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Messages - zephyr_hound

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181
DF Dwarf Mode Discussion / Re: Boatmurdered in D&D
« on: May 08, 2011, 03:19:56 am »
I remember reading somewhere about a guy who did run his players through a one-off adventure set in a dwarf fortress, it was a fort he had made himself. (one guy who was a DF player figured it out at the start when the DM described the nonsensical engravings covering the road to the fort, but he agreed not to spoil it for the others) He described how to adventurers the layout of a dwarven fortress just didn't make any sense. They got lost in the plumbing looking for treasure. They spent a long time fiddling about with levers that made strange distant grating noises and getting incredibly paranoid about traps, but all it really was was the old farm irrigation system.

182
DF Dwarf Mode Discussion / Re: Funny engravings/statues you've had
« on: May 08, 2011, 03:04:25 am »
"The Strange Mucus" - appointment of my chief medical dwarf

Many engravings of my bookkeeper surrounded by penguins

blah blah blah masterful image of Osta Esteemedscourge the goblin and Urist McMilitia Commander, Osta is making a plaintive gesture, Urist is laughing, mortal wounding with adamantine sword in Bellrings in late winter of 202 during Third Attempted Abduction. What I like is that it's called "The Amazing Fountains" (of gore??)

183
DF Dwarf Mode Discussion / Re: Military Morons:
« on: May 08, 2011, 02:50:30 am »
I don't trust any dwarves, ever, to know the safe way to do something. On the rare occasions I use marksdwarves I make sure I can lock 'em in at their position so they can't go off and club things. I lock my military up too until the moment I'm ready to deploy them. I'm having a lot of success right now with a system where I have lever-linked hatches at my entrance above small subterranean rooms. I station my soldiers in the underground chambers, lock them in, THEN let the attackers in. I open the hatches only when the attackers are right there, so the soldiers absolutely can't spoil the surprise attack or charge into a line of bows.

And yeah, definitely forbid items on death if you haven't already got that setting on.

184
DF Gameplay Questions / Re: Dwarfs losing their nicknames?
« on: May 08, 2011, 02:34:58 am »
Did you name them in the game or in Therapist? Therapist used to drop nicknames, I don't know if that still happens.

185
Just be prepared for buggy behaviour and uncontrollable dwarves if you go back to an older version - particularly 23a. Burrows and mass dump/forbid have revolutionized this game recently.

That said, I'd say 23a! It was a totally different game in many ways, much more of a linear progression. Plus it had the economy and shops!

186
As far as I know they always go to the closest wherever that might be. If he's in your dining room when he decides to take the "make blocks/R" job, and the nice stockpile of marble you want him to use is 50 tiles away from him horizontally and the end of your exploratory mining shaft is 49 tiles away vertically he will go around half your fort and down all the stairs to get a piece of that nice convenient stone that's only 49 tiles away. That explains why they apparently sometimes go for random stone. But once he is in the workshop and working away the closest stone will be in the stockpile and he will use that, guaranteed. Basically just assume that the first job done might be of random stone, then the rest will be what you want.

187
This is what I've been doing in my current fort, it does rely on having a military but it is oh so satisfying - and cinematic!

Spoiler (click to show/hide)

I take my sieges down a squad or two at a time.

188
DF Dwarf Mode Discussion / Re: Your mere existance irks me.
« on: May 07, 2011, 04:38:06 am »
If you're that OCD you could just use reveal to check where the dirt is on the level you want to dig, take the guesswork out of it. Make all the designations for your fortress dig, avoiding the dirt bits, then unreveal, unpause and never use reveal again. You can hit the caverns and adamantine and everything else as normal. I'd say that would count as fair use of a "cheating" tool.

189
DF Gameplay Questions / Re: Mood Dwarf Issues
« on: May 07, 2011, 04:30:38 am »
A mason shouldn't look for specific types... only metalsmiths seem to do that and only with metal bars. You sure he's not asking for cloth and you haven't got the third type? (i.e. plant, silk, yarn now)

190
DF Gameplay Questions / Large gems not being stockpiled
« on: May 07, 2011, 04:28:27 am »
Where do they go? They're not getting put in finished goods (which does have "large gems" allowed at all qualities) and they're not getting put in gems. Green glass large gems are going in finished goods as they should do. The thing I've noticed is that the finished goods stockpile doesn't have a materials setting for gems - which might be why the green glass large gems are getting put there (glass/wood/leather/etc allowed) but the "real" large gems aren't. Is there some sort of obscure setting I'm missing? I've got an artifact smoky quartz sitting in my jeweler's shop and it's irritating to keep seeing it there.

191
DF General Discussion / Re: Dwarven Swimming Lessons
« on: May 07, 2011, 04:14:43 am »
That's some beautiful engrish there!

Child's beard have results to show a person to lead a square and can enter water, the raw recruit can not get into deepwater area.

192
DF Dwarf Mode Discussion / Re: Most annoying thing?
« on: May 06, 2011, 04:08:06 am »
I think I've got used to the dwarf psychology, I just accept there are things they will do infallibly (like building themselves into a corner) and things they won't (like running from a goblin ambush the right way) and I build everything with dwarven idiocy in mind.

Claimed clothes are the only thing that bug the hell out of me, I've got dwarves who aren't in the military, have perfectly good bedrooms with completely empty cabinets, and they still won't pick their shit up. I do the d-b-c-d-b-d-d-b-m thing as a standard action with all piles of invader junk, and yet even THEN, without even unpausing between the unforbid and the dump, I get a couple more claimed socks and loincloths in each new batch (how do they do it!??). And of course nobody will even wear the stuff anyway. My fort is nearly 20 years old, and that means a lot of garbage lying on the map. Sadly I'm on a tundra (no rhesus macaques) and kobolds are extinct so I can't even hope they steal Urist McSoapmaker's xtroll fur loinclothx. GAH! Toady fix it please :(

193
DF Dwarf Mode Discussion / Re: Non-Dwarven Gods, post 'em.
« on: May 06, 2011, 03:44:45 am »
Spoiler (click to show/hide)

194
Why don't you just bring the magma up rather than bringing the sand down?? Assuming your fort is nearer to the surface than the magma sea, it will speed things up more anyway. Took me an ingame year to build a double-stacked pump tower powerful enough to get it up 45 z-levels and fill the moat, so with single pump tower I assume 90 levels for a smaller amount of magma could be done in the same time with enough mechanics/architects. (TIP: build temporary/removable gears as support on each level first so you can designate multiple pumps without causing a collapse due to hanging machinery)

Of course if the reason you need the sand is so you can make pump components for a magma pump tower...

195
DF Dwarf Mode Discussion / Re: First .. Giant .. a let down :(
« on: May 06, 2011, 03:28:48 am »
On the subject of zerg rushes, I've seen rabbits kill a dragon in arena mode. They simply overwhelmed it in a tide of fluffiness until it couldn't move any more and gave up. Enough small creatures can overpower and kill a single creature of ANY size if it can get tired/over-exerted.

re giants, if you have some strong soldiers get one of them to engage it in single combat. That makes it more interesting! And honorable. :) I've got two soldiers now with solo semimegabeast kills to their name and a third caged giant I'm not sure what to do with.

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