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Messages - agvkrioni

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16
DF Dwarf Mode Discussion / Re: Reclamation. It isn't worth it.
« on: July 06, 2012, 06:31:31 am »
...yeah, reclamation can suck, it is not for everyone, but it is an interesting experience in its own right,

Rule #1 Reclamation. It isn't worth it.
Rule #2 If reclamation seems not to suck and seems an interesting experience in its own right, reread Rule No.1 .

17
DF Dwarf Mode Discussion / Reclamation. It isn't worth it.
« on: July 05, 2012, 09:37:04 pm »
I built a modest fortress into the side of a volcanic mountain-island. Water was scarce but I dug deeply enough to find a subterranean ocean. The winters were long and came early, all surface water freezing over in Autumn and holding over until late-spring, and it took three embarks before a team of dwarves could survive through it. Once the first winters were passed, things grew easier. A nearby pond was drained from below to make plots for farming and everything seemed up and up.

But somewhere along the line, as it often does, trouble reared its ugly head. Although some minor enemies stepped out from the darkness of the caverns, they were too far down to reach my dwaves on a completely different cavern connected only by a large cylindrical open shaft in the middle. Forgotten Beasts came and went, none able to reach my dwarves... at first. Then one day a one-eyed gecko that shat webs somehow spawned in the waters at the edge of the map and came up to my dwarves. I had defenses in place but none of my highly-skilled marksman-spear dwarves could maneuver all caught up in the strings of sticky webbing. They fought for a long time but they all died.

By the time the Forgotten Beast made its way up to the fortress itself I realized I had deconstructed the bridge that blocked the hallway off from the caverns. I had gone maybe 4 years without any noticeable threat and when I decided to expand a bit I was going to rebuild the bridge. And the forgotten beast came when the new bridge was not yet linked to a lever.

I had to abandon the fortress. It took over half a dozen expeditions full of weaponized dwarves to reclaim the fortress. Each time they arrived four foul and frenzied forgotten beasts would come from the depths and slaughter them. Finally the last was dispatched and the dwarves entered the fortress only to find the bottom caverns where the water source lay absolutely covered in armed and named amphibian men, olm men, and the remains of numerous beasts -- including a cave dragon which apparently came out of the dark and fought the armies of whatever was there to kill it. I held on to that fortress for another two and a half years but that entire time was spent trying to piece together the remnants left behind from the dead. And dwarves started dying by the tens or going mad from the legion of ghosts that arose from previous occupants. My list of dead and missing were pages and pages long, encapsulating the entire history of the fortress and all the ghosts seemed to come out in my farming fields where my brewers were. No one wanted to work. The ones that did literally died of fright or went mad, killing their kin. Dwarves starved. Rot began to spread, probably the remnants of the blood of one of the ancient beasts newly dead.

In the end it was too much.

I abandoned.

Reclamation isn't worth the trouble. All the magma forges and obsidian in the world can not make that endeavor sweet again.

18
DF Gameplay Questions / Re: Male and female trogladites captured
« on: July 05, 2012, 09:21:25 pm »
Assuming the maturation age didn't matter, is there a reason to breed them at all?

19
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 05, 2012, 08:08:09 pm »
Just lost my second dwarf to neglect in a hospital. Have a hospital almost fully stocked, including soap. Have a surgeon who has every single thing disabled in his labours except medical related tasks. The dwarf I just lost was my expedition leader.

This is unacceptable.

How do I get them to care for Hospitalized dwarves? Also, there's a corpse in the hospital from the first guy they still haven't moved... /shakeshead

20
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 05, 2012, 06:20:08 pm »
Only been a few months for me.... But I felt the same way whe I needed army uniforms made...
OMFG I NEVER THOUGHT OF THAT. Just start using the manager but THAT WOULD ROCK hahahah yeah. Sweetness.

XDXD ;D

21
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 05, 2012, 05:50:27 pm »
If I have my Doctors (dwarves with diagnosis, wound treatment, surgery, etc enabled) also dissect small animals and become butchers, will they be better doctors or are these skills unrelated?

22
Now I just have to figure out how much power the perpetual motion waterwheel machine generates. I've got the plan on the wiki so when the time comes I'll just build it and add more ... waterwheels I guess. Or pumps and waterwheels. Whatever. We'll see.

23
So every single pump has to be powered then? all 130?

24
I need water for winter. There are caverns down below, 130 levels below my dwarves' dining room. The caverns are dangerous and I have to seal them off. But I want to construct pumps that push the water up. Never having dealt with something like this, I assumed I could put a pump (powered by one of those perpetual-motion-water-pump-wheel machines) at the underground lake*, attach copper pipe** and run it up to the dining room area***. But I have a couple questions.

1* Would I put the pump on the Z-level above the lake (i.e. the shore), or in the lake?

2** I've never built pipe, but I assume you can assign direction, right? So I'd put a pipe on the output section of the pump, then just attach a vertical pipe section continuously each z-level above the other til it reached its destination?

3*** How would the output look? Should I channel a little reservoir/pond and the last copper pipe section would just end, pushing water up into the bottom of the pond? Or would/should it spit out horizontally pouring down into a reservoir|\|?

4|\| How do you stop the pond from overflowing? Can you block the ends of pipes with a level-controlled floodgate/hatch, etc?



EDIT: Oh crap, can you not just build sections of pipe?

25
DF Gameplay Questions / Re: Are floor hatches no longer invincible
« on: July 05, 2012, 03:09:36 pm »
Ah, I see. Well, would you consider AIR access as access or does the game differentiate between routes? In other words, if I have a waterway with open tiles above it going into a cavern (opening into a cavern) but it's high up so nothing can actually walk into it. And I have a secondary route, a real route, carved into the ground with stairs. Can I block the stairs with floorhatches or would the game consider the waterway (which isn't all the way filled, maybe 3/7, 4/7 in places) as a secondary route, thereby granting the FB permission to destroy the forbiddin hatches?

26
DF Gameplay Questions / Re: Are floor hatches no longer invincible
« on: July 05, 2012, 02:49:02 pm »
So standing on a ramp/staircase allows the FB to destroy what's above it, yes or no? Two people are saying something different.

27
DF Gameplay Questions / Re: Are floor hatches no longer invincible
« on: July 05, 2012, 08:09:44 am »
Someone literally just now told me that FB's can't access items from below them to destroy them. But I don't know. That's crazy.

28
Oh okay sweet, thank you.

29
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 04, 2012, 05:48:02 pm »
My dwarves complain about old clothing. How many different types of clothing should I make to make them happy (head, shoulders, knees, toes, etc)

30
That particular FB finally appeared and started waging war with Amphibian men.

However, I located the existed of 2 of the dwarves in game that Therapist listed. They're ghosts.

Yes. They're ghosts. Ghosts in game. Dwarves in Therapist.

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