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Messages - PenguinHero

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31
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 03, 2011, 10:57:33 pm »
Also, it's possible you have flux, but haven't dug deep enough. I usually find marble around the third cavern layer.

Okay, I've dug well below that level in search of "other" metals but not found any Flux stone. But then I wasn't looking much around the third cavern level.
And while on that topic, the only "other" metal ores I've found are a few holding the magma in. Not really worth the trouble of draining or cooling to get them. I was under the impression that I may find lots on the same layers as magma?

32
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 03, 2011, 10:38:15 pm »
Sorry, there's currently no way to turn blocks back into their components, nor change your embark in a way other than abandoning.

Okay, thanks. I was hoping to send a few miners to one of the next "squares" and start mining there to see what they could find.

If the screen where you select the embark location didn't say there was Flux stone, might there be some somewhere anyway? Or is it hopeless?

33
DF Gameplay Questions / Two sort of related questions
« on: June 03, 2011, 10:19:10 pm »
Hi All,

If I have Flux stone in the form of blocks, is there a way of converting it back to stone for Steel making? That's all I was able to buy from the caravans.

And is it possible to leave my starting area? I'd like to start exploring further to find some native Flux stone.


Thanks.

34
DF Gameplay Questions / Re: Barracks design
« on: May 27, 2011, 03:06:59 am »
I've never had a training-room injury, let alone a death (except for pets and babies, of course). Training weapons are harmless in my experience... make sure you didn't accidentally use a wooden spear purchased from the elves (not the same as a training spear).

I checked and it only holds the 10 wooden training spears. But they were made by a carpenter of very high skill level. Perhaps they are very good quality, making them more deadly?

35
DF Gameplay Questions / Re: Barracks design
« on: May 24, 2011, 10:28:31 pm »
Only one tile (10 training spears) is needed for an effective training room:

#=wall
D=door
S=spear trap
A=armor stand or weapon rack

#####
DSDA#
#####

Set the door on the left to "tightly closed" (no pets) and the door on the right to "internal, forbidden, tightly closed." Set the armor stand to Train and size it so it covers just the spear trap, internal door, and armor stand. Your squad will train in only the square with the spear trap since they can't open the door.

Do you need to attach a lever and have a dwarf keep pulling it when the squad is standing there? Or is it enough that there are spears sticking up where they are training?

Yes, a lever set to repeat is a must... but you can place it anywhere in your fortress. I used to put mine in the dining hall or other meeting area (however I no longer use the danger room since reading this thread with all the awesome advice for training).

Ok, I finally got tired of my three squads of 10 dwarfs that train and spar, but were so wimpy they couldn't even take on a goblin ambush without significant losses - they all have iron armour.

So I made this room, created a new squad so I could see what sort of gains they would get, told the new squad to move somewhere so they would all go and get their nice shiny armour and weapons, which they eventually did. I then set the room as their barracks, and set them to train in the schedule, and set the lever to repeat pulls.

The results were spectacular. Within a few minutes several were lord of their weapons, and high in other military skills like Fighter, Shield, Dodge etc...
So I removed the other squads from their old barracks, and added them to the new room. Within a couple of minutes four of the new guys (from the old squads)were dead - impailed on the wooden training spears.

What went wrong? Is it possible that despite being in those squads for some time that they never collected their equipment?

36
DF Gameplay Questions / Re: Barracks design
« on: May 17, 2011, 05:41:52 am »
Only one tile (10 training spears) is needed for an effective training room:

#=wall
D=door
S=spear trap
A=armor stand or weapon rack

#####
DSDA#
#####

Set the door on the left to "tightly closed" (no pets) and the door on the right to "internal, forbidden, tightly closed." Set the armor stand to Train and size it so it covers just the spear trap, internal door, and armor stand. Your squad will train in only the square with the spear trap since they can't open the door.

Do you need to attach a lever and have a dwarf keep pulling it when the squad is standing there? Or is it enough that there are spears sticking up where they are training?

37
DF Gameplay Questions / Siege Engines
« on: May 16, 2011, 04:32:31 am »
Hi all,

I build a nice tower about five levels high, intending to equip it with siege engines at the top. I'm tired of having to wait out the goblin sieges because my military is so wimpy...

Anyway, when I read the DF wiki it said that siege engines can't fire between z levels. Is that correct? If so, is the top of my tower only good for crossbow dwarves? And are there z level limits for them to shoot?

It sounds like siege engines are hard to make use of if they only fire at the same z-level. How would you keep them from being overrun?


Thanks.

38
DF Gameplay Questions / Promotion to Duke
« on: May 08, 2011, 04:49:45 pm »
Hi All,

I now have the king and capital at my fortress, but it happened when I still have a Count, not a Duke.

Am I correct in believing that since I no longer get a liaison with the dwarf caravan that I can't get that final promotion for my noble? Or can it come from the king?


Thanks.

39
DF Gameplay Questions / Re: Road Value
« on: May 06, 2011, 05:44:13 am »

if you truly do not value your fort safety, i'd say adamantium.
otherwise gold or silver. silver is obtained also by the Galena ore, so it's quite common. (and usually if you have gold veins, there's a lot of them)

I built a new stretch of road with gold and it added around 1500 to the road value, so not hard now to get to 5000.

Thanks.

40
DF Gameplay Questions / Road Value
« on: May 06, 2011, 03:50:04 am »
Hi all,

I've been building lots of road to try and get to be the capital, but its value seems very low when I check.

I have been building it out of Granite as I have lots and it is presumably durable... Should I get making it out of something more valuable? And if so what?

41
Hi all,

I changed the default orders to un-Forbid the retrieval of items from dead.

It works fine for my own dead dwarfs, and for caravan guards and alike that die defending their caravans. My Dwarfs will happily go and loot their bodies for whatever goodies they have, and carry my dwarfs to the coffins, and the guards corpses to the refuse pile.

But when it comes to dead goblins and trolls, they carry the bodies away ok, but leave all the equipment in a pile, which I have to manually claim, for each item.

Is this a bug? Is there a setting I missed that distinguishes between "friendly" dead and enemy dead?
And is there a way to mass claim items?


Thanks.

42
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 01, 2011, 10:32:17 pm »
A dry well means just that - there's no water in it. To have an active, usable well, the well needs to have access to water underneath it. Water that's at least 3/7 deep, according to the wiki. The water can be more than one z-level below, although I'm assuming you need open space between the well and the water, but I'm not sure - I've only made wells with a cistern right below them, so far.

Yes, you need open space between the well and the water, if the water is more than one z level below the well. If you don't have it it will show as "dry".

43
DF Gameplay Questions / Re: Finding Magma and warm onions
« on: April 30, 2011, 06:25:07 pm »
It was downwards from the first z level that I could tunnel without getting a warm stone warning. It was three (I think, maybe 2) levels below it.

Once it was revealed I could see that each of the lower levels exploratory mining had run up against the edge. It was just my misunderstanding of the DF wiki advice about going up until you could tunnel over it without the warm stone warning. Had I thought it through I would have realised that the magma couldn't be in the next lower z level, else it would give the warning when mining.

Unfortunately I didn't channel down from the cleared "onion" area, and foolishly started digging horizontally from a lower level. Two of my miners heroically kept digging designated rock rather than running for their lives when a wall of magma rushed at them. Oh well. Curiously they haven't (yet) appeared as ghosts, since I never expect to be able to recover their bodies. Perhaps they died happy, doing what they loved. :)

44
DF Gameplay Questions / Finding Magma and warm onions
« on: April 29, 2011, 05:41:27 pm »
Hi all,

My fortress is going quite well, so I thought it would be time to try using magma for the first time.

I built stairs down to level 75, expecting to find some (too optimistic?) and when I didn't I started exploring out from my stairwell.

After a few minutes a miner found "warm stone". Great. I checked the DF Wiki and it advised going up a level and mining into it to see if I found more warm stone, or could tunnel over the top of it.
I did this for five or six z levels until I could go over the warm stone area. So I put a channel down in the middle of it expecting to find magma. But no, none was found. Just stone.
When I started mining again it indicated the squares around the lower (channeled) single square were surrounded by warm stone.

Getting suspicious I designated the outer edge of the next lower warm stone level for digging. It let me do it and miners went ahead, stopping to tell me that the next inner layer had warm stone.
What ended up happening is I mined the warm stone layers like an onion, and ended up with a large empty room.

Where is the magma? What was making the stone warm? Where should I be looking?

45
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 24, 2011, 02:44:11 am »
My dwarves happily dug staircases below level 100, but none of the others seem to want to go out and collect stuff from the caverns down there. They just ignore the collect and dig orders. They have a clear path from the staircases, and are happily doing the same thing from caverns at higher levels...

What am I missing?

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