanding skills, as well as really complicated trap designing skills before embarking on evil glaciers and oceans and such). I find a good place for the fortress, preferrably somewhere between the volcano and the river/brook and in a slope. Then I quickly dig out a relatively big hall, deconstruct my wagon and move everything inside as soon as possible (if there's no danger on the surface) and build a couple of workshops a drawbridge to seal the entrance. Then I go about setting up farms and magma industry halls and generally expanding. Somewhere around then, or a bit later on, I trap the entrance or make a heavily trapped detour to be able to keep the gates open. Then I do whatever strikes me fancy.

634
DF Dwarf Mode Discussion / Re: Industry and stockpile lethargy
« on: October 29, 2010, 07:57:59 am »
I really wish you could give them a label that would apply to the bin. That way when you're looking through the room list, or the inventory from the depot, you know what the hell exactly are those 'Finished Goods'.

So true. Especially when you produce different kinds of 'Finished Goods' at the same time.

And for irrigation, I just find a murky pool big enough and dig out the farm room next to it, then breach the wall separating them. The miners only get wet in the resulting flood and I get a farm nice and quick. Then I wall off the pond and leave it be.
Alternatively, if I have no ponds or they're too far away, I place my farms next to a brook/river/what have you and build a screw pump from the closest trees and stone available, then tell a dwarf to operate it and flood the farms through the pump. If necessary, I turn the pump (by rebuilding it) and pump the water out.
No irrigation troubles whatsoever.
Oh, and for a well, you can dig out a tunnel to the river (without breaching the last tile) and channel down to it from wherever you wanted the well. Then channel out the tile separating it from the river, and wait for the water to reach the well.

Added: And if there's neither a brook nor a murky pool, Urist, grab your pick, we're goin' ta do some diggin'! To the caverns we go!

635
DF Dwarf Mode Discussion / Re: Industry and stockpile lethargy
« on: October 28, 2010, 01:59:36 pm »
Also, notes. Shift-n brings up the note menu. There you can place a note over each stockpile labeling them, in case you forget which is which.
I generally use them for levers, though. Especially useful with complicated gate systems. Or when pulling the wrong lever results in !!Fun!!.
I usually make a giant stockpile hall right under/over the workshops to minimize the distance between them, connected by an excessively big stairway to cut down on congestions. I also put the trade depot in that hall, makes for quicker junk crafts and single items delivery. But that's general thoughts.

636
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 28, 2010, 12:56:42 pm »
Oh, and one of epic dwarven stupidity: a carpenter went on break and decided that chilling out in a recently drained murky pool would be a good idea. While I was walling it off. He did it TWICE in rapid succession. *headdesk headdesk headdesk*

637
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: October 28, 2010, 12:24:40 pm »
Just started a new fortress, and decided to make a glass industry hall. My volcano was about 15 z-levels higher than the fortress, and I didn't want to risk my miners by breaching it from the side, so I decided to make a long drop-shaft to deliver the magma to the furnaces. I ordered the miners to channel down from the top, sealing them in and forcing them to finish the project; then I switched to stairs for quicker completion... but one of the miners was my expedition leader, and there was a liaison on the map. So halfway down he decides to conduct meeting with him - he was standing on the side of the shaft. The other miner sealed in went on a long, long break. I ordered the remaining miner to dig out a way out, and then I found out why they didn't continue: the very last level of stairs was not upwards, but downwards.
Facepalm one.
The last remaining miner keeps digging, but does so very slowly and I realise why only a couple of minutes in: the tunnel was 2 tiles wide, as I expected the sealed-in miners to continue it, and forgot to redesignate it for quicker digging. Also, the miner didn't have his Masonry turned off (every dwarf had masonry on, there was a lot of building going on), so he constantly left the tunnel to build another floor.
Facepalm two.
The miner was just a few tiles too slow, and both of the sealed-in miners died.
Facepalm three.
Re-try of the same location (hate quick losses to stupidity, so restarted): I order a shaft to be dug on the same spot, but order several z-levels for channeling, forgetting the stairs for some reason. Cue the dwarves channeling out the tiles they were standing on, over a few levels of already open space... critically injured miners happen.
Fourth facepalm.

Another facepalm edited in:
In the previous fort, I've built five Goblin Grinder design siege lifters. They all worked fine... except for the fact that I put green glass disks in them. The poor goblins' frantic dodging of the disks and getting their armor dinged spawned 300-400 combat pages a second. They kept falling down from exhaustion but all remained safe and sound. *Facepalm*

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