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Messages - zephyr_hound

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316
My brother's just had this too! He started an adventurer to get some stuff from an old fort, took one step in his starting town and WHAM: huge cloud of dust, you have discovered an underground cavern, you slam into an obstacle and blow apart. He has 31.18 and his world was unexceptional until this event.

I'm gonna see if he'll give me the save to take a look at.

317
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 18, 2011, 05:51:14 pm »
My dwarf fortress event horizon was when I constructed my first cat removal device (aka corridor o' spikes linked to lever profiled to cat owner). That was the point at which I sat back for a moment and thought to myself, "hang on a minute, is this game turning me into a monster?" I pulled it anyway of course. Screw cats, I hate them.

The only way from there is down :P Probably the worst stuff I've done is in adventurer mode, of course. Engineering mass suffering as a fortress overseer is one thing, but it's quite a different thing to tear that elf child's arm off and beat her to death with it IN PERSON.

318
DF Gameplay Questions / Re: Underground aquifer?
« on: January 18, 2011, 05:41:30 pm »
The answer's in the word "puddingstone" - it's a large cluster stone that has a chance of being a small localized aquifer. Puddingstone occurs in conglomerate, so if your mountain's got a conglomerate layer it's not a surprise to find a puddingstone deposit. And since puddingstone isn't a layer stone, it wouldn't show up on embark.

319
Nooooo :(

Am I at least getting water now?

320
I love these ideas, especially the Innsmouth one - I think I might do that when I'm done with my current fort.

As for R'lyeh, aren't all dwarf fortresses nightmares of non-Euclidean geometry anyway? :D On a serious note, obsidian casting/carving would definitely be the way to go for that one, especially if the whole thing was then engraved all over with nightmarish images of horror. You'd have to bring that one through a tantrum spiral a couple of times to get the right sort of material. Sounds fun.

321
DF Dwarf Mode Discussion / Re: Best random gen'ed Fort name
« on: January 17, 2011, 08:09:43 am »
Candledark, founded by The Sword of Night.

We are so badass.

322
Woohoo! I rock!

Put a refuse stockpile next to the butcher's shop and set Gather Refuse from Outside so they bring the gibs over. If that doesn't work, or if you've done it already, I dunno. :|

Ice Wolf steaks would be delicious though.

323
DF Dwarf Mode Discussion / Re: storage of artifacts
« on: January 17, 2011, 04:23:27 am »
I used to have the Display Case mod but I keep forgetting to reinstall it. Mine are usually in a specially built vault nowadays. Here's the current one. It's pretty easy to see which room it is.

Spoiler (click to show/hide)

The artifact vault is only accessibly by going through my gem vault (notice the jeweler's workshop built from gold), which itself is only accessible by going through the weapons stockpile, which has a war dog chained outside. Most of the doors are open in this image but they are all lever-operated; the gem vault and weapons/armor stockpile are opened from the dining room, the artifact vault is accessible from a gem-studded lever in the mayor's bedroom and is only opened when a new artifact needs to be stored. The door to the artifact vault is masterwork platinum decorated with masterwork star ruby and is ridiculously valuable (12000, better than a lot of my artifacts).

Most of the stuff is just fluff, it's not like I even need war dogs when the vault is locked 99% of the time. I just really like the idea of having an impregnable Fort Knox style vault, but I'd love it even more if there was some "perfect storm" situation to allow thieves to actually raid it and be caught on the way out. Wonder if there's any way to mod kobolds to pull levers like gremlins...

324
Dear Urist McMetalworker, Militia Commander,

I know it's upsetting to see something that should rightfully be dead still up and walking, but please let me point a few things out.

Firstly, it is a zombie arctic fox. It is even smaller than a regular red fox. Not only that, it is slow moving because it is a zombie. Even your arch enemy, Urist McCivilianGemsetter, could punt that thing into the middle of next week.

Secondly, it is outside the city walls, four z-levels below you. It cannot possibly get to you while you are putting the roof on our Cathedral of Armok.

Thirdly, it is an arctic fox on the surface of the glacier. You are four z-levels above it and at least fifteen tiles away horizontally. How can you even SEE it down there in the snow?

Fourthly, you are actually the leader of our first and highest ranked military squad. Don't get me wrong, I am pleased to see you taking some time out from Individual Combat Drill to lend a hand to the construction workers, but I also have to remind you that you carry a masterwork steel axe. You are not setting a good example for your squad members by running up and down the battlements screaming. If the zombie arctic fox bothers you that much, go down and kill it or I shall draft you to do so.

Now PLEASE stop suspending construction every three seconds.

Thank you.

325
DF Gameplay Questions / Re: Fashion Conscious Military
« on: January 17, 2011, 03:42:18 am »
I'm interested in this issue too. My standard uniform for military is mail shirt/breastplate/helm/gauntlets/greaves/leggings/high boots/shield, plus whichever weapon the squad is themed to (dedicated squads). I have to just leave non-armor coverings up to them. I've tried to get them to wear cloaks as part of the uniform but as soon as I add a cloak or any non-armor covering I get the eternal stockpile dance. Surely you can layer cloaks over mail shirt and breastplate? I thought you could from the wiki page on armor, I mean I've heard of people layering six cloaks for their soldiers.

326
DF Gameplay Questions / Re: Genning for broadleaf forests
« on: January 17, 2011, 03:36:27 am »
maybe he wants broadleaf forests so he can cut them down? Oak wood is nice.

Wiki says mid elevation, high rainfall, high drainage and non-freezing for forests. Added to that, fiddle with the temperature ranges to get plenty of temperate terrain. I suspect it's just random whether you get broadleaf or conifer forest, but boosting the amount of forest terrain generally should give you more chance for broadleaf forests overall.

327
DF General Discussion / Re: Starting Over...and over...and over
« on: January 16, 2011, 12:31:47 pm »
rex mortis do you use Dwarf Therapist? I didn't used to but it is an absolute godsend after the first couple of migrant waves. You could just use Therapist and turn off stone hauling for all your carpenters/brewers with a few mouse clicks if you need brewing done urgently. I have a similar situation sometimes after sieges when I want all my butchers working overtime to get those delicious voracious cave crawlers processed, BUT also want everyone who isn't a butcher grabbing the discarded gobbo gear before kobolds come along and nick it.

I hate skill rust too though. There was a topic in the modding forum about getting rid of it, maybe you could look into that. Personally I mod out aquifers because I don't find them fun.

328
DF Gameplay Questions / Re: Cat Apocalypse, how do i cause it?
« on: January 16, 2011, 05:15:33 am »
Don't think there's a way to mod the game to slaughter pets.

The simplest way I've found if you want to keep the owner but kill the cat is probably to build a cat spiker.

o+||||+...

One-tile dead end corridor with some upright spike traps between two doors. The spike traps are linked to the lever (o) at the end. Set the lever to be only usable by the cat owner, then tell him to pull it on repeat (or, more safely, make a one-tile burrow to get him in there). Then watch carefully. When he's in there, eventually the cat will come in looking for him. Lock both doors as soon as it's in the corridor. Dwarf pulls lever, cat gets spiked, cat dies, end of problem. You only have to build this thing once and you'll be catsplosion free for the rest of the fort's life.

Try to get the bodies in coffins if you need to kill a lot of cats, it'll make the owners slightly less miserable.

329
Re the smelter thing, sometimes the options disappear for some reason. I had "make iron/pig iron/steel bars" all disappear from my options list between one job and the next, and there was free flux, limonite and coke in stockpiles right by the smelters. If you know you have the ore available and there's no option in the smelter, add the smelting job via your job manager instead (j-m) and it'll reappear on the smelter's list for next time.

There's a similar issue with soapmaking, which usually (in my experience) has to have the job added from the manager for the first time, then it shows up as an available task at the soapmaker's workshop after that.

330
DF General Discussion / Re: Starting Over...and over...and over
« on: January 16, 2011, 04:55:28 am »
I'm terrible about restarting. I even export worldgen info and regen the world so I can restart the same embark clean. There's just something about that moment with seven dwarves standing by a wagon when everything feels possible. And then when you do start to dig all those millions of options start to disappear one by one...

I tend to at least hang on until I get sieges now, and I did get the King (Queen) once, but I deleted that one and genned a new world because it was just too easy. :P I've made a resolution that I'm gonna go all the way with this one though, it's a terrifying glacier (my favourite) with four chalk layers and a LOT of adamantine below. I'm going to build a castle out of steel, which should keep me here for a few years at least. Try a megaproject or a mini-megaproject to keep you motivated?

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