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Messages - shlorf

Pages: 1 ... 13 14 [15] 16 17 ... 38
211
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 23, 2011, 11:35:48 am »
The mountainhome bartorch celebrated it's 10th anniversary last year. Even the goblins brought some gifts in the form a full siege force (have been getting only ambushes for about 2 years). A few of them managed to run off, but the rest left so much crap that i've decided it's gonna be easier to build a pump stack to flood most of the map with magma.

212
DF Gameplay Questions / Re: A few questions to some things not on dfwiki
« on: January 23, 2011, 11:20:41 am »
3.: The baron enables you to become the capital of your civilization (check the civilization screen if your king/queen is still alive; his guard will come anyway even when not) and he can eventually become a count and a duke. Make sure you select a dwarf who only likes materials/items you can easily acquire and manufacture (no platinum, bismuth, flutes, pond grabber bones).
The baron will also want to have expensive rooms with lots of furniture so have some legendary engravers and masons/smiths ready.

213
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 23, 2011, 11:09:53 am »
I just designated a lot of ponds (I know only a single dwarf will fill a pond , so I made a lot of 1x1 ponds next to eachother), but my dorfs aren't filling it. I'm pretty sure I have buckets, though.

The pond zone has to be over open space (or a down ramp). You don't need to (and probably shouldn't) extend it to the place the dwarf will be standing on as long as any space next to it is walkable. Do you have a water source? If you're not getting any cancel fill pond: <reason> messages there must be something wrong with your zones. (i) over them and make sure they are set to pond with shift-p and are set to be (f)illed.

214
DF Dwarf Mode Discussion / Re: The merchants are leaving!
« on: January 23, 2011, 09:31:18 am »
I'm happy for any useless junk i don't have to make my dwarfs dump into the magma sea, so i guess no :>.

215
DF Dwarf Mode Discussion / Re: Nobles:What to do...
« on: January 23, 2011, 09:29:49 am »
The mayor changes yearly as my meeting hall is kinda small, so even that guy who mandated large gems didn't bother me much. If someone begs for it however (had a mayor who wanted mountain goat hoof items chain up my only strand extractor once - poor guy almost starved), they usually get a cave in lever treatment. And a slab engraved to remind the next mayor of their predecessors fate.

216
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 23, 2011, 08:29:47 am »
Blunt attacks don't work against colossi  :-\

217
DF Gameplay Questions / Cave fishing, cave hunting
« on: January 23, 2011, 08:26:39 am »
So in my current fort the 2nd cavern layer is 3/4 water (multiple z-levels too). Is there any way to tell whether fishing will be successful down there (there's cave fish teleporting around but on another fort i once went through the trouble of making a big pier and the fisher would still not catch a thing).
If i make a burrow that contains only the living quarters of my hunter the caves and the food/booze stockpile and dining room, my hunter should hunt in the caves, right?

218
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 23, 2011, 08:18:23 am »
Heyho, a few questions that might help me with my new Genesis fort:


1. A well is built above open space and will need at least (5/7 or was it 4?) water in any tile below it (the further below the longer getting water will take). The best way to get water depends on your embark. If you have a river or brook you can get the water by digging an underground tunnel to it (make a lever operated door or floodgate for safety with a constructed fortification in front of it). If you have no water outside but have some in a cavern a similar method is used, you can carve the fortification into the stone to let the water in and keep swimming monsters out (they might get pushed through the fortification by moving water, so again make a floodgate/door to switch off the flow once your cistern is full.
It's preferable to make the area below the below the well 2 z-levels tall so the upper level contains water without mud (dwarfs don't like muddy water, it also increases the chance of infections when cleaning patients). Use a pressure regulator so your well doesn't spill over. http://df.magmawiki.com/index.php/Pressure
2. I never played Genesis but a dwarf pulling a lever on repeat is usually a very fast trigger.
3. Random x-y direction (i think 5 tiles max). I think you might want to replace this with a retracting bridge as the current design has probably a 50% chance of throwing attackers back on the path or into your fort.

219
Get the water for cleaning by carving a fortification into a wall next to a cavern lake. If there's surgery showing on the treatment section there's still hope for your guys as a surgeon can remove the rotten tissue (the higher the skill the better, a low skilled surgeon might just turn serious rot into major rot and take too long so it'll rot back to serious rot right away).
If you're getting tired of trying just save and load, i found the chance of insta-death on load fairly high with syndrome patients.

220
DF Dwarf Mode Discussion / Re: Turning invasions back on...
« on: January 23, 2011, 07:38:52 am »
I always bring a hunter (needs ambusher as highest non military skill), who gets a free crossbow and quiver with 25 bolts on embark. Unless you embark in a undead biome he'll bring in enough food so you don't have to worry about anything but water/booze for a while. The bones from butchering are turned into bone bolts, and by the end of year 2 he'll be legendary or really close. Since he can't really use up all bone bolts once he's getting a bit better, 2 or 3 migrants from the first wave get drafted into an archer squad and spend the excess bolts on the archery range.
I never tried bringing teachers/students but I've been reading good things about it so I'll try it on my next fort.

221
DF Gameplay Questions / Re: Best way to separate your trash?
« on: January 23, 2011, 07:27:53 am »
Don't forget the refuse pile inside with bone, shell, etc. enabled and set to take from the outside pile, to collect all the goblin bones that rot down by chance.

222
DF Dwarf Mode Discussion / Re: Getting a diagnosis?
« on: January 22, 2011, 09:57:34 pm »
I've never noticed the diagnosis skill level doing anything other than giving a faster diagnosis. Some people have suggested that personality traits could influence the amount of time it takes a dwarf to get to a job.

223
DF Adventure Mode Discussion / Re: What is your fighting style?
« on: January 22, 2011, 09:51:24 pm »
Dwarves can build fortresses with weapons and armor for adventurers neatly packed into copper bins at the entrance.

224
DF Adventure Mode Discussion / Re: Are all the quests very difficult?
« on: January 22, 2011, 02:41:54 pm »
To move out and into rivers use alt+direction key. It will give you options to move diagonally (there are also direct keybinds for up and down diagonally i think). As you experienced going into the water where you don't know if the region is freezing in the winter is pretty dangerous (working as intended).

225
DF Dwarf Mode Discussion / Re: Differences between weapon types
« on: January 22, 2011, 02:31:55 pm »
Steel axes and silver hammers are the best ordinary material weapons you can have. Axes have the edge against anything badly armored (ie goblins) and organic. Hammers will only fail against one type of megabeast and potentially against inorganic forgotten beasts made of higher tier metals, but can take a long time to kill really big organic enemies. Spears are good at wounding vital organs which matters a bit more in fortress mode than in adventurer mode because an enemy who passes out from pain is usually dead one attack later (but then again chopping of a foot and a hand makes most goblins pass out too rather quickly). Swords are in between axes and spears and maces are just a weaker (but not by much) hammer.
Crossbows are always nice to have especially if you train them up with bone bolts made from wildlife hunted by another guy who can be legendary in about two years if you have him hunting from the start.

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