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Messages - Tirion

Pages: 1 ... 140 141 [142] 143 144 ... 155
2116
Go deeper. You may end up finding some very intresting skeletal friends.

Cavern evilness is totally independent from surface biome, I've had skeletal draltha herds in a calm embark before.

2117
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 09, 2011, 02:40:34 pm »
Question: do tame animals count when it's time to get the dorfs used to tragedy? I'm trying with a setup like this in the middle of my dining hall:

WWW
WNP
WWW

W is clear glass wall, P is locked clear glass portal, N is nest box with female egg-layer pastured.

2118
DF Gameplay Questions / Control of flying Fun
« on: November 09, 2011, 02:10:38 pm »
So, I'm playing Genesis mod, complete with flying Illithids with flesh-rotting gas syndrome... but since goblins have flying mounts in vanilla, not to mention Rocs and the odd [FLIER] titan, I figured this question would fit here rather than the Modding forum. Anyway, I was wondering if it's possible to do the following: build a tower, and build a floor over the whole map on some above-ground z-level, all the way to the map edges. Fliers spawning below would never be able to get over that... right?

Things I'm not sure about:
-do fliers always enter the map on ground level, and never in the air?
-can they leave the map, ascend offscreen, and re-enter map above that floor?

2119
DF Gameplay Questions / Re: Clown questions [spoilers]
« on: November 09, 2011, 06:10:45 am »
Upright spear trap connected to lever sound like it should work... provided they don't melt it first. Some demons are too hot for anything but candy.

2120
DF Gameplay Questions / Re: Masterwork only Fortress
« on: November 08, 2011, 10:46:05 am »
It does, in fact, make sense to do this with weapons and armor. Good luck getting enough metal for that- goblins will bring copper and iron, but no flux or tin.

2121
DF Gameplay Questions / Re: 37 war dogs vs. frogotten beast
« on: November 08, 2011, 03:00:44 am »
I have assigned war dogs following my dwarfs all right, I just have to ensure they aren't pastured and doors allow pets.

2122
DF Gameplay Questions / Re: Butchering dead animals from cages
« on: November 08, 2011, 02:55:04 am »
That, and injuries still have their effect inside cages, so they can die of infection, blood loss, syndromes, etc contacted before they walked into the cage trap.

2123
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 07, 2011, 07:33:38 pm »
Hidden objects cluttering the stockpile? Or can those migrants get in your fort at all? Maybe someone removed a ramp they shouldn't have...

2124
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 07, 2011, 06:26:54 pm »
Question: do trapavoid creatures, such as kobolds, titans, FBs, clowns, activate pressure plates they step on? And do [FLIER]s? They can't fly over them in my setup, but if they have 0 weight, it still can cause problems.

2125
DF Gameplay Questions / Re: Dragons, eggs and lairs
« on: November 07, 2011, 03:44:53 pm »
BTW, do they breed normally during worldgen? I mean, if I mod them to have 100 times as many eggs, will there be dragons at every corner?

2126
DF Gameplay Questions / Re: How to get more wood?
« on: November 07, 2011, 02:23:14 pm »
Take a look at the soil where your dwafves/animals trample the grass, there might be clay in it. An 1 tile clay collection zone can provide material for whole megaprojects.

2127
DF Gameplay Questions / Re: forgotten beasts?
« on: November 07, 2011, 06:35:36 am »
If you play with [TEMPERATURE:NO] to conserve FPS, that FB might be completely harmless. Well, apart from the guys he manages to hit first.

2128
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 06, 2011, 06:29:29 pm »
How does the game track responsibility? If someone dies because a lever was pulled, does anyone recognise the lever-puller as the killer? Specifically, will there be a loyalty cascade if a dwarven caravan, or diplomat, or just one of my Urists happens to just wander on my spiky road of doom, while it's activated?

Also, will other entities declare war if they lose caravan after caravan to menacing spikes?

2129
The civilian uniform idea does wonders. Even just a wooden shield, a metal helmet, a cloak and a weapon makes a dwarf a lot safer. Add as much metal armour to that as you can (chain shirts, then high boots, then leggings, then gauntlets), but 130 dwarfs takes a LONG time to armour properly. The cheap version works reasonably well (and never usually stuffs up, everything is able to be worn over clothes).

That, and give your hunters/miners/woodcutters decent weapons. Copper bolts/crossbows or bronze/steel picks and axes at the very least. These are your least protected dwarves, who are often in the more dangerous areas, so they should at least be able to retaliate well. Attack is a certain form of defense.

Can we call it Dwarrior Fortress?

We could also danger room them all.

Do civilians fight back?

Occasionally. They do shoot anything that looks halfway funny at them if they have xbow uniforms off duty.

2130
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: November 06, 2011, 03:53:37 pm »
In multi-caste races, siege/ambush/thief/merchant bodyguard units are a random collection of all castes, equipped randomly with one of the weapons (and armors) the entity can make (I think. Kobolds bring all metals, dunno if they can craft it at all...). If they have only one weapon, they'll either bring that or come as wrestlers. Worth testing, at least.

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