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 - khearn

Pages: 1 ... 108 109 [110] 111 112 ... 118
1636
DF Dwarf Mode Discussion / Re: Forgotten Beasts and locked doors
« on: May 19, 2011, 07:29:40 pm »
Care to retry your experiment with different door materials? Maybe one wood, one stone, one copper, one iron, and one steel?

1637
DF Dwarf Mode Discussion / Re: Dwarfs still don't like crutches.
« on: May 17, 2011, 01:26:37 pm »
How would a dwarf with a wheelchair get up stairs?  Through sheer, crippled dwarven might?

That's why we have ramps.

1638
Be careful that you don't level the goblin up too much in the danger room.

1639
DF Dwarf Mode Discussion / Re: Dead noble replacement?
« on: May 16, 2011, 04:01:43 pm »
Barons, counts, and dukes currently cannot be replaced - once they're gone, they're gone forever.

Gone, but not missed.

1640
DF Dwarf Mode Discussion / Re: Dwarfs still don't like crutches.
« on: May 16, 2011, 04:01:04 pm »
Back to the original topic (kinda), I've been seeing lately that I have plenty of crutches/splints, but they don't ever seem to find their way into my hospital. I check the hospital and it says I have 0/5. But I know I have plenty of them in my fort, and they're not forbidden. I have to be careful not to trade them away because they're in my finished goods bins with all my mugs and goblin clothing that I'm dumping on the caravans. Of course, if they're not going to get used because they never end up in the hospital, I guess I might as well trade them away. :-/

Anyone else seen this behavior?

   Keith

1641
DF Dwarf Mode Discussion / Re: How to set your dwarves on fire
« on: May 14, 2011, 05:06:33 pm »
Wouldn't you get a "cannot path to lever, no safe path" error? Even 1/7 magma is considered too dangerous to path through. If I was to try and design something like this I'd arrange for a dwarf to stand on (and be locked up at) some floor grates and have one tile's worth of magma 1 z-level above him and 1 tile's worth of water some 3~4 z-levels above him. Drop both fluids down at the same time so the dwarf is only exposed to the magma for a few frames.

Sounds to me like a good way to get your dwarf encased in obsidian. Useful for nobles making obnoxious mandates, but not so good for dwarves that you want to recover.

1642
To be fair, no one has written knowledge right now.  No civ or creature ever reads or writes.

What gets engraved on slabs?

1643
DF Dwarf Mode Discussion / Re: My precious socks!
« on: May 13, 2011, 02:45:50 pm »
Spoiler (click to show/hide)

1644
Build a support near the dwarf and build a support tile on top of it (probably need to build a temporary stair). link the support to a lever and pull the lever. The floor tile will fall and be a cave in, causing dust which will knock your dwarf unconscious. This requires that the dwarf be in a place where you have the headroom to build it, like being outside or in a 2 z-level tall room. If he's indoors, you can just channel out around a single space in a room above him (but not so that it drops right on top of him!).

1645
Trigger a stonefall trap near them? Not on them, obviously, but the tossing about by dust may...encourage them to seek medical attention.
+1
This should knock the dwarf unconsious so another dwarf can carry him to the hospital for treatment.

1646
DF Dwarf Mode Discussion / Re: How do I build walls ontop of walls
« on: May 13, 2011, 01:45:36 pm »
Build up stairs inside the walls, then build up/down stairs on top of them (on the second level). Then build floors on the second level, at least around the inside egde of the walls, so your dwarves can access the top of the first level walls to build. Then build 1x1 walls in the corners of the second level. Then build the rest of the second level walls. You want to build the corners first, or your dwarves won't be able to get to them to build them.

Then build up/down stairs on the third level over your stairs on the second level, and continue upward.

1647
Most politicians are lie makers.

1648
DF Dwarf Mode Discussion / Re: Dwarven science: Bridgeapaults
« on: May 13, 2011, 01:32:15 pm »
That looks like it might work. I'm assuming it does, since we know that Sphalerite actually tests stuff. :)

You might want to trigger each bridge a few times before closing the door over it and starting in the next bridge up the chain to maximize the chance of items getting up to the second bridge.

It'd still be a lot slower than just having dwarves do the hauling. But I suspect that will always be the case. This isn't about efficiency, this is about finding a way to make it work at all.

1649
The undead probably won't die just because you killed the necromancer. Wishful thinking indeed that such a convenient solution to the undead siege would be implemented. We also don't know if the necromancer will personally lead the forces - you're going to have to kill him in his own tower (filled with his minions) in adventurer mode.

But you can't start an adventure mode game without abandoning your fortress. So that's kinda pointless. Eventually Toady plans on adding the ability to send armies off from your fortress to attack other places, but for now I don't see a way to hit back at the necromancer if he stays in his tower and just sends undead.

I'm assuming that the necromancer will stay in his tower, since Toady said "They make little towers and send hordes of undead to attack your fortress now." That seems pretty clear.

Hopefully after a number of unsuccessful attacks he'll say "if you want something done right, you have to do it yourself" and come lead an attack personally. That's what other civs seem to do.

   Keith

1650
DF Dwarf Mode Discussion / Re: "No water source"
« on: May 13, 2011, 01:12:09 pm »
You mentioned that the nurse is in a hospital burrow. If I understand burrows correctly, they limit where a dwarf will try to get items. I'm wondering if the item the dwarf is trying to get (water) is considered to be at the top of the well, or at the bottom. Try expanding your burrow to include the water at the bottom of the well. Or else try just releasing the nurse from the burrow completely and see if that fixes it.

Pages: 1 ... 108 109 [110] 111 112 ... 118