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Messages - Wolfius

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481
DF Dwarf Mode Discussion / Re: The joys of tricky locations
« on: December 21, 2007, 11:18:00 pm »
quote:
Originally posted by Kagus:
<STRONG>
And, that's it.  No bodies, cages, spikes, or gibbering elves.  These buggers are sissies!  And if the pictures are any hint, they're spirits of fire.

Oh joy.
</STRONG>


Anyone know if bodies and whatnot spawn on cave-discovery, like the demon-spawn timer? 'cause reveal.exe bypasses that event(tho y'all probably knew that).


482
DF Dwarf Mode Discussion / Re: Best way to clear out the lava
« on: December 21, 2007, 09:49:00 pm »
quote:
Originally posted by Skanky:
<STRONG>I block access off with rock fortifications. Rewalls (such as fortifications) don't melt, but fortifications still let magma pass through.</STRONG>

Clever!

I've taken to bringing a bit of bauxite with me and just sticking a wall grate across the magma channel, so I didn't have to rely on finding it or starting a metal industry first(can you bring grates from embark? I never thought to check).


483
DF Dwarf Mode Discussion / Re: Population cap
« on: June 07, 2007, 12:45:00 pm »
If you edit the population cap in the ini file, it can take a year after reaching it to come into effect, depending on when you are compared to when next year's immigration is calculated.

And while nobles, iirc, count toward the limit, the limit does not prevent new ones from arriving with their families and whatnot.


So you'll probably want to let it to, say, 50, then see where you are when it stabilises. If you want more, you could either wait for normal population growth, or nudge the pop cap up a little past where you are.

Surplus dwarves can, naturally, be eliminated through the traditional methods.


And if you dip below the limit, you may have to deal with a 'surge' of immigrants well above the cap.


484
DF Dwarf Mode Discussion / Re: Found another insane location
« on: December 23, 2007, 05:49:00 pm »
quote:
Originally posted by kirunobliv:
<STRONG>Try loading a map with a cave with ettin resident, a volcano, a lava pit, half a chasm, a different full chasm, and a pit chasm.

I abandoned it because of the 3 pages of giant cave spiders.</STRONG>



If only I could find something like that.  :(


485
DF Dwarf Mode Discussion / Re: Found another insane location
« on: December 22, 2007, 09:16:00 pm »
quote:
Originally posted by Helmaroc:
<STRONG>Upload the save!</STRONG>

Or atleast the seed and location.


486
DF Dwarf Mode Discussion / Re: Found another insane location
« on: December 21, 2007, 01:48:00 pm »
Neat. Do they fight each other?

487
DF Dwarf Mode Discussion / Re: Tombs, anyone?
« on: June 01, 2007, 01:38:00 am »
I just dig small rooms out of the cliff face to the north. I try and have a few extra, and assign them whenever someone seems lible to die, although I have enough surplus that I'm starting to assign legendary dwarves.

code:

XXXXXXXXXX
XXX....XXX
..D.XS..CX
XXX....XXX
XXXXXXXXXX

D=Door
S=Statue
C=Coffin
.=Floor
X=Rock Wall


488
Well, I've got most of my planed section dug out, and plan on spending my second winter building the road. Elephants haven't been an issue yet, but as soon as I get alternative access I'm blocking that ford directly across from my entrance - it's convenient, but just asking for trouble, and if a convoy pisses the 'phants off...

That one drawf guard did do a nice job culling the warthogs, however.

Immigrants pushed my population up to 29, but was expecting that, and hopefully I won't have any more for a while. Just to make sure I have plenty of food, I added Farming(fields) to everyone(would be nice if we could prioritise tasks in future versions). Seems to be working well, but I wonder how much food I'd need to feed a dwarf for a year? I want to establish a solid buffer.

Few pathing problems when trying to connect trading port floodgate, and resorted to cutting a hole in a wall I later door'd and locked. Also lost an immigrant craftsdwarf when flooding my moat, despite my efforts. Luckily I received three, so he was redundant.

Naturally, my first successful fey dwarf ever was a mechanic. Aw well, atleast he didn't go nuts.

And speaking of first-evers, I've received a pair of sword-dwarves. Good to have - I'll need to look into setting them up for training to improve them, and maybe draft an archer or two. Also, now that I have a legendary mechanic, traps just went way up in priority(also, eliminating all access except through drawbridges in mountain alcoves will allow me to trap those alcoves, hopefully catching most nasties before they get near any dwarves hanging around outside).

Exporting lots of mugs. Gave the hunams a bunch as gifts to bolster future trade.

Dwarves seem happy; I'm detailing/engraving the barracks, and should have enough beds now. Also detailed the trade post, part of the entrance where it won't interfere with future fortifications, and stuck marble statues around frequented areas where they won't interfere with traffic - even dug out a few alcoves in the main corridors where layout permitted.


quote:
Originally posted by Slartibartfast:
<STRONG>

Am I the only one that sees a problem here?</STRONG>


I was having trouble feeding and sorting them, so I put the cap there.

Being shallow is to avoid casualties from the river, although if memory serves, first locked doors, and then a crossing bridge flanked by two raised 'railing' bridges should keep them out.

Right now I want to get a solid handle on fortress management before tackling combat.


quote:
Originally posted by Keilden:
<STRONG>Flashy.</STRONG>

Me or Tarrasque?

If me, thanks - I find alot of the forts posted are rather ugly. Kinda irks my inner architect.


489
After a series of failed forts, I've put together a blueprint for my next fort; http://i10.tinypic.com/67pnj83.jpg

It's shallow, with a population cap of 20 and feeds the farms from the outside river, as I want to minimise combat and have been overwhelmed in the past by waves of immigrants.

Center you can see the entrance, flanked by what will eventually be siege positions, and opening into the moat and drawbridge, then deeper into the floodable "Trade Complex", backed by controls and the five-wide main hallway.

Above, Upper Siege Access houses floodgate and main bridge controls(the lower dead-end is an artifact from an earlier version and will be eliminated in application), where locked doors prevent unwanted triggering. Raised mini-bridges(indestructible?) prevent access through the waterway and protect the floodgates from and building-destroyer that wanders by(kinda cheating, I know, but until we can rebuild destroyed floodgates...).

Above that is the farming, irrigated by the outside river - my fort is shallow, so I don't really see this as cheating. If nothing else, you can pretend there's a little dam or the ilk. Anyway, doors backed by a channel prevent accidental flooding, with a floodgate attached for draining. Farm flooding and ditch controls are in a locked alcove. In the hall are food storage and associated workshops, with a dining hall and then well/meeting hall below.

Going down, a kennel has been added to the 'kink' in Lower Siege Access, with a barracks across the hall, and two goods storage rooms below - one likely to be re-purposed as needed, after I can box goods to save room.

First Workshop Tier contains Mechanics, Jeweler, Crafts, Mason, and Carpentry, with a Door'd graveyard, gem storage, bone/shell storage, ore, and bar/blocks in the extended rooms below.

Below this, a pending purpose work tier, also providing control access to the southern bridge, which has been recessed for drawbridge functionality(Elephant Stampedes are efficient teachers). The trade road goes through here, and a similar setup may be established above for controlled drawf access, and redundancy in the event of bridge-loss.

Stone, wood, and refuse(minus shell and bone) stockpiles are outside.

Say, does killing trade caravans anger their nation? Even if none leave the map? 'cause I'm getting elephants on Calm maps and Unicorns of Serene, and they are taking a serious toll on travelers.

Oh, and I was maybe planning to drown a few myself.

[ May 21, 2007: Message edited by: Wolfius ]


490
DF Dwarf Mode Discussion / Re: hehe mega trap
« on: November 16, 2007, 04:33:00 pm »
quote:
Originally posted by kuribo:
<STRONG>

Haha, great way to punish invaders: encasing their corpses in stone for all of eternity!</STRONG>


Then make statues out of the rock and place them on display to give your dwarves happy thoughts.


491
DF Dwarf Mode Discussion / Re: Mountain Features
« on: November 14, 2007, 04:32:00 pm »
I think that may be intentional, and if not, certainly makes sense.


It does happen, but from what I've seen other players report, it's very, very rare to find iron, flux, and magma.


On the flip side, I've seen a report of demon pits with magma, so you may have some luck there - just be careful not isolate it from it's source, or it'll gradually harden into obsidian.


492
DF Dwarf Mode Discussion / Re: Mountain Features
« on: November 14, 2007, 03:08:00 pm »
Ya know the map-size selection screen? Exposed magma shows up as a red, double ~ there. Unexposed magma exists, but finding it's aparently dumb luck.

Exposed magma can be found, AFAIK, anywhere, but is -extreamly- rare anywhere aside from the general vacinity of volcanos - and even then, it's uncommon. Search within 10-20 tiles of a volcano on the middle-map.

I can fetch some screen shots later if you want.


493
DF Dwarf Mode Discussion / Re: Rocksquid, not a creature.
« on: December 21, 2007, 01:34:00 pm »
Alas, poor Rocksquid - but the dream of Wulfgarland shall live on!

494
DF Dwarf Mode Discussion / Re: Rocksquid, not a creature.
« on: December 06, 2007, 05:49:00 pm »
Posession!?! I blame the elves for denying me my third legendary skill - them and their trees.


...I wonder how much damage an artifact piccolo does whan you smack someone upside the head with it...


495
DF Dwarf Mode Discussion / Re: Rocksquid, not a creature.
« on: December 03, 2007, 01:47:00 pm »
quote:
Originally posted by Werdnari:
<STRONG>
The plans for Wulfgarland! are quite to my liking. I assume there will be a second level to your walls?</STRONG>

Of course - it's only an intermediate step, afterall, and a second level would have obscured the lower.

Eventually I hope for 2-3 high walls with the gate houses 1-2 levels higher, lever-activated bridges, doors, and a portcullis(a row of wall grates). Once that's done, work on the interrior can start.


Looking at the latest map, tho, it seems I'll have to revise my plans - nothing major, just a few tweaks; another reason I only plan incrimentally. Going to make the southernmost gate house alot more interesting, however - not what I had planed, but looking at the map, I can definatly do something interesting with...

...is that blood on the river bank? Not the surface, but below?


By the way, are those bridges one-tile, or raised?


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