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Messages - AWdeV

Pages: 1 ... 20 21 [22] 23 24 ... 53
316
DF Dwarf Mode Discussion / Re: Military
« on: March 22, 2012, 03:52:02 am »
I find it helps if you use small 2-man squads for your melee dwarves. They'll take a lot less time getting everything organised for a demonstration and they'll spar a lot more often. I've had a skilled fighter with no weapon skills and a complete noobie sparring for a few months and after that time they were both competent. Not very impressive but it's good enough against disarmed goblins and with proper equipment (steel shortswords in this case) they can manage perfectly well in actual combat.

317
DF Suggestions / Re: Dwarven Coffee
« on: March 22, 2012, 03:25:41 am »
Coffee yes but only if you can also make a Dwarven Cuppa. Finely a use for that dwarven sugar. But no milk. Putting milk in tea is an abomination unto Nuggan Armok.

318
Giant Badger > Carp > Badger

Giant Carp? I'm shocked and appaled they don't exist yet.

319
DF Dwarf Mode Discussion / Re: goblin funtime ;)
« on: March 22, 2012, 03:19:53 am »
Get that stuff to a refuse pile quick before it starts stinking up the place. :P

5 armed and armoured dwarfs could win easily against 20 equipmentless goblins though, might be faster to get rid of more of them in one go.

320
DF Dwarf Mode Discussion / Re: goblin funtime ;)
« on: March 22, 2012, 03:17:43 am »
Oh, the gobboes who are waiting for their glorious demise have plenty to look at.

Namely, the blood and vomit from the previous batch.

edit: Also, I dug out the killing room from soil so engraving isn't possible. I did tile it though, with bands of grey stone alternated with microcline.

321
Get your gem cutters working on the things and set up new masons, mechanics, and craftsdwarfs shops for your idlers. Make cabochons, blocks, mechanisms and crafts and then sell the whole bally lot.

Use therapist to put any children you may have to good use. :P

I tend to make lots of rock blocks. They're good for fortress-y purposes and I like selling them to the elves in an effort to civilise them.

322
DF Dwarf Mode Discussion / Re: goblin funtime ;)
« on: March 22, 2012, 03:08:29 am »
1. Make a room they can't flee from.
2. Place their cages in the room. B - C for the cages and use x to see specific cages so you can place the correct ones.
3. Once the cages are in place, use d-b-c to claim their items. Make a dump zone somewhere outside the room and use d-b-d on the cages to select everything they are wearing (which you have just claimed with d-b-c) for dumping.
4. Use "t" to look at the cages and undump the cage itself.
5. Build a lever. Somewhere safe.
6. Hook up the lever to the cages and wait for dumping to be complete. It helps if you have a lot of idlers (with refuse hauling enabled) for this.
7. You now have their stuff (claim them from the dump zone) and the cages are ready to open. Prepare your dwarves and pull the lever!


edit: ffff, two replies.Thank you for interrupting me while I was typing, random person! And another one!

323
DF Dwarf Mode Discussion / Re: Food issues
« on: March 21, 2012, 05:20:10 pm »
Set up a farm plot for every aboveground berry you find, one for quarry bushes and one for plump helmets and you're more than fine.

I've never, ever bothered with farmer skills and I've only ever run out of food in the first year before everything was running.


Ofcourse, it helps a lot if you make goblins and kobolds butcherable. Just as a back-up foodsource; desperate dwarves ripping the flesh off of executed goblin prisoners and caught kobold thieves.

324
DF Dwarf Mode Discussion / Re: absurd types of silk
« on: March 21, 2012, 04:59:24 pm »
Huh, me neither. Odd, I could've sworn it said sock. I must be going crazy.

325
DF Dwarf Mode Discussion / Re: absurd types of silk
« on: March 21, 2012, 04:48:21 pm »
Socks dangle socks? :P

326
DF Dwarf Mode Discussion / Re: absurd types of silk
« on: March 21, 2012, 04:43:56 pm »
It would be interesting to see something like a giant cave spider actually adapted to hunting humanoid prey.

They might do something like weave a giant cave spider silk sock, leave it in the middle of the caverns, and when players breach the caverns some hauler might run out to try to claim that sock, and get tangled up in the giant cave spider web.

Sock-weaving spiders? Now that's specialisation.

327
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 21, 2012, 04:02:59 pm »
Composed of Coral mate. Not too impressive. Then again, that fits mr. Norris to a t. :P

Now, if he kicked a titan made of steel or gemstone in half, that WOULD be impressive. :P

328
DF Gameplay Questions / Re: SHELL ARMOR. HOW DOES IT WORK???
« on: March 21, 2012, 03:58:47 pm »
I made a thread about bone and shell armour once. There's not a lot of data to go around and the conclusion was the same there. It's better than wearing no armour but any other armour is better.

Although I'm not too sure about leather.

329
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 21, 2012, 01:31:53 pm »
C'mon man, use your thinker. Would a wall with gaping holes in block any gas?

'sides, poisonous gas isn't necessarily 'orrible. Could just be a boiling extract with no effect whatsoever.

330
DF Dwarf Mode Discussion / Re: Dealing with Caged Unicorns
« on: March 21, 2012, 12:53:29 pm »
My milita can train on aforementioned langurs, goblins and (carefully) on each other. And kobolds if they're fast enough.

And Forgotten Beasts, I got plenty.


Anyway, I'll just fiddle around. If I fuck up I'll just abandon the fort. It's been going for a while anyway and it's not even *gasp* the latest version. :P

Fiddling will have to wait untill later this week. Got more important things to tend to.

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