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Messages - megahelmet

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121
DF Dwarf Mode Discussion / Re: Streamlining the clothing industry?
« on: October 09, 2012, 10:49:51 am »
I prefer the overproduction method. With just everything set on repeat. Socks, dresses, trousers, mittens on repeat. With dyer's set on repeat, using only dyed cloth. Of course, this creates massive wealth which leads to bigger sieges. So I don't get the repeating part until about year 8 of a fortress.

122
DF General Discussion / Re: What gamemode do YOU play more?
« on: October 07, 2012, 03:47:58 pm »
Hmm.

Advanced World Generation: 30%
Fortress Mode: 50%
Forum Mode: 20%

I probably tweak and generate 20 or so worlds before I create one I like enough to put a fort down on. Currently trying to create 'shallow worlds' with 3 cavern layers. I want there to be no more than 50 zlvls from surface to magma sea. I'm trying to create the perfect 2x2 shallow world embark for maximum fps. (my last several forts having died to FPS death). So far, I've learned that low zlvls are most like to occur near oceans and can vary wildly between oceans. Gotta check them all. Bonus are if they are evil forests with evil weather that have phantom spiders and fire clay. I prefer if they are no where near evil tropical savannas. The small embark unfortunately means I have no time to get underground when lots of zombie creatures rush the fort.

I have found several such areas, but they keep popping up near savannas and the close biome proximity causes undead savanna creatures to kill my dorfs. At least a couple dozen of my attempts die before I can dig a hole.

123
So far, I only end up with coma patients. My military tends to flat out avoid going to the hospital and usually go right back to training after sustaining injuries. Everyone else just enters a coma. Sometimes I get lucky and its the mayor.

124
DF Dwarf Mode Discussion / Re: Well, so much fo that...
« on: October 06, 2012, 10:13:29 pm »
Possible Anti-climatic stealth fort destruction. Necro blood. Amphibian men killed it. Cat wanders into the caverns. Returns to fort. Infects everyone. By the time you notice, its too late.

125
I have to say, I really do like this challenge. Its fun to have to think about things differently. But the bug thing. Man. Just wanted a nice protected staircase and a second floor to my fort and the dorfs...just...wouldn't...do...it. Always standing on the wall to be built instead of building it from the inside. Grrrrr!

The real downside of not being able to mine: not having a nice easy way to kill everyone off in the fort. I would have collapsed the entire fort in on them if I could have.

126
Next release where this bug is fixed?

127
I'm in my second year, I have the beginnings of a glass and clay industry and my first axe lord. Yet, I'm giving up. The 'cancel construction due to creature occupying site' bug is too much for me. Particularly considering everything needs to be built. I'll revisit the challenge down the road in the next release.

128
DF Dwarf Mode Discussion / Re: Stair deconstruction (possible spoilers)
« on: October 06, 2012, 12:58:00 pm »
Only one fatality and some injuries? That seems pretty successful to me. I always assume any task I order my dwarves to do will have a 2-3% fort population mortality cost associated with it.

129
DF Dwarf Mode Discussion / Re: Ultimate Challenge
« on: October 05, 2012, 06:08:32 pm »
From atop his high pestle, the Royal Captain of the Guard looked down his long nose at the dwarf that was brought before him.
"Urist MegaHelment, you stand here before this court guilty of treason. Death or exile?"

"Damn you an this court! I'll be dead sooner than live like elf!" Urist spat vehemently.

The judge smiled grimly.
"Very well then! Death!....by exile!"

---------------------------------

Spring, 251

'Tis been a hard year, cursed to live in this country never knowing the sweet touch of earth ever again. Working under the gaze of that awful yellow eye. How do the elves stand it? I've been given charge of all the exiles to make an existence of sort out here. If I can make it 10 years, then my case might be heard again. As of this writing, none have returned from exile.

In the first year, we managed to erect a small fort and get most of our goods inside. We have some crowded sleeping chambers, some haphazardly placed dining tables, and with some careful planned accidents managed to knock a hole in the brook. There be a volcano on the top of that mountain, but securing it has been difficult. The commander lost his hand to gators that run rampart. McGlazer got himself killed in the brook piercing accident. Someday we hope to find a way to bury him.

Just as we finished clearcutting the forest, we found a wonder discovery. We can gather clay. We're a way from making bricks, but can use the raw clay to build walls. It should hold up fine for that. Hopefully, next year we can trade with caravan. This year, we had no choice but to rob it. But what did they expect, we are all criminals here.

Spoiler (click to show/hide)

130
DF Dwarf Mode Discussion / Re: Ultimate Challenge
« on: October 04, 2012, 07:44:37 pm »
Hmm. I shall give it a go! I'll have to post a screenshot when I get something beyond the 'clearcut' phase....

131
DF Dwarf Mode Discussion / Re: Dwarven Surplus
« on: October 03, 2012, 02:31:53 pm »
Around 120 is good for me. A quarter of my population is dedicated to crafting. Most industries get away with just having a single legendary worker, but my metal, glass, and textile industry require many. Another quarter is dedicated to building. Masons, mechanics, and engravers. The third quarter exists to haul all the things the first two groups needs. The last quarter are military recruits and are almost always made up of incoming migrants. The death rate is very, very, high.

I don't discriminate between genders. The way I see it, a mother dwarf is just carrying an extra small fleshy shield into battle.

132
DF Dwarf Mode Discussion / Re: Fort Idea: Dorfbrella Corporation HQ
« on: October 03, 2012, 02:07:43 pm »
I found a good embark for an Umbrella Corp. But I'm not dwarfy enough to survive. Sinister tropical shrubland. Reanimating biome. Didn't even finish a single underground room before the ooze rain came. Rain that turns the things it touches into thralls. Highly infectious. The dwarves that were above ground, turned into thralls and went after the miners underground. All they did was land a single punch on the miners and they turn into thralls.

133
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: October 02, 2012, 06:18:16 pm »
The dwarven death trampoline seems pretty promising. I shall test with mugs later and report back.

134
DF Dwarf Mode Discussion / Re: Clothes management
« on: October 02, 2012, 04:15:22 pm »
Man, and I was feeling so fancy with myself for finally setting up an clothing industry that turns out dyed clothing. Figured I might as well use that sliver barb for something. Black clothes for everyone!

16 clothiers? Man...my one lil guy makes enough crap all by himself to buy out the caravan. But then again, caravans don't come all that often to Glazeoiled. The elves don't exist at all (they didn't gen, just got extra goblins). The humans all got wiped out about 1000 years ago. Just the dwarves to trade with...in between zombie and goblin sieges.

135
DF Dwarf Mode Discussion / Re: Soldier toughening: Garbage Chute Training
« on: October 01, 2012, 08:08:35 pm »
What about mugs? Seems a pretty trivial matter to make 10,000 mugs really.

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