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Messages - Triaxx2

Pages: 1 ... 103 104 [105] 106 107 ... 141
1561
DF Gameplay Questions / Re: Can floors be used as ceiling/roof?
« on: August 28, 2011, 11:30:16 am »
It's actually surprisingly simple. Yes, you can use floors as roofs and ceilings. Keeps out all the nasty fliers. Remember, if you're using fortifications for marksdwarves, use walls and then carve fortifications with d>a.

1562
DF Gameplay Questions / Re: Questions on the dreaded rot...
« on: August 27, 2011, 07:01:34 am »
Yeah, sounds like what's happening is the dead dwarves have something nasty on their clothes, and the burial squad is getting rotted. And continuing the chain.

Try magma-cleaning the hospital. (Removing doctors is of course optional.)

1563
DF Gameplay Questions / Re: Preventing freezing for power
« on: August 25, 2011, 05:45:43 am »
Pump some magma up under the water you need unfrozen.

1564
DF Gameplay Questions / Re: Natural Waterfall
« on: August 24, 2011, 06:35:25 pm »
Yeah, best solution. I like to use several channels cutting in at multiple points leading to larger run off channels. That means that when you do the damming, you're fighting a smaller flow.k

1565
DF Gameplay Questions / Re: Natural Waterfall
« on: August 23, 2011, 10:01:42 am »
Bridges are your friend. Particularly raising ones. Instead of grates, building a bridge out  to the middle of the water fall would have worked and kept the Dwarves from drowning. Me, I route THROUGH waterfalls, instead of just buy them.

Alternately, re-routing the river and building a bridge out to carry the water beyond your walkway makes it possible to retract the bridge and have it flood the walk, defending you from sieges.

1566
DF Gameplay Questions / Re: Is there a way to cheat to kill a creature?
« on: August 22, 2011, 05:24:30 am »
DFLiquids can do it. drop a ring of Obsidian walls around it, then drop a tile of magma into the middle. Problem solved. (Even with no trees on the map, the ring of Obsidian is essential to prevent fire.

1567
DF Gameplay Questions / Re: Pump operator Skill
« on: August 21, 2011, 09:10:24 pm »
Wood re-grows. And if you have caverns, there's wood down there.

A 24z pump stack, which runs water down a 24z water reactor should provide enough power to run both it's own pump stack and the magma stack, without needing 138 dwarfs working. Just route it so the bottom level is running back to the bottom pump.

1568
DF Gameplay Questions / Re: Defence freindly embarks.
« on: August 21, 2011, 09:04:46 pm »
I like a nice valley. The access consists of walkways channeled into the sides of the valley, with fortifications and raising bridges to hold back water. When the siege arrives, water gets dumped over the walk ways to flush the enemies into the chasm.

1569
DF Gameplay Questions / Re: First time to build a magma forge
« on: August 18, 2011, 08:35:31 am »
I simply channel holes into the edge of the volcano if all I need is to power workshops. Works well enough.

1570
DF Gameplay Questions / Re: What do you do with all your stone?
« on: August 18, 2011, 08:33:47 am »
I like to build things. Walls. Aqueducts. Sheep powered goblin grinders. Statues of random objects because I miscalculated during construction.

Many, many, many more workshops than I really need.

1571
DF Gameplay Questions / Re: Different Workshop Design
« on: August 18, 2011, 08:30:45 am »
Z-levels are prioritized over direct distance. If pretty stone A is ten steps away, and on the same z, the dwarf will walk 60 steps to reach pretty stone B which is nine steps away but one z-level up.

As such, workshops are arranged as so:

Code: [Select]
++++
++++
++++
XWX

W=Wall

The up/down stairs lead to stockpiles of materials for the workshops. If I have a forge area, they'll all have a common stockpile of metals and fuel below, and a common stockpile of finished goods above. The former simplifies the hauling, and the latter simplifies storage.

Usually though, I'll start out with stockpiles of equal size, and then link them with central corridors that keep haulers out of the way of the workers.

1572
DF Gameplay Questions / Re: XX*diorite door*XX
« on: August 14, 2011, 07:57:25 pm »
Magma trap? Gobbo thief opens the door and finds himself in a room which has just been marked for magma flooding. He runs to the closest door, which happens to be a melting diorite one. Awesome.

1573
DF Gameplay Questions / Re: Do wounded soldiers return to duty?
« on: August 14, 2011, 07:47:16 pm »
I haven't had any... survivors. But they should return first to civilian life, and then rejoin when the re-enlistment happens for the Military cycle.

1574
DF Dwarf Mode Discussion / Re: Breaching an aquifer
« on: August 14, 2011, 07:05:15 am »
I usually find myself connecting with a support, for no reason other than because I can. :D

1575
DF Dwarf Mode Discussion / Re: Ideal drop level?
« on: August 14, 2011, 06:59:55 am »
I use 4z drops. The bottom is filled with Spike Traps, and they are connected to repeaters in alternating rings. Center 4, the 12 surrounding them, and so on. They alternate on/off during a siege.

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