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Messages - khearn

Pages: 1 ... 109 110 [111] 112 113 ... 118
1651
DF Dwarf Mode Discussion / Re: Vomit Forgotten Beast
« on: May 11, 2011, 03:07:45 pm »
Oh shit! It's Mr. Creosote!!

1652
DF Dwarf Mode Discussion / Re: how to extract pain from prisoners?
« on: May 10, 2011, 12:51:41 pm »
I would vote to change the criteria.  The new judge of "successful torture" is "distance flown".  Silver war hammer against a goblin, mark the distance.

Urist: Fore!
Deduk: Nice drive, looks like 200 yards and still on the fairway. That new silver driver is really working out for you.
Urist: Hmm, about 80 yards to the pit. A bit short for an iron, I'll try my pitching axe.
Deduk: Good idea, you don't want to overshoot and have it fall into the magma trap.

Goblin Golf, the new sport that's becoming popular at all the fashionable Dwarf Fortresses.

1653
DF Gameplay Questions / Re: A song of ice and fire
« on: May 09, 2011, 05:41:32 pm »
Just dig down to the caverns. They'll probably have water.

1654
DF Dwarf Mode Discussion / Re: Your mere existance irks me.
« on: May 06, 2011, 09:16:00 pm »

Dig out all the dirt and make a big room, flood it with water, then add magma to make obsidian, et voila!

1655
DF Dwarf Mode Discussion / Re: The Cloth Industry
« on: May 06, 2011, 09:13:07 pm »
Also, I sometimes like to burn the clothes while a dwarf is wearing it.  Get him to wear that one ugly troll leather loincloth, and tell him to go stand on the well-made ropes and catch them alight.  My doctors are always busy...

Are you referring to your Dwarven doctors, or your personal psychiatrists? ;)

1656
DF Dwarf Mode Discussion / Re: Weaponizing dwarven babies
« on: May 06, 2011, 08:53:31 pm »
Just for reference, windows are totally opaque and behave exactly like a wall.

Then how do animals in  animal powered watch towers see out?

[Edit: Ninja'd, twice!]

1657
DF Dwarf Mode Discussion / Re: Weaponizing dwarven babies
« on: May 06, 2011, 08:37:00 pm »
Couldn't you just put a statue in the middle of the room and drop the babies on it? More compact than a ring of fortifications or windows. Also lets the audience have a closer view, and possibly enhanced splatter. Do fortifications stop flying body parts? I assume windows would.

Of course, there may be a difference of opinion on the splatter. Some people may prefer lots of it in the hope that being hit by flying baby/kitten/puppy parts will harden the dwarves up more quickly (but I doubt it would matter). But others might prefer to have the mess contained behind windows to avoid tracking blood all over the their nice, color coordinated floor patterns. Kind of the Ozzy Osborne vs. Martha Stewart debate.

I'm also wondering how one manages to get a baby dropped down a pit? They don't show up on the "pit an animal" menu, so I guess you'd have to get it on a retracting bridge and pull the lever. But how do you get it to go where you want? When I was doing !!SCIENCE!! on falling damage, I would assign Dwarven Test Subjects to a squad and tell the squad to move to the retracting bridge at the appropriate level of my 20z tall test chamber (you know, Dwarves are very trusting). But you can't do that with babies.

Well, you can put mom in a squad, but then you end up dropping her as well, which may not be what you want. I mean, sure it will help get the audience emotionally toughened up, but she might just have useful skills. On the other hand, this would be a good use for migrant potash makers. Drop them before they make any friends and they won't cause bad thoughts, but hey, a death witnessed is still a death witnessed. If you want to make heartless killing machines, you've got to break a few cheesemakers.

Oh, wait. If she's got a baby, she's probably already made at least one friend. But then, if we've progressed to dropping adults, we don't really need the baby any more (This is progress? Oy vey!)

One of these days, Toady will implement post-traumatic stress disorder and this all becomes worthless.

   Keith

1658
DF Gameplay Questions / Re: Need some help with setting up a farm
« on: May 06, 2011, 05:01:22 pm »

You can keep grazers like yaks & cows underground. Just dig out a very large room in a soil layer. Once you've breached the caverns, mushrooms & other underground vegetation will start growing in it. You can then set up pastures for your grazers. I usually make each pasture 11x11 (enter, shift-4, shift-2, enter to make it) and assign one animal per pasture. It seems to keep most things alive. Making bigger pastures and assigning multiple animals to each doesn't work too well, they cluster together and overgraze patches and starve while the corners are ungrazed. Plus they tend to fight when pastured together. An 11x11 pasture is overkill for small critters, but easier than having lots of different sizes.  In addition, digging out big rooms in soil is a good way to train up miners. They also make good underground tree farms, although pasturing animals in them tends to kill off saplings, so leave portions without pastures if you want to harvest trees.

The stock screen shows everything on the map, including stuff possessed by other folk, like goblins, traders and caravan guards. If you hit tab, it will show the individual items in colors that indicate status by a color code. You can set options in the top level 'o'ptions->'f'orbid menu so that items dropped by enemies are automatically forbidden if you want. This keeps civilians from running into a fight to grab some dead goblin's socks. You can also set a separate option for forbidding items dropped by your dwarves when they die. You do need to remember to claim any items you do want after the fight. It's possible to arm a fortress with no metal ores at all, just by collecting goblinite.

1659
DF Gameplay Questions / Re: Equipping Two Weapons
« on: May 06, 2011, 02:31:49 pm »
My guess, based on typical Dwarven intelligence, is that he'd use the crossbow for melee combat and the axe for ranged combat. :)

1660
DF Gameplay Questions / Re: Constant Drowning, etc.
« on: May 06, 2011, 02:29:43 pm »
Hi all! I recently upgraded to DF2010 after a long hiatus, and am finding some aspects of gameplay different enough from 40d that it is disastrous for my fortress. I am not running the most recent version, but 0.31.21 as I wanted to use various utilities/graphics that aren't yet compatible with the newest release.

My problems are:

1) My dwarves constantly drown themselves when going to drink at wells. In past versions I typically walled off a water source or dug tunnels to channel water from a river to my fortress, with a reservoir feeding a well in a meeting hall one z-level above. I never had any problems in the past. When I do this now, hordes of dwarves and other animals fall in and drown very rapidly. Would building ramps enable them to get out when they fall in?

I put ramps out of the reservoir and that seems to work. I also try to put wells at dead ends or in corners to reduce the chance of a dwarf routing over it and falling in, but some still manage to do so. I guess Dwarven wells don't have walls around them and of course, Dwarves are too stupid to avoid falling into them.

2) The "dwarves stay inside" order seems to have disappeared. How can I prevent my non-military dwarves from being slaughtered by the first goblin raid that comes around?

Create a burrow ('w' key from top menu) that covers your safe area. You can designate a burrow that covers all of multiple levels by going to the NE corner of level 100 (for example) and hitting enter, then go to the SW corner of level 50 and hitting enter, and all of levels 50 through 100 will be in the burrow. So it's not too hard to create a burrow that covers all of the underground parts your fortress. You can also remove areas so civilians don't hang out in the bottom of pit traps. Use 'n' to name the burrow something like "inside" or "safe". Then in the 'm'ilitary screen, go to 'a'lerts and create a new alert and name it something like "danger" or "seige" (I use "DEFCON1"). Select it, then move the cursor to the right column and select your "inside" burrow and hit enter (I think that's right, but I don't have the game handy, so use your brain to figure out how to get that burrow associated with that alert).

Now when a siege or ambush starts, go to the alerts screen and select your "danger" alert and hit enter to make it the alert level for all civilians, and they will all be confined to your "inside" burrow.

When the situation is over, don't forget to come back and set the civilian alert back to inactive so your civilians can go out to collect goblinite.

If I've got details wrong, someone please correct them. As I mentioned, I don't have access to the game at the moment, so I can't check to make sure I have the exact keystrokes correct. But the basic process is as above.

3) What is the best strategy for using the new squad system? Are training weapons essential? I thought I had it figured out alright, but my first squad of five dwarves got clobbered by just a couple goblins. My strategy in the past was simply train champion wrestlers to tear apart enemies with their bare hands, and it seemed to work very well. Is this no longer sound?

There are lots of threads about this, with a few differing opinions. Please read a few.

1661
I hope you're not playing on a Hewlett Packard machine.

1662
DF Dwarf Mode Discussion / Re: Most annoying thing?
« on: May 05, 2011, 03:20:26 pm »
The lack of specificity that many workshops have.  I want to just be able to tell the still to make two barrels of wine and one of rum, tell the quern to mill nothing but dimple cup, and tell the jeweler's shop to decorate that specific statue, instead of micromanaging everything.

Yes that would be nice.  I would also like to setup certain shops to only accept certain types of jobs from the manager.  For example, my bonecarver's craft workshop for bolts is usually with my other weapon and military industries rather than near my export industries where the stonecrafter's workshops are.  I would love to designate the workshop near the military complex to only accept bonecarving jobs and the ones near the export area to only accept stone jobs.  Then I could go into my job manager and say 30 bone bolts and 60 rock crafts and have them only goto the proper work shop.

You should be able to do this by adjusting the settings for each of the workshops to limit who can use them. So only your bonecarver(s) can use the shop near the military industrial complex, and only the stonecrafters can use the one near the export area.

1663
Bronze Colossus is Bronze.
"pretty awesome Cyclops" != Bronze Colossus

1664
DF Gameplay Questions / Re: Local area for site finder?
« on: April 15, 2011, 06:52:40 pm »
When you move the cursor over a green X in the region view, it will automatically put your local embark area in the "best" spot in that region. I have no idea how it defines "best" but it usually seems to be pretty good to me.

   Keith

1665
DF Dwarf Mode Discussion / Re: War Rabbits. No, I'm not joking.
« on: April 15, 2011, 02:59:26 pm »
BTW, back to the original topic, in the DF Announcements thread for .25, there is a discussion of badgers vs. elephants that is very similar to this bunnies vs. big things issue. The way it works seems to be that any flesh wound (i.e. not broken bone or damaged organ) hurts as much as any other. So a paper cut hurts as much as getting slashed by a jagged machete. Getting two paper cuts hurts twice as much as a slash from the machete, etc. And a bunny nibble hurts as much as a crocodile chomp. So half a dozen bunny nibbles is enough to make most creatures give in to the pain and go unconscious. Then a few hundred pages of bunny nibbles later, after having woken up multiple times to the horror of being buried under voracious bunnies and passing out again, eventually the big critter dies from blood loss (or maybe embarrassment).

Having the bunnies on fire might actually be a mercy.

  Keith

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