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Messages - ral

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361
DF General Discussion / Re: What gave you more trouble?
« on: March 26, 2011, 01:07:49 am »
This seems like a difficult question because the two modes are like two different types of games. I mean one is kind of like RTS, the other is turn based. In one you walk around and kill stuff, in the other it's resource management etc. It's like comparing a 1st person shooter to a RTS game or something.

362
World deleting itself? I've never even heard of that happening. It's written out to the filesystem once you're done creating it and I don't believe anything within the game can actually delete a region folder. I believe you have to go in to the folder and delete it manually.

In adv mode you can kill things and set things on fire. All you can craft, by default, is sharpened rocks.

If you want to craft more stuff, check out the Genesis Mod. It adds crafting of bone weapons among other things. I haven't gotten around to messing with it though.

363
DF Dwarf Mode Discussion / Re: Megaproject set up?
« on: March 25, 2011, 09:14:53 pm »
Don't know if a mist generator will compensate for a lack of bedrooms, but if not you can create some pretty opulent 1x2 or 1x3 bedrooms if you throw a gold cabinet in them. Maybe even 1x1 bedrooms would be good enough. Not sure how well extremely fancy dorm rooms work but since not all dwarves sleep at once you can get by with fewer beds.

364
For danger rooms I use a 1x4 room loaded with 10 training spears per tile. Takes significantly fewer training spears than a fully loaded 3x3, faster to set up, and dwarves seem to always end up within 4 tiles of wherever you tell them to go so it's big enough. (3x3 left me with some dwarves standing on the door.)

Then I just use a lever and set Pull the Lever on repeat.

Works great!

365
DF Dwarf Mode Discussion / Re: Combined Arms Approach
« on: March 25, 2011, 08:44:27 pm »
You guys think too hard. I create squads of all archers, and squads of all axedwarvres, stick them in a danger room for a while, and they kick everything's ass after that.

Actually I don't even bother to force the axe guys to use axes. I just leave them set to "individual choice, ranged" and most of them end up using axes because I make lots of axes and most recruits have no weapon skill to make them want to pick anything else. Sometimes 1 or 2 per squad end up with some other weapon but as long as they have better skill with that weapon then who cares.

I do make everyone wear a breastplate, at least one mail shirt under that, mail leggings, a cloak, and greaves. That's about the limit of my customization.

366
Oh yeah, put a door at the end of the tunnel that leads to your fort

You don't actually have to use the inside of your fort as a lure, just chain up a kitten behind all the traps then lock the door behind the kitten. Then dig a hole behind the door, or build a wall behind it in case you have trolls. Make sure to put the kitten behind a bend or unlocked door so archers can't shoot directly at it down a straight hallway.

I've found that the cave trap corridor is by far the easiest way to get rid of lots of goblins when you have no military, assuming you have sufficient material to build enough cages. If the first corridor you build isn't enough, build another one and chain up a kitten.

And of course the mass cage recycling system helps out quite a bit when it comes to recycling all the cages, and having fun with the captured goblins....

367
DF Dwarf Mode Discussion / Re: 31.22 game breaking issue
« on: March 25, 2011, 03:46:51 pm »
Did you try rebooting just in case system memory got corrupted or something?

368
DF Dwarf Mode Discussion / Re: Is it just me...
« on: March 25, 2011, 03:43:27 pm »
For some reason I really like axes, made of iron, steel, or adamantine, maybe because they seem to be good at chopping off limbs. I never use blunt weapons.

I haven't done any real scientific testing for myself, just seems like my dorfs have the best luck killing things with axes. And axes are more dwarfy than anything but a hammer.

369
DF Dwarf Mode Discussion / Re: [31.22] Kobolds
« on: March 25, 2011, 03:35:20 pm »
I created a world with history ending at year 2. Kobolds still around. An ambush comes along and they immediately start laying eggs in my nest boxes.

370
DF Dwarf Mode Discussion / Re: Dragons: Sissies.
« on: March 25, 2011, 03:33:03 pm »
I think the last time a dragon attacked a fort of mine, an archer stationed on a wall shot it once in the head and killed it instantly. So much for cage trapping it....

371
DF Adventure Mode Discussion / Re: Running Out of Megabeasts
« on: March 25, 2011, 03:15:15 pm »
Try creating a pocket world with 10,000 megabeasts. I did that a while back thinking that maybe this would cause my fort to get attacked by lots of megabeasts, which it didn't really, and then later abandoned the fort.

So I decide to try out adventure mode in this world and I could barely walk 2 tiles in any direction without stumbling upon a lair of some sort.

I manage to track down my old fort and scavenge an adamantine battle axe or two, and I go around kicking ass for a while until I decide to actually check out one of the lairs.

Well, I walk into the first random lair and turns out it had like 10 dragons in it. Amazingly I managed to kill maybe 6 or 7 of them (no doubt the adamantine battle axe helped quite a bit) but finally one of the remaining dragons managed to bite me in half.

So if you're feeling a bit lacking in megabeasts, try creating a pocket world with 10,000 of them. They'll have some serious population density and housing problems, adding to the fun. Never knew dragons could be so chummy.

372
DF Adventure Mode Discussion / Re: companions
« on: March 24, 2011, 10:41:21 pm »
Well, easy mode in as much as there is an easy mode. I mean it's easier than starting out as a peasant throwing rocks.

373
DF Dwarf Mode Discussion / Re: Temperature in Worldgen
« on: March 24, 2011, 08:54:09 pm »
You can get a parameter set generating utility called Perfect World that will make it easier to paint biomes. Actually it might help with some other stuff too, but I usually just set params so I seldom use that tool.

374
DF Announcements / Re: Dwarf Fortress 0.31.22 Released
« on: March 24, 2011, 08:40:33 pm »
Woohoo!!!

375
DF Adventure Mode Discussion / Re: Help me, freeze
« on: March 24, 2011, 08:34:31 pm »
I guess the point is moot, but I genned a new world and that seemed to fix the problem. I figure it must have been related to having a pocket world with unusual amounts of megabeasts and civs.

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