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Messages - Kaos

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301
DF Dwarf Mode Discussion / Re: How to Lure Zombies
« on: January 18, 2013, 09:23:43 pm »
In my games zombies seem to be lured to any of my citizens, and necros seem to beeline to my refuse stockpile with corpses on it.


I guess a corridor with a bridge-floor on a repeater and lure animals would work to attract the zombies who would fall into the pit before reaching your animal.


and the same but with corners to cut LoS and a refuse stockpile with raisable corpses as lure for the necros.

302
Yeah, pretty much what the other posters said, when I first messed with minecarts I had the same idea: a looping route that would take a bunch of different items from a big stockpile and then would dispatch them to the other stops only auto-dumping what was needed in each stop.


What I wanted to do was a mass storage system that would sort different item types, for example I had 1 wood stockpile and I wanted to load 1 minecart with all the types of wood and then have stops that would take a single type of wood (oak, pine, willow, etc...) in every stop I was pretending that the minecart would auto-dump only the specific type of wood and move on and on until it went back to the source stockpile.


It can't be done like that, at least not with auto-dump, you'd either get what you already have: the cart stopping for a period of time at the stop and a hauler would come to fill the destination stockpile with whatever is accepted there, and when the time's up the cart would be guided/pushed/rode to the next stop and so on.


Or you can have several routes with several carts individually picking only the specific items from the main stockpile and auto-dumping them in their respective destination.

303
Grand underground entrance path from every map edge that serves as fast and safe route for caravans and migrants.

304
DF Suggestions / Re: Priority Data Structure?
« on: January 18, 2013, 08:51:59 pm »
Just from personal experience Rescue Wounded seems to be priority none.

Like, I set aside a team of paramedics whose only job is to go get wounded and do -nothing- else and they still leave them sitting up there for a week, even with a high "helping others" score.


If anyone in my fort is at risk of dying from blood loss... They'll still die from blood loss.  Once the wounds have scabbed over my dwarves might go pick them up.
Actually it seems to be affected by their empathy and helpfulness traits, you know the lines that say: "doesn't care for the suffering of others" "enjoys helping others" and so on...


For the OP, their job list seems to be 1 at the time, since whatever they are doing if affected by a higher priority job, gets cancelled and then a new job is reissued if needs be, and most likely another dwarf will pick the new job.


What people do is segregate dwarves by jobs, for example a carpenter would only have the carpenter job active so they keep making wood items non-stop (except for basic needs) instead of getting distracted by hauling or other jobs.

305
At the loading stop you can set it to take from a stockpile, you get an option to choose items that looks like a regular stockpile options menu, here you can specify it to take only some items from the source stockpile. e.g. you have a stone stockpile (non-economic stones and ores) you can tell the route stop to take from this stockpile but to only take the ores and leave the stones behind.


At the destination stop you can do 2 things:
1) set a stop to dump: this ignores any route stockpile links and simply quantum dumps all of the cart's content in the direction set up when you built the track stop
2) link the route stop to give to a nearby stockpile (again you can specify types of items):
the cart will be parked at the stop until dwarves comes to manually unload the cart (1 item a time per dwarf) and deposit it at the destination stockpile until the stockpile is filled, then after some condition is met a dwarf will come to push/guide/ride the cart to the next stop.


So I guess you either have 2 routes with quantum dumping, or wait the minimum at each manual unloading stop.

306
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 12, 2013, 06:37:44 pm »
Can minecarts be filled by dropping items from a floor above? Cause that might make it possible to automate the process using levers and floor hatches.
I was wondering this too.

307
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 11, 2013, 05:48:51 pm »
geese! for training dwarves.
I have absolutely no idea where you're going with this, but I like it!
Just for the sake of clarity (and to stop further trolling) what I meant was making a rail shotgun fire coins at dwarves for toughening them up, since previous comments mentioned danger when dropping them, so if the vertical approach (dropping) fails why not try the horizontal (shooting) approach?

308
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 11, 2013, 10:05:14 am »
Also, has the question been answered as to whether clothing will wear once it's been named? This could seriously affect the viability of creating adamantine cloaks. I'd personally use the Coinstar room to bond my soldiers with masterwork adamantine robes and cloaks for added coverage of otherwise unarmored body areas if I knew it wouldn't wear out in a few years.

These are two seperate things. Dwarves can get attached to ordinary clothes or weapons, which can be quite annoying, if your best speardwarf gets attached to a training spear and only uses it in battle.

Naming of equipment on the other hand is quite uncommon.
When a dwarf names a piece of equipment, that equipment basically becomes a semi artifact and that's when it stops wearing out.

So making candy clothes is still not viable, as they still degrade even is dwarves get attached to them.
things get named by killing enemies, then building a coinstar that uses adamantine cloaks instead of coins and zombies instead of dwarves, add line of sight to a trapped necromancer.

by starting the washmachine the zombies will eventually get killed by the addy cloak, making it score a kill, then the necro revives the corpse and the devices self resets.


addy cloak gets named and becomes unable to wear down or rot.

309
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 11, 2013, 12:13:00 am »
Has anyone tried using a rail shotgun with minecarts full of coins?

whatever for? at best, you'll end up with a very slow version of the same thing that requires massive amounts of dwarf labour.

Or faster goblins since you've just given them a mass of Armor User training!   :P
no, no, no, not for the goblins! geese! for training dwarves.

310
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 10, 2013, 07:22:57 pm »
Has anyone tried using a rail shotgun with minecarts full of coins?

311
DF Community Games & Stories / Re: the peasant dwarf
« on: January 10, 2013, 07:04:41 pm »
For the love of...

The Peasant has a Forgotten Beast on his Notable Kill List! Drop your weapons, stick out your beard, and announce how cool you are! Promise to tell the tale, and start throwing back the free drinks!

Dwarven priorities, people.
I don't think kills by cave-in count on adventure mode. He wouldn't be able to dig in the first place either... so the notable kill is for the pick or the stalactite?


Behold!! this is "Heavyfeather the merchant of rope" the copper pick slayer of "alien from the Simpsons" the forgotten beast! beware its charming glare?  :P

312
DF Gameplay Questions / Re: Need Metal - Will this work?
« on: January 09, 2013, 08:26:57 pm »
That pisses them off actually and hurts diplomacy.  Just don't mug the Dwarf caravans, or you'll get more than reprucussions  ;) .  You could try digging to magma and make obsidian, I'm not sure though I've never used magma before.  Still just a noob lurking forums...
Not if you repay them for their loses, I actually did just that and published my results in this thread a while ago:
Literrally ripping the clothes off Merchants / Traders / Caravan Guards / Liason

313
DF Gameplay Questions / Re: Majestic and Terrifying: The Giant Sponge
« on: January 09, 2013, 08:20:02 pm »
have one military dwarf attack the sponge, while an enemy is being engaged civilians are not spooked by them. at least this worked for me in one masterwork modded game, i was able to have civilians pick-up dropped blocks and build walls right next to a sponge as long it was being punched by a military.

Of course, be wary that you're likely to lose said soldier to a push to the head.
does this actually happen? in my game i had dwarves getting exhausted  fighting the sponge and it didn't do anything to them, not even a bruise...

314
DF Gameplay Questions / Re: Majestic and Terrifying: The Giant Sponge
« on: January 08, 2013, 12:30:07 am »
have one military dwarf attack the sponge, while an enemy is being engaged civilians are not spooked by them. at least this worked for me in one masterwork modded game, i was able to have civilians pick-up dropped blocks and build walls right next to a sponge as long it was being punched by a military.

315
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 05, 2013, 10:07:02 pm »
Also a single seed can be deadly, if it hits and breaks a nose or a ear.
Cartilage doesn't heal in vanilla, so a broken nose will get infected and that will eventually finish the dwarf off.

And any pets that happen to wander into the blender will get injured quite quickly with seeds.
I see this like a bug so I usually mod those tissues to have a healing rate like bones have. Doesn't even require to restart the world.

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