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Messages - shlorf

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241
DF Dwarf Mode Discussion / Re: Ridiculous Engravings.
« on: January 21, 2011, 01:35:57 pm »
The dwarfs have a vivid culture of oral history. Exact description of every forgotten beast (including special attacks) are passed on from generation to generation. How else would you get all that info when one shows up.

My favorite from some forts ago:
Engraved is a masterful image of a crutch, a symbol of a local dwarven government.

Another gem from my current fort:
Engraved is an exceptional Sibrek Ustuthinal rendition of an image of a square. The image is the symbol of the Merchant of Blocking a local dwarven government.
Kinda fitting considering my living quarters design.

242
Does the water level ever drop below 4?

243
DF Dwarf Mode Discussion / Re: Where's my FUN?
« on: January 21, 2011, 01:29:18 pm »
182,184 created wealth? On my current fort the first ridiculously weak (1 squad) siege came when i had a bit over 1 million.
Smooth everything! Engrave everything! Cut everything! Encrust everything buildable! Make aluminum platinum gold flasks or goblets! Make masterfully woven masterfully dyed masterfully crafted silk clothes with masterful silk images!
Become a billonaire.
Make a stockpile outside for artifacts you don't like (if any kobold decides to steal one, rumors are they might send an ambush).

244
DF Dwarf Mode Discussion / Re: Steel-Clad, Steel axe, Compitent Axedorf.
« on: January 21, 2011, 01:20:53 pm »
He can kill like 20 or more if he runs in front alone and enters a martial trance. Unless arrow to the throat or head yes. Btw cloaks >> capes.

245
DF Dwarf Mode Discussion / Re: Fuel for the fire
« on: January 21, 2011, 01:18:07 pm »
The wood furnace uses a special labor called wood burning (not furnace operating). It's in the Farming related labor category.

246
DF Dwarf Mode Discussion / Re: Efficient danger rooms?
« on: January 21, 2011, 01:14:31 pm »
Weapons get damage modifiers from quality levels, x2 for masterworks and x3 for artifacts. To ensure no more soldiers get impaled make sure they have leather cloaks and/or mail shirts (breastplates and helms don't protect the throat afaik) and use a dabbling carpenter to make no quality spears.

247
DF Dwarf Mode Discussion / Re: Efficient danger rooms?
« on: January 21, 2011, 07:49:20 am »
Economic design:
Code: [Select]
WWW
RDS
WWW
W = wall
R = weapon rack /any barracks building
D = door set to external and locked
S = upright spear trap, 10 training spears loaded
Designate barracks from the weapon rack and resize the room so it extends just on the trap. Set squads to train there after you locked the door. This will only need 4 mechanism and one linking job.

248
DF Dwarf Mode Discussion / Re: So clothing your dwarfs is totally bugged?
« on: January 21, 2011, 07:43:46 am »
There is actually another advantage in doing this. If you set your civilian squads to carry drinks and produce a flask for everyone they will carry drinks around and since filling a flask with booze and drinking from a flask takes next to no time compared to standing on a barrel for ages you get a nice productivity boost out of this. If you set them to carry food too and make backpacks they will do the same with food but they won't eat in the dining room anymore so they will miss out on that happy thought (eating with a table doesn't take that long anyway so i usually just set them to carry drinks and no food).
Making ~20 squads for 200+ dwarfs and carefully not selecting any real soldiers is a big hassle tho, and miners/woodcutters/hunters don't wear uniforms so this work around won't work for them.

249
DF Gameplay Questions / Re: Spoiler stone question
« on: January 21, 2011, 07:23:05 am »
could the bottom layer be pumped out long enough for construction to be put in place?

I doubt it, as magma flow tiles above smr spawn new magma continuously. Even if the spawnrate is low there's still magma in adjacent tiles.

250
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: January 21, 2011, 07:16:45 am »
Spoiler (click to show/hide)

Please spoiler stuff like this in general threads like this one. Answer is yes.

251
DF Gameplay Questions / Re: On the Arrival of Monarchs
« on: January 20, 2011, 07:00:18 pm »
This also happens when the monarch already was king/queen in a fortress of the same civilization before. As civilizations don't appoint new leaders after world generation you won't get a new monarch even if you kill him. Just remember to pick a different civilization or generate a new world for your next fort. Every time this has happened to me the cohort still showed up properly.

252
DF Gameplay Questions / Re: Spoiler stone question
« on: January 20, 2011, 05:46:22 pm »
Yeah i can construct over them, but it won't help. I'm also pretty sure i found out why i can't get rid of them. I misjudged the amount of z-levels still left until the smr. I only got like 3 levels to work with and the level 2 levels below my current obsidian already has a few tiles of smr (with the magma flow tiles i can't get rid of right above). So i guess I'm out of luck. I could maybe get a few chunks of ore more if i go to the next level but it doesn't seem worth the hassle. At least i know now, that anything that touches smr vertically or horizontally is a dead end.

update:
Damn i got 20 pieces out of it, now I'm tempted to try and get more.

253
DF Gameplay Questions / Re: Dragons and worldgen?
« on: January 20, 2011, 05:37:33 pm »
Short answer: Yes.
Long answer: Dragons aren't born in year 0. I browsed through the legends data of my current world with Mason11987's world viewer utility and found out that the dragons i dispatched around year 600 with numerous forts and adventurers were actually all born around year -250. So to get fully grown dragons 750 years of history should be enough (fight them without shields for a challenge  ;)).

254
If you don't make your world with advanced parameters there's still a fair chance to get biome borders like the one you have. Its not common but not a rarity either (on a medium sized world).

255
DF Gameplay Questions / Re: civilian clothing
« on: January 20, 2011, 04:48:08 pm »
You could make 10 sets of armor and have different squads rotating duty, as long as you sent the right squad to fight an ambush they should be equipped. The weight of the armor doesn't seem to an issue so there's no real advantage to make them drop the stuff if you can make enough for everyone.

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