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Messages - twilightdusk

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211
DF Dwarf Mode Discussion / Re: The new military screen is confusing as heck
« on: December 23, 2010, 06:03:14 pm »
It's a hurdle to get past. None of the interfaces in DF are really that great (why do you think Dwarf Therapist is so ubiquitously used?), but once you finally reach that moment where it all clicks, it helps a lot.

212
I know I've seen a 3-way sparing match at least once with my dwarves, so that info may be outdated.

213
DF Gameplay Questions / Re: Completly safe fort
« on: December 23, 2010, 05:52:58 pm »
Why not sand?

214
DF Gameplay Questions / Re: Completly safe fort
« on: December 23, 2010, 05:33:51 pm »
Given that all animals give 1 skin when butchered, it mostly comes down to which domestic animal matures to the point of producing a skin fastest. If this was the only consideration, cats would be the obvious choice, but they like to adopt dwarves and make themselves unslaughterable, so they're out. After that, dogs mature at about the same rate, and give birth at a similar rate.

215
DF Gameplay Questions / Re: Completly safe fort
« on: December 23, 2010, 05:07:39 pm »
1. Build wall
2. Dig moat
3. Build bridge over moat
4. Raise bridge
>Invincible to outside threats

fixed that.

Obviously underground threats are easy to wall yourself off from. If you have any soil layers on your map, dig out a large area in a convenient but out of the way spot, then breach the caverns and wall them off. As you breached the caverns, underground trees and plants will grow on underground patches of soil, like the large area you dug out, giving you a safe supply of wood and plants. And of course, you can farm to create even more plants for food and booze.

216
DF Dwarf Mode Discussion / Re: Marksdwarves any better in .18?
« on: December 23, 2010, 05:03:08 pm »
I think the deal behind the "Dwarves using combat-enabled bolts for training" bug is that they'll carry any bolts that are assigned for either task, and they'll train with whatever ammo they have on them, which includes the combat ones.

217
DF Dwarf Mode Discussion / Re: Most Useless Immigrant You've ever had
« on: December 23, 2010, 04:59:24 pm »
Dabbling miner.
wat? WAT?!
Seriously I have 50 dwarves and 2 legendary miners. I don't want to train more since I'll lose out on stone with them not getting one as they mine :/

If you have any soil layers, have the new guys train on it. No stone to lose and it trains faster than on rock.

218
DF Gameplay Questions / Re: Guarding my fortress
« on: December 23, 2010, 04:48:23 pm »
Next time you set up a new fortress, check out the right side of the item selection menu when you're preparing, you can select animals to bring along with you that way. A fairly simple thief-detection system involves brining 2 dogs and 2 ropes along. You build the ropes into restraints that the dogs are tied to, the dogs acting as a watch for thieves (diagram copied from another thread on this topic)


# = wall
+ = floor
$ = restraint

+++++++
##+++##
##+++##
##+++##
##++++$
##+++++
##++++$
#######

3-wide hallway allows wagons in (though that's not relevant in this version of the game), dogs positioned where those restraints are are nearly guaranteed to spot any stealthed units. In the case of thieves, they should turn tail and run. In the case of and ambush, well...it buys time for your military to get there.

219
DF Gameplay Questions / Re: Dwarven Atom Bomb
« on: December 23, 2010, 01:35:32 pm »
I'd try filling it entirely with lava, the upper half of the exterior being cast obsidian, so that it can collapse into the magma and generate the mist.

220
DF Dwarf Mode Discussion / Re: "Native Gold"
« on: December 23, 2010, 01:18:14 pm »
Great for making bins and barrels if you're low on wood.

I disagree. Gold is the heaviest material you're likely to find by far (except platinum), so why build things out of it whose purpose is to be lugged around? It'll just slow down your haulers.

There are practical applications for this. I've intentionally used gold bins to store lightweight items to prevent them from scattering when the fort is abandoned, so that I can come in with an adventurer and find things easily.

Lead is better to use for that purpose though.

221
DF Dwarf Mode Discussion / Re: Floodgate traps?
« on: December 23, 2010, 01:15:38 pm »
Try making a hallway like this

# = wall
X = floodgate
+ = (trapped) floor

##X##
##+##
##+##
##+##
##X##

Stretched out as long as you can manage (you can make it twist and turn too, it's just simplest to diagram a straight line). set up a lever outside this trap or a pressure plate inside which is linked to close both floodgates, trapping the victim inside with whatever else you have in there (repeating spike traps, magma flow, etc.)

222
DF Dwarf Mode Discussion / Re: Best job cancellation method EVER
« on: December 23, 2010, 01:04:22 pm »
UristmcClothier cancels construct pigtail bag: Needs 1000 cloth items

I'm no clothes maker, but even I think that's a bit excessive (glitch much?)

yeah, was gonna post that, i have another funny one.
Oh well, screen shot for proof.


... Damn Dwarf world record attempt breakers...

Spoiler (click to show/hide)

This isn't really a glitch. The game keeps track of materials in units larger than we use to refer to them, when you forge an iron bar for example, the game treats it as 50 units of iron bar. thread and silk are 1000 to one unit we see. This doesn't apply much yet except that the hospital is able to use individual units of thread.

223
DF Gameplay Questions / Re: Getting annoyed!
« on: December 23, 2010, 12:42:39 pm »
It's not necessarily to scale, I just didn't feel like drawing a giant diagram for such a simple concept. When I use this concept I like to put them around U-turns actually.

224
DF Dwarf Mode Discussion / Re: What are the indicators of an ambush?
« on: December 23, 2010, 12:40:18 pm »
To the original question, keep in mind that thieves and ambushers cannot fly (to my knowledge). As such, a perimeter wall around a good chunk of land surrounding your fortress can help control their appearance. Wall off a large enough area for gathering wood and plants, with a drawbridge entrance that's closed most of the year, opening for migrants and caravans. Behind that, you have various guard animals, so when the bridge is down, and that's the only way for thieves to path in, they're sure to be spotted.

225
DF Dwarf Mode Discussion / Re: I just won the game. Period.
« on: December 23, 2010, 01:04:52 am »
....Aren't the masterwork weapons in the upright weapons SWORDS?

varies from embark to embark. Longswords, shortswords, battleaxes, spears, anything that can be adamantine really.

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