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Messages - Senty

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1
DF Dwarf Mode Discussion / Re: Favorite type of site?
« on: February 04, 2012, 12:35:40 pm »
A few times now I've tried to go Terrifying Ocean/Lake and building my fortress above the water, then eventually draining it out to build inside the lake.  I also like to turn off imigrants and then build family palaces for the dwarves who do end up hooking up and making babies, this also tends to slow the game down enough to where I actually have time to construct proper living quarters for everyone.

2
DF Dwarf Mode Discussion / Re: We dworves dun't spell so wellz.
« on: February 04, 2012, 12:24:23 pm »
Spells are for whiches, you ain't a wich are you?

3
DF General Discussion / Re: Future of the Fortress
« on: September 27, 2011, 09:17:16 pm »
Are decorations solely images (innately understood to be of specific historical figures and events) or are they representational images along with words/names that can be read?

4
DF Gameplay Questions / Re: Dwarf Village
« on: August 13, 2011, 01:29:49 pm »
If you try to create a walled village, with separate buildings connected by streets and alleys all open to the sky you will get slaughtered by your first flying siege (barring some extensive security measures.)

For a mega-structure: make a chimney-like stair column for building your roofs that gets walled off as you finish each floor and make it habitable.  The entrance to this should be lined with traps to prevent buzzards and the like from flying into your fortress proper.  Roofing over all inhabited spaces is crucial, otherwise animals and sieges can fly right into the heart of your fortress.

Turn off immigration, at least for the first few years while you get setup, otherwise you will never have enough rooms.

More likely than not you'll still need to dig out temporary quarters and workshops while everything gets built.

For extra credit make everything out of blocks, pave over the hallways, and add glass windows everywhere.

5
If you have no fuel then you'll need a Woodburner (under Farming) first to create some charcoal (using a Wood Furnace) to power the smelter that can then create coal.

Dwarf Therapist really simplifies the whole job designation process, I highly suggest using it.

6
DF Suggestions / Re: Designation Canceled: Damp wall located
« on: July 12, 2011, 07:52:00 pm »
Actually, an even simpler to implement option than the one I mentioned before:

Just give us the option to designate the Water and Magma squares which we don't want to create warnings.

7
Agree, would love to see this.

8
DF Suggestions / Re: Absent pre-1400 technologies
« on: July 07, 2011, 02:48:24 pm »
Fire as a defense, torches that keep wild animals away and blind cave creatures not used to bright light.

Medicine, take a ground up cow skull, add a rotten dimple cup and Mrs Urist will be preggers by tomorrow.  (Kind of covered by Alchemy)

Nutrition, penalties/diseases for not varying your diet.

9
DF Suggestions / Re: Designation Canceled: Damp wall located
« on: July 07, 2011, 09:41:42 am »
A better option would be the ability to 'ignore future warning from this source.'  Keep getting aquifer warnings but ignore notices about your sewer one level above.

10
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2011, 09:38:19 am »
Will there be an active way in which we can engage in diplomacy, something like sending out envoys akin to the ones you receive.

11
DF Dwarf Mode Discussion / Re: Flat fortress designs
« on: June 24, 2011, 03:17:05 pm »
You could construct things 1-2 levels below and have them visible from the first, making transitions easier.

12
DF Dwarf Mode Discussion / Re: Your little fortress oddities
« on: June 23, 2011, 02:29:50 pm »
Captain of the Guard getting whatever artifact weapon/armor that's made.  All captains have to have leadership, soldiers cannot be rebellious or stress prone.  A proper barracks should have 10 bedrooms, with a bigger one for the captain, in addition to training areas.

I hate the random colors of dug out dwellings, and prefer to construct (out of crafted blocks) once I'm settled.  Sometimes these are stand alone multi-story buildings, other times they're just part of one huge structure.

When I find a married couple I try to move them to a bigger apartment, or build a second bed in the one they're using.


13
DF Dwarf Mode Discussion / Re: Think I made a mistake...
« on: June 16, 2011, 01:02:28 pm »
Don't the Elves send someone asking you to only cut down X trees this year, or was that taken out?

14
DF Gameplay Questions / Re: Do Dwarfs Automatically claim beds?
« on: February 27, 2011, 11:29:32 pm »
Once I discovered it, life became a lot simpler.  I do relapse now and then though when I design living units specifically for large families or specialized dormitories for certain workers.

15
DF Gameplay Questions / Re: Airforce gobbo
« on: February 27, 2011, 01:22:14 am »
Have one trap filled tower for use by your masons in the construction of new floors and roofs.  Once you cap a level you close it off to access from the tower and build up stairs from the city below within your buildings or as part of enclosed civilian stair towers.

The safest way will be a very long trip down the tower, past the traps, before you can get out into the heart of your city but the longer you make it the slower the construction will be.  It's a bunch of extra pains, but as long as you ensure that any new additions are not connected to the interior city circulation until they've been fully enclosed, you should be fine.

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