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Messages - Tevish Szat

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226
DF Modding / Re: Breeding dragons?
« on: February 07, 2013, 11:49:47 pm »
doesn't have to be [CHILD:0].  You could replace the 0 with any number: the higher the number, the longer before your dragons are breeding grownups.  [CHILD:12] would be the same as dwarves, for instance.

227
DF Gameplay Questions / Re: What to do with all the stone
« on: February 07, 2013, 11:46:39 pm »
If you are in desperate need of bad weapons and can't smelt, make rock short swords.
Only works if you have obsidian specifically.  No other rock will do.

228
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: February 07, 2013, 11:45:15 pm »
It's not a fort mode artifact, but Legends mode coughed up this gem...  With emphasis on what makes it so great, I present... "Annihilation Without Limits"!


229
DF Community Games & Stories / Re: Whimcrafted succession game
« on: February 07, 2013, 06:22:13 pm »
I'll take my pick o' the litter when I get a turn.

By the look of it, this fortress won't last long.

You'd be surprised -- "Play now!" forts are actually quite salvageable, though they'll present some issues early as its unlikely you'll have all the tools you normally would.  In my case, Barrels were sorely missed, but starting the rock pot industry earlier solved booze shortage issues.  this site may not have wood right now, but it's got deep soil for farming and eventually tree farming.  The only thing I'd be particularly worried about is what metals are available down below.

230
DF Gameplay Questions / Re: Assigning a dwarf someplace
« on: February 07, 2013, 05:38:01 pm »
First, link a lever to the upright spikes at the bottom of the pit, so if the fall fails, the victim can still be perforated.

Second, Burrows should work: add the victim dwarf to the burrow and said dwarf should (eventually) get there and stay there.

You could also put the victim in a squad all by himself and give him a station order to a point on the bridge

The complicated way is to put a lever one tile past the bridge, and be able to seal off the lever+bridge from the rest of the fort.  Profile the lever to the victim and order it pulled, locking the door after him when he goes in.  Then, after the lever is pulled, pull the "bridge drop" lever and hope the victim is standing on the bridge, rather than the one "safe" tile.  if he was standing on the safe tile, reset and try again.

None of these will work until the victim is done resting.  If he's in his private room resting and you don't care what the final means of his demise is, just lock the door and wait for thirst to do your dirty work for you.  If he's in the hospital, you'll have to let your doctors fix the poor guy up before killing him.

231
DF Gameplay Questions / Re: What to do with all the stone
« on: February 07, 2013, 04:38:49 pm »
Loose stone is the appearance-bane of a fortress.  This can be solved by any Quantum Stockpile solution: dump, undump, minecart, take your pick.

After that, stone is a useful, if plentiful resource for any fortress.  Raw stone can be put to use for...
1) All your furniture needs except beds. Doors, Cabinets and Coffers for every dwarf's needs, weapon racks and armor stands for nobles/barracks assignment, and coffins for burial.  Not to mention incidental but important furniture like Grates, Hatch Covers, and Floodgates.
2) Rock Pots, which hold food and booze further reducing your reliance on wood (which, while renewable, can be dangerous to get if you don't have a soil layer to dedicate to tree farming) by supplanting barrels
3) Rock Crafts.  Though low value compared to, say, spikeballs and other trap components, Rock Crafts will clear the stone from your fort decently quickly and are valuable enough (especially at high quality -- a good use for mood-generated legendaries!) to buy up caravans.  This includes mugs, instruments, and other "vendor trash"
4) Mechanisms.  This is another thing colorful stone is great for: any good fortress wants at least a few lever-controlled machines, and color coding them is a good idea.  "plain" mechanisms are essential for linkage, and anything for which color coding is not mission critical.  It may seem like you don't need many mechanisms, but trust me: you need more.  Traction Benches are 1 mechanism each, and a drawbridge you can raise/retract costs 3 mechanisms, and it only goes up from there.  Want a simple, 4-tile danger-room (or 4 tiles worth of invader-perforator)?  You'll need 9 mechanisms for that: 2 per tile and one for the lever.  A long hallway of normal traps is a little cheaper at 1 mechanism per tile, but you'll also have to build a lot.  Don't forget clusters of cage traps if you want to snag local wildlife/GCS/a dragon: they're a mechanism each too.  A decently defended fortress with only a few machines can still consume a hundred mechanisms.  And why not set them on repeat?  they're decently valuable if you do find you have too many.
5) Rock Blocks.  Rock Blocks are just plain better than raw stone for constructions: not only do you get four times as many (and trust me, as swarmed with stone as you think you are, trying to build a pyramid or castle will prove you're actually short -- especially if you care about color!), but the blocks are faster to haul, result in constructions being assembled faster, and give you smooth constructions if you care about that.

In my average fort, I quantum-pile then reclaim all stone I mine out from future rooms near the masons, with the old 1-tile dump method.  Ore gets yanked out later, when I set up my metal industry, as does Flux if and when I start making steel.  If I find myself in possession of stone I want to use for very particular purposes (usually colorful block/mechanism stone: Cinnibar, Pitchblende, Cobaltite, Rutile, sometimes even Microcline... but if it's rare enough in my embark, I might make a special pile for magma-safe stones.), I make a custom stockpile for it and set it as economic until I have a job order that requires it.  All the lousy gray and brown stone just sits there until the masons or craftsdwarves grab it.  In the end, I never feel like I have enough these days, and often start a "Quarry" layer or two to acquire more, at least once I start above-ground building.

232
DF Dwarf Mode Discussion / Re: Parties: worth it?
« on: February 07, 2013, 12:46:30 am »
Parties are a short term cost for a medium-term gain and long-term loss.  The partying dwarves won't work, but they'll socialize at a legal party site, which makes them happy both from making and talking with friends, and by admiring whatever wealth you've stashed at the probable party site.  Parties organized around a lucky artifact statue in the main dining room can give a swath of your fort a huge boost in their mood!

But on the other hand, as everyone has said, friendships will make future tantrum spirals worse, since dwarves will get bad thoughts for losing friends to tragedy when something inevitably goes wrong.

Personally, I don't run draconian isolation forts, so I find my dwarves make friends whether I give them a place to party or not.  At which point, I might as well try to maximize the gain from the parties by creating a good designated area with LOTS of value to admire.  Done well, a timely party can actually generate enough happy thoughts to counteract the early stages of a tantrum spiral. 

Also, dwarven relationships give you dwarven babies. Which, while sponges for a while, are kind of satisfying to rear so you can proudly have fortress-born taking over.

233
DF Modding / Re: TOKEN that all creatures share.
« on: February 06, 2013, 09:53:19 pm »
prefstring covers every likeable animal, if not literally every one.  finding '[PREFSTRING' and replacing with '[PET][TRAINABLE][PREFSTRING' should get the desired results.

Should.

234
DF Gameplay Questions / Re: Best metal for each weapon?
« on: February 06, 2013, 09:16:40 pm »
Crossbows: Since they're blunt in combat, Silver is a good choice for army marksdwarves.
Crossbows can't be forged from silver.
I make them out of bone because its easy, so I kind of forgot that.  that would mean, as everyone has said, copper is the next best.
Crossbows: For fortress guard, the wiki suggests that bone, light wood, or candy will reduce beating severity, though there have been some disagreements on this of late.
I'm interested in reading this discussion if available.  Link please.
Sorry, no link.  Not because I don't want to provide it, but because I tried to dig for the thread and couldn't remember which one it was.

235
I've been tinkering with dragons as well... Made them Intelligent, flying, and trap-avoiding and gave them "Dragonscale" instead of regular scale, which had raws largely copied from Slade.  In the Arena, a few hundred hyper-skilled and fully equipped axedwarves with iron armor kits and candy axes were able to subdue one such dragon, putting out its eyes and knocking out its teeth, but even with all of them wailing on it, the worst they could do to the overall dragon was dent the scale.  They fought that thing as long as I let them, seldom losing a dwarf once the dragon was in pummeling-land but also making no perceivable progress...

they still died in worldgen like any other megabeast, though... I think they need to be bigger younger in order to have better worldgen survival.

236
DF Gameplay Questions / Re: Fire-breathing titan
« on: February 06, 2013, 06:35:46 pm »
Shields (and high levels of the shield user skill) are your best bet for surviving fire breaths

237
DF Gameplay Questions / Re: Best metal for each weapon?
« on: February 06, 2013, 06:30:06 pm »
Blunt Weapons: Silver -- even if it's not particularly distinct from other metals (sans candy), that does mean its no worse, and silver doesn't compete with...
Edged or Pointy Weapons: Steel (or Cotton Candy)
Crossbows: Depends on who's wielding it.  Since they're blunt in combat, Silver is a good choice for army marksdwarves.  For fortress guard, the wiki suggests that bone, light wood, or candy will reduce beating severity, though there have been some disagreements on this of late.

238
DF Gameplay Questions / Re: Good guide to using magma?
« on: February 06, 2013, 05:52:23 pm »
the easiest way to use magma forges, assuming no volcano embark, is to first discover the Great Magma Sea (probably costing you an unlucky miner) and then dig out your industries above it, ignoring the warm stone warnings as you know you're on top of, not beside, the magma.  Once the rooms for your smelters, forges, glass furnaces, and kilns are dug out (this will take some time due to cancellation spam) you can channel out 1-2 squares in each, then build the workshops.  Other than the dig-cancel spam, this is the easiest way, and has the least risk of dwarven life-loss should it be done right.

Another way you can do it is to find the borders of magma, and work beside it.  Dig out the pattern for your industry, then an identical pattern on the level below.  pierce the magma on the lower level, and the upper level will be powered.  If you discover the magma sea before doing this, you can even pre-emptivley build unpowered magma workshops -- don't forget to channel the tile that will power them!  if you do it this way, use a nearby garbage zone and dump orders to have all your haulers work to clear the to-be-flooded level of useful materials before piercing the magma.  You'll probably lose a dwarf to piercing the magma, but sometimes the little buggers can get lucky and escape their fiery doom.

The third way is to pump magma to where you want it, which is like the second way but replaces piercing the magma with powering the pump stack.  The advantage of this is that you can get your magma industries into the heart of your fortress, but it's WAY harder and takes WAY longer.  There's also a little catch 22: the easiest way to build a magma pump stack is with a lot of glass, but to make a lot of glass you kind of want a magma glass furnace.

Advice:
1) only channel squares that will go under the un-walkable tile(s) of a magma workshop: middle left and/or middle right for forges, top middle for all others.
2) Once you channel a tile, designate the workshop that uses that magma access to be built IMMEDIATLEY.  You're vulnerable to magma creatures as long as its open, but not once the workshop is built if you followed advice 1.
3) Create more Magma Access than you think you need.  It's always better to be able to fit that spare glass furnace than to need it for a moody idiot and not have it. (method 1 doesn't really fall prey to this)

239
DF Dwarf Mode Discussion / Re: Safely mining adamantine
« on: February 06, 2013, 04:55:49 pm »
I just collapsed a 10z tall 2x2 column into a spire and the entire clown car teleported into a single tile of solid obsidian at the top of the spire while I recieved the screams ect. message even though nothing extra was revealed. They seem to be safely stuck in there without any FPS hit. The solid tile they are in is surrounded on all side by more solid tiles. I'm not sure if they would be able to move out to an adjecent open tile if I mined out around them - probably not.
Like flies stuck in amber, it seems...

I'm all for smoothing and engraving this obelisk.  Hopefully, the RNG will create at least a few engravings suited to the nature of what is contained within.

You should see if the presence of the trapped demons prevents any more from spawning on the map edges of hell like wildlife.  If it does, you can colonize in complete peace.

240
DF Modding / Re: Naryar's modding (Demon Mod + Megabeast Mod)
« on: February 06, 2013, 03:37:20 pm »
Having started working on something quite similar to this (Slade-skinned intelligent flying dragons, toxic-blooded hydras), I have to say these all look excellent.  As far as demon suggestions... perhaps something that drives dwarves mad, adding the [CRAZED] tag to them via interaction?  it would, at least, seem appropriate to some forms of lovecraftian monster...

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