Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ral

Pages: 1 ... 21 22 [23] 24 25 ... 40
331
DF Dwarf Mode Discussion / Re: We can rebuild him!
« on: March 29, 2011, 08:39:26 pm »
Actually the most dwarfy and annoying thing is to use adamantine strands for sutures, and forgotten beast soap.

332
DF Dwarf Mode Discussion / Re: 2 consecutive megabeasts
« on: March 29, 2011, 08:37:46 pm »
Wall your fortress off behind a dry moat and get some archers drafted. Also look up "civilian alert" on the wiki. That way you can always delay dealing with the beast until you're ready, and when you are ready you can shoot at it from a safe distance. Many titans seem to die rather easily after being shot 20+ times. Build some sort of plank with a pit zone that will allow you to toss a bait animal over the moat if you need to lure something in.

333
DF Dwarf Mode Discussion / Re: Capybaras, the new terror
« on: March 29, 2011, 08:33:19 pm »
I hate the little bastards. They also seem to totally lack meat value when slaughtered, which makes me wonder why anyone would ever keep them around. Capybara skull totems for all!!!

334
DF Dwarf Mode Discussion / Re: Newfangled jails
« on: March 29, 2011, 08:31:17 pm »
What he said. Beds, tables, chairs, fancy stuff. Tables and chairs help out when a manager needs to approve work orders from prison.

Jail cells with food stockpiles will get raided by random dwarves, don't think there's anything you can do about it really, but it's still worth placing food/drink in the cells. Marking the cells as restricted traffic areas might help, but might also discourage refilling of the stockpiles. Also, placing the entrance to the prison area near some sort of high traffic or meeting area might help a little. I usually create jail cell clusters on their own level off of a central stairwell where they aren't many hops from a well and meeting area.

335
DF Adventure Mode Discussion / ☼Adventure mode quick start☼
« on: March 29, 2011, 08:23:59 pm »
Well, I think it would qualify for ☼Masterwork☼ status except that the [[]] links need to be replaced with {{l|links}} (even though I'm not sure why).

http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Quality#Masterwork

It also needs multiple editors so maybe someone else could fix and verify that all of the masterwork criteria have been met, then promote it? Adding some screenshots might be good too but I'm personally too lazy for that.

336
DF Adventure Mode Discussion / Re: ≡Adventure mode quick start≡
« on: March 29, 2011, 04:56:51 pm »
FOCUS: archer, observer, ambusher
WILLPOWER: "resists exertion/pain effects"
SPATIAL SENSE: "combat skills"
KINESTHETIC SENSE: "Most skills involving any movement at all (lots of them)"
I did read about these, but I didn't include them in the suggested starting stats because these can all be raised relatively easily by doing stuff like sharpening and throwing rocks over and over. In any case they didn't seem as important as stuff like maxing out toughness and agility for maximizing survivability for those who aren't sure what they're doing yet.... I this point I don't know for sure if it's more important for defense to, say, max out toughness or if it's better to subtract a point from that and increase spacial sense or something.

Basically what I was trying to do was come up with the right allocation of stats/skills to come up with the hardest to kill character right off the bat, to facilitate getting through the tutorial, which isn't necessarily the best thing for longer term play. For example, I'm not sure I'd put any points into social awareness in a normal game since I'm not sure the extra companion slot(s) matter that much in the long run, but the extra companion in the beginning helps keep the noob alive enough to get through the tutorial.

337
DF Dwarf Mode Discussion / Re: Oh coal, where art thou?
« on: March 28, 2011, 11:21:13 pm »
Digging down to the magma sea doesn't have to be that difficult. When you run into a cavern, just wall it off and keep digging around it. I've had forgotten beasts running around in vein for a few years before bothering to do anything about them.

On a related note, run your lava channel for your forges through a fortification first to keep the lava swimmers out.

338
Last time I tried it, even a 10Z drop onto 10 giant iron spikes didn't usually kill goblins instantly. They'd be so wounded that they couldn't do anything and would die eventually but still I was quite disappointed that being impaled on 10 spikes after a 10z drop wasn't instant death. 10 serrated discs and a 1z drop would be more effective.

339
Yea, I basically switched from using my mac laptop to my windows laptop just so I could use therapist. I wish more DT functions were in the game itself, but as far as that goes I'm more worried about FPS....

340
DF Adventure Mode Discussion / Re: I've just killed my first Titan...
« on: March 28, 2011, 09:53:20 pm »
In custom worldgen parameters you can up the number of titans to 100,000. (Though it says titans, I believe it actually means all megabeasts.)

The problem is that with 100,000 megabeasts running around the history generation will take forever as all of them roam around and do stuff.

I generated a pocket world with 10,000 "titans" and history generation wasn't too bad, but I ended up with small communities of 10+ megabeasts per lair/site instead of the usual one per site. Even with a small army that can become a little unmanageable.

341
DF Adventure Mode Discussion / Re: ≡Adventure mode quick start≡
« on: March 28, 2011, 09:42:49 pm »
Thanks. I added your suggestions at the bottom under tips and I also went through the whole tutorial myself to make sure it "works".

342
DF Dwarf Mode Discussion / Re: Wall Defense
« on: March 28, 2011, 02:45:42 pm »
I'm not sure if it's necessary but I give archers bucklers. This makes sense because they're strapped on the lower arm, leaving the hands free.

343
I find that deep (multi-z level) narrow reservoirs work better because the water takes less time to spread out and it has to be practically empty before drying becomes a big issue. Build a well over it.

Also, don't dig out or pave over the whole floor of a murky pool. When it rains, water only magically appears on unmolested murky pool floor tiles. Digging yourself an artificial pond outdoors won't work... it'll never fill with water.

344
DF Dwarf Mode Discussion / Re: A Fortress Depending Entirely on Silver
« on: March 28, 2011, 02:33:58 pm »
Copper armor isn't really that bad, and copper weapons are still reasonably effective. Give that you have lots of silver I'd probably make silver bolts and weight your military more heavily towards archery. Let the copper-clad guys clean up the bleeding pincushions.

Also, make valuable items and buy up ALL of the metal items of metals you don't have, even toy axes etc, then melt it all down. You can end up with a significant amount of iron and steel that way. Requesting items from the dwarven caravan that are likely to be made of metal also helps.

345
I haven't tested it myself, but it sounds like starting as a Human outsider makes it easier to recruit bandits.

Pages: 1 ... 21 22 [23] 24 25 ... 40