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Messages - vjek

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1591
20th Galena, one year after embark, 66 zombie army showed up. (mix of dwarf corpses and goblin corpses)

But I intentionally embarked next to a Necro Tower, so it's all good!  It appears that about a quarter of the towers total population showed up, so looking forward the rest of the sieges. :)

1592
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 15, 2012, 06:56:30 pm »
Found this in my latest world_sites_and_pops.txt:

21: Athelodshith, "Ringclams", tower
   Owner: The Crystalline Shocks, dwarves
   12 dwarves
   1 goblin
   114 animated goblins
   115 animated dwarves

woo hoo!  Found a new embark!

1593
You could make a path specifically for the wagon, but otherwise, you just get the caravan on foot, minus the wagon.   The traders still come to trade.

1594
DF Gameplay Questions / Re: Stop suicide during siege
« on: April 15, 2012, 03:23:22 pm »
But you could turn all the pigtails into cloth/clothing, and they would be STYLIN' while they killed everyone. ;)

1595
...  thanks, now i can do this method to do my planning and "deal with it" later when it comes to a proper entryway protection and depot. ...

Exactly.

Now, as far as what to do for the "come on in, goblins" entrance, I typically do something like this, to set things up:
Spoiler (click to show/hide)
Each of the four corners is a 3x3 vertical stair corridor that goes up to the surface.  Don't designate the downward staircases on the surface until everything is ready down below.  You can, however, run the up/down staircases right up to embark -1 with no problems.
This level in the picture can therefore be anywhere in your fort, and allows both for a quick entrance for migrants and caravans, but also funnels all the badness into a single path.
Normally, I place weapon traps or upright spike traps (tied to a lever/automation) on every tile in the hallway leading north->south to the trade depot.  This deals with all common intruders.  A simple way to start is to use glass, to get an idea of how effective they can be using a relatively low quality material, and then work up to copper, iron, and finally steel.
That hallway lined with large, serrated steel discs (10 per trap) is a VERY strong defense against invaders.

Once you get some practical experience regarding how well this deals with invaders, you'll start to also see the associated... longer term problems that start showing up with this design.  Which you may not care about, so I'll stop there for now.

1596
DF Dwarf Mode Discussion / Re: What do you request from the caravan?
« on: April 14, 2012, 10:33:02 pm »
Pretty much... cheese.  Yep, cheese.  Drives away those "same old food" negative thoughts.

I make everything else myself.  120+ Ecstatic Dwarves can't be wrong!   8)

1597
Once i've dug out a bit of an open area in embark -1 (which is typically not stone), I designate a storage area and deconstruct the wagon.  Then I designate a meeting area next to the storage area, and once all the dwarves and animals are inside, i build a wall in the hallway from the initial downward staircase (from the top/outside/embark level) to seal off the surface until I have a chance to plan further.

you lost me at this part but i understood the walling and ramp/channel enclosing.

The embark level should look like this:

That's it, nothing else.  Just a single tile of stairs down. Wagon is deconstructed, everything has been put inside.
then, after that is done, on embark -1 (one level down) it should look like this:

Which is just a non-stone hallway sealed with a wall, and the top of the central vertical corridor. (3x3 stairs down)

This is just a very quick and easy way to completely ensure the safety of your dwarves while you plan & build the REAL entrance.  From this point on, based on these images, nothing gets in or out until you're ready.

1598
... most of the other answers was just "hey do the dig or ramp or stair like usual", um yes i know but how?  what should i be aiming for in an entrance lol.

Personally, I do it this way, and it works well for me.

On a flat embark, at least 6 tiles north of the edge of the wagon, I designate a single down staircase.  Beneath it, in the layer below, a single up staircase.  In the embark -1 layer , I then designate digging south to below the wagon, and designate a 3x3 downward staircase, which is the top of the central 3x3 up/down staircase and is the heart of the fortress transportation route.

Once i've dug out a bit of an open area in embark -1 (which is typically not stone), I designate a storage area and deconstruct the wagon.  Then I designate a meeting area next to the storage area, and once all the dwarves and animals are inside, i build a wall in the hallway from the initial downward staircase (from the top/outside/embark level) to seal off the surface until I have a chance to plan further.

If you want a step by step with screenshots to elaborate further, I can provide that, just let me know.

The reason I do it this way is to ensure there are no interruptions, deaths or fighting during the time between the initial embark and the first wave of migrants or the first caravan.  digging up from below is much safer than trying to keep access to the surface, in my experience, during this initial starting time.

Nothing can harm/break through the wall, so it's "snug as a bug in a rug" so to speak.

1599
DF Dwarf Mode Discussion / Re: Unreliable drawbridge
« on: April 13, 2012, 07:10:23 pm »
Goblins, in 34.07, siege while mounted on/with Cave Dragons, by default.

Cave Dragons are above the weight class for bridges, so they will not retract or raise, nor drop with them on them.  They're too darn heavy!

So, it's possible that's what was happening.  Other than that, my bridges have worked exactly as expected in 34.07, including flinging goblins and trolls around and/or atomsmashing them.

1600
DF Dwarf Mode Discussion / Re: Greatest reactions to DF gameplay, ever
« on: April 13, 2012, 09:36:35 am »
Thinking of this post, I discussed DF with 3 people today. They all refused more or less to try it out.
Their loss!  8)

1601
DF Dwarf Mode Discussion / Re: How do YOU murderize your invaders?
« on: April 13, 2012, 12:29:37 am »
Most effective I've made so far (excluding lame cage and weapon traps, of course) is a room lined with floor grates with a larger drain room below pumping off the map edge.  Fed by 10 pumps tapping straight into a volcano all around at even intervals.

Close bridges, throw ON switch, and drains close, room fills instantaneously with 7/7 magma.  OFF switch closes magma and turns on drains.

Maybe I'm way overthinking it, but I've never been able to build anything simpler than that that filled and drained in a few seconds without waiting for evaporation or gravity.

Ever had any building destroyers go after the grates?

1602
DF Dwarf Mode Discussion / Re: Greatest reactions to DF gameplay, ever
« on: April 12, 2012, 10:13:53 pm »
Last year when I played for the first week, I then went through excruciating detail explaining how complex the game was.  How amazing the possibilities.

My wife summed it up: "Oh, so they're pixel dwarves"

So now it's called Pixel Dwarves in our house.  And she just nods and smiles when I talk about my latest DF endeavor, whatever that may be.

It is interesting to note, though, that Pixel Dwarf talk ranks LOWER than listening/watching television, even with the option to pause the show.  That's a little disappointing, if you ask me.  I mean, how does American Idol compare to Zombie Wool?  That's like comparing gravel to sex.

1603
DF Dwarf Mode Discussion / Re: How do YOU murderize your invaders?
« on: April 12, 2012, 06:09:22 pm »
Oh, there are problems with the design, but it does what it was made to do as well as I could make it.

In particular, very heavy creatures are problematic, as bridges don't work well with them.  But that's what the manual override levers are for!

As long as the target in the hallway can't breathe magma and survive, the GGM will kill them, eventually.

1604
DF Dwarf Mode Discussion / Re: How do YOU murderize your invaders?
« on: April 12, 2012, 05:59:49 pm »
I think this shows it best.  :D
That looks incredibly efficient... Is it completely automated?

It is!  The center vertical row of creature-sensitive pressure plates start the whole thing off.  That closes the walls to seal the hallway, and opens the magma source above the room, flooding it.
Then a second magma-sensitive pressure plate above the room (at the east end, in the demo) is the "room is full" indicator, which trips the floors to retract.
The third and final magma-sensitive pressure plate below the floors in the "catch all the goblinite" grate room resets the hallway floors and re-opens the hallway.
There's more to it, but that's a brief overview.  I will happily provide the saved game that I made the demo movie with, if anyone is interested, PM me.

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