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Messages - Naryar

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631
DF Gameplay Questions / Re: Is it possible to turn off cavern?
« on: April 10, 2015, 07:32:17 am »
Try doing custom worldgens from the REGION templates - it should give you caverns that are nice and shallow (i.e. less than 50 Z-levels between the surface and the magma sea).

all my worldgens are based upon region templates, never use island. Well, it's heavily tweaked so I have wildly variant volcanism and biomes and an overly large amount of volcanoes... but I didn't changed a lot the worldgen cavern setup (number of z-levels) apart for having large openness and low passage density (I don't like labyrinthine caverns).

that is very interesting though, i will try. Maybe I need to change my custom worldgen parameters.

632
...How do you call an undead made out of wool anyways ? A wool wraith ?


633
The issue with support cave-in traps is that forgotten beasts don't deconstruct them at all. They go just straight for your dwarves.

What about a support trap with a cat tied to a rope next to it, surrounded by pressure plates? Or, the mayor could get a nice subterrean office expansion with a cutting-edge convertable roof.

Forgotten beasts don't activate plates.

The easiest way to kill a fb safely is the repeating upright spike corridor. However it does require a lot of metal.

634
DF Gameplay Questions / Re: Outdoor defenses with climbers
« on: April 10, 2015, 05:34:39 am »
There is something wrong here...

You fill moats with magma, not zombies.
Why not both, in no particular order?

Because zombies are no longer fire-immune.

Maybe magma crab zombies, though ? So the moat actually spits magma, which is even more dwarven.

Thank you for giving me a reason to continue my plans with magma crabs. I previously planned on making them have constant temperature wool (so I could produce flame resistant clothing, doesn't work). I now have a reason to continue regardless, magma crab moats. I shall include complex jumping puzzles for them too.

Can you tame magma crabs? If so, magma crab towers are the penultimate fort defense.

No, but they attack everything. Or at least they did in last version. Or you can mod them to be tameable.

Wouldn't they burn the landscape though?

You say that as if it's a bad thing...

635
The issue with support cave-in traps is that forgotten beasts don't deconstruct them at all. They go just straight for your dwarves.

636
DF Gameplay Questions / Re: Is it possible to turn off cavern?
« on: April 10, 2015, 05:31:05 am »
if you have to play with 1 layer then make sure to have all the underground plants, trees, and creatures appear in that layer. Else you will miss half of the fun of the caverns.

It's done by going into creature_next_underworld, creature_underground and tree_standard and changing all [UNDERGROUND_DEPTH:X:Y] values to [UNDERGROUND_DEPTH:1:3]. Or 1:1 if you really want.

I play with one layer all the time, 3 caverns annoy me because of overly high amount of z-levels.


637
Tame it. Then catch another, breed them, and do dwarven things with them.

When you tame it, it can run free among your dwarves and act as a guardian, and breeding more gcs. However training degrades over time, its training will degrade, until it regresses to a wild state, at which point, many dwarves will die.

that's why you assign an animal trainer and an animal training zone to it so it doesn't become wild.

For GCS you better use a good animal trainer though.

638
DF Dwarf Mode Discussion / Re: Stress
« on: April 09, 2015, 05:55:38 pm »
I think he may have a fetish for dwarves in chains, and cages...

also maybe you don't have a big enough jail ? i would assume you build a bunch of cages and chains, then designate a jail out of one, and it encompasses all. Like a dormitory/dining room works.

639
DF Dwarf Mode Discussion / Re: Question about gremlins
« on: April 09, 2015, 05:53:40 pm »
Nope. They're just counted as pets.

Don't know how intelligent pets work in the current version though.

640
-Drop caveins on them (or just stuff)
-Magma (if not made of a magma-safe material, like iron, some rocks, or fire)
-Webbers can be killed with turtling, fortifications and marksdwarves... if it's bronze, you gotta be patient, though, because you'll need a lot of bolts

641
Other Games / Re: War Thunder. Casual Dogfighting MMO.
« on: April 09, 2015, 05:34:28 pm »
Norway is a nice map... for air combat at least.

Ground attack... well, there's that island who is covered with flak. I think there are some nice, thin islands that have lines of bunkers you can attack decently.

Unless the latter is merchant fleet i'm not that familiar with these maps.

Yeah the b25 is decently tough but the wings fall when another plane blows a bit hard on them. Still very nice gunners and frontal firepower.

It's no stalinwood plane like the havoc tho

642
 :o Holy shit !

I think i'm gonna embark on pocket worlds with thousands of megabeasts at year 2.

MUST GET 150 MEGABEAST SIEGES. FUCK YEAH. NO NEED FOR FORTRESS DEFENSE.


643
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2015, 02:34:43 pm »
Kobolds and tigermen thieves have started showing up very early. First winter, in fact.

I have a few dwarves training but i'm afraid I won't be quick enough to have ready dwarves for these tigermen ambushes.

Also I started with copper as a military metal instead of iron. Well i've mined some hematite now but still :O

Elf caravan. Must check what they have in wild animals and not forget about it.

My masons are producing really a lot of quality marble furniture so buying the elf caravan won't be a problem.

644
DF Gameplay Questions / Re: Cavern story & questions
« on: April 09, 2015, 02:25:06 pm »

build statues in small tunnels, put a single cage trap before the statue, and link it to the cavern.

This is best done with wooden doors (to nowhere).  Cave crocs are only BD1's and can only destroy wooden buildings.  Using any wooden item will still lure any BD2's (trolls), but will also attract your cave crocs.  While cave crocs are a threat to your civilians, they are -excellent- breeding stock.  Their products are worth x3 domestic animals and are prolific egg layers (clutches average around 80 iirc).  While you can't turn them into war animals, there is nothing stopping you from "pasturing" about 100 of them on your front lawn...

Cave crocodiles are pseudo-war animals anyway because they are large predators and once tamed they will attack hostiles.

Same with gcs and cave dragons but GCS don't cause an explosion of babies each time a mother gives birth... eggs... baby spiders... egg sac... whatever.


645
DF Gameplay Questions / Re: Outdoor defenses with climbers
« on: April 09, 2015, 02:11:46 pm »
There is something wrong here...

You fill moats with magma, not zombies.
Why not both, in no particular order?

Because zombies are no longer fire-immune.

Maybe magma crab zombies, though ? So the moat actually spits magma, which is even more dwarven.

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