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Messages - Tevish Szat

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616
DF Dwarf Mode Discussion / Re: Ecstatic Dwarves
« on: September 30, 2011, 12:02:03 am »
The best challenge for an [Invaders: No] embark is probably playing with megaprojects (I've been using a no-invaders fort to test what sort of dwarfpower and industry certain projects require/employ, and how long they take).  For that "dwarftopia", the ultimate good-thoughts-generating paradise, is an interesting start.  Try building above ground: it's actually quite surprising how much more challenging it is, due to the rules about constructions.

617
DF Dwarf Mode Discussion / Re: Convieniant ways to get lava early on?
« on: September 29, 2011, 10:52:35 pm »
I get magma in the first year through a simple digging to victory strategy: bore a 1x1 up/down staircase in 3x3 landing rooms straight down.  When/if you breach caverns, seal them IMMEDIATLEY with walls, hatch covers, or constructed up stairs as you are able.  When a digging designation cancels for warm stone, you're on magma: go up a level and dig on top of where the designation canceled, and all ajacent squares: if you're stopped by warm stone at any point, go up and do it again.  If you aren't stopped by warm stone, the uppermost warm stone layer is ABOVE magma, not next to it: dig through THAT warm stone, and channel a square that was formerly warm.  This will get you a glimpse of your magma source, so you know its borders.

Pick two adjacent levels, at least the lower of which has your magma source.  On the lower level, dig rooms for as many magma workshops as you think you'll need, remembering that the blocked square of most (all the furnaces) is in the north.  On the level above, dig the EXACT SAME LAYOUT.  Channel the squares that will be non-walkable for the workshops you want to build, and build the magma workshops on the upper level.  they will be unpowered.  Surround your staircase on the lower level with constructions and one magma-safe door facing the magma.  Your workshop blueprint should be between the stairs and the magma.  On the lower level, dig passages so all the workshops are connected, and a passage to the magma.  Don't break through the last wall to magma yet: first clear all objects from this floor, including stone, by dumping/quantum stockpile.  You may want one close by on the upper level.

Once the lower level is clear, it's time to power your magma industries.  turn off mining on all dwarves except one junk dwarf (most recently I picked a fresh migrant who claimed novice strand extractor and high master liar), and have your masons make a blank slab: whatever unlucky soul breaches the magma has, at best, a 50% chance at survival.  Designate the last tile separating your lower blueprint from the magma source dug.

As soon as mr. junky starts digging, pause.  Profile a lever somewhere in the fortress to him (it doesn't even have to do anything) and order it pulled.  This might make him a couple ticks quicker to run.  When the magma is breached, it's a race between the junk dwarf and it for the magma-safe door to the stairs.  If the dwarf makes it, he lives and you get your pick back.  Otherwise, mourn the loss of the pick and engrave the slab.  For extra points, place the slab somewhere in your magma industries.  Construct a wall that blocks off the access/escape door so building destroyers can't mess you up, and you've done it: Safe, powered magma industries in record time.

You don't have to build all your magma workshops before breaching magma, but if you can't build it, don't channel its room yet, as that provides a clear shot for magma creatures to enter your fort.  only open up access to magma RIGHT before you build your shiny new magma workshop.  In particular, you'll probably have several blank rooms set aside for magma forges, as you won't have the anvils when you first breach to build more than one or two.

While you can extend this setup by building another template and breaching magma again, that might cause your old magma workshops to "flicker" as the new area fills, and it requires another suicidal magma breach, so build the first one big.  A good size for your metal industry would be 9 magma smelters and 6 magma forges (15 workshops) giving you an edge on smelting and some room to not be disrupted when a mood claims a magma forge.  The remainder depends on how much you like glass and pottery: any number of magma glass furnaces can be supported as long as you have one (prefrably non-magma) glass furnace set to gather sand/r for every 4 furnaces making glass.  If you want to make clear glass, you ALSO need (by my estimation) 3-4 wood furnaces, 3 asherys, and 3 magma kilns for each 2 magma glass furnaces making clear glass.  I haven't played with the pottery industry much, but 4 magma kilns for actually making things with a regular one just gathering clay sounds like good proportions, same as green glass.  All in all, have room for a good 20-30 workshops if you want to never have to do it again, a dozen or so if you don't mind a repeat performance.


EDIT: okay, that probably doesn't sound convenient, but trust me it's a lot easier than it sounds spelling out every step.  barring bad luck with the exploratory mining, you get ACTIVE magma smelters and forge(s) by the first winter, without much disruption to your normal industries.

618
Dear Urist McLivesontheedge
While I appreciate your promptness when ordered to remove floor from the edge of the highest level of our monument tower, please remember that when doing so, it would be best if you did not stand on a floor that was being removed by the dwarf next to you.  You got off in the nick of time this time, but if it happens again you could easily fall eleven stories to spatter on the ground, and no one wants that.  It would get blood all over the base of the monument tower.

- Your Overseer


Dear Urist McDemoman
I don't care if you have a grudge against Urist McLivesontheedge, don't try to break the floor out from under him.  Do you have any idea how hard it is to get blood stains off a monument tower?!  Seriously.

-Your Overseer

619
I've seen a "dead" cave before.  Really weird  the time I saw it, it was the first cavern breached.

620
DF Dwarf Mode Discussion / Re: Too much ore.
« on: September 29, 2011, 04:45:02 pm »
Mineral scarcity 100 results in as much as you'll ever need, I'm decently sure, and essentially everything (but watch for weird likes and mandates)

621
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 29, 2011, 04:22:55 pm »


... but no King was released  We got a migrant wave of about six dwarves, bringing the population of Ironbear to 230.

I looked through my artifacts and engravings.  The most recent two or three kings a) took the throne over two hundered years ago at the most recent and b) are/were Night Creature spouses.  My civ has no important leaders. 

Well, time to start having fun.

622
The best way to get past borked healthcare and failure to hand out crutches is to enable all medical labors on a couple dwarves, and put a few containers (coffers are probably best) in the hospital so crutches will be claimed as "hospital crutches" and given to patients (make all stockpiles refuse crutches if you have to).  I don't question *why* that works, but it has for me before.

623
DF Dwarf Mode Discussion / Re: Help with an emergency obsidian 'Gate'
« on: September 29, 2011, 01:25:16 am »
Clowns can't destroy a locked floor hatch from below  -- they have to be on the same z as a building to destroy it..  Put a hatch cover every level of your central stair and you'll be able to lock them off, hell it works if you only put one or two ready to lock away your addy dig site, as long as they can't escape into the magma sea.

624
DF Dwarf Mode Discussion / Re: Remote Deconstructing?
« on: September 29, 2011, 12:56:23 am »
Which is why you build the fortress as a massive puzzle, so the adventurer has to go through the right steps to retrieve their prize by pulling all the right levers in distant parts of the fort, while dodging similarly triggered mechanical traps.

You then pass the save to someone else with directions to the fort, but not the plans for its traps and treasures.

The treasure should be really REALLY tempting and obviously placed

Much fun will be had by all.

625
DF Dwarf Mode Discussion / Re: Are Hammerlords some kind of sick joke?
« on: September 29, 2011, 12:31:27 am »
Psh, just drop the mountain on it and you'll be fine.
Yes, but cave-ins and obsidian solve *everything* if properly applied.

The problem there is engineering, not killing.

626
DF Dwarf Mode Discussion / Re: Are Hammerlords some kind of sick joke?
« on: September 29, 2011, 12:13:12 am »
Hammers are essentially the best against goblins, the most common sort of threat you'll face.  Against other enemies, they might not be so hot, as you've found out.  in general...

Hammers: Crushing, deal with armored dwarf-sized enemies very well, or big fleshy ones (like ettins or minotaurs) who can be knocked down or surprised and then have their skull bashed in for a quick kill.
Maces: Like hammers, but not as good*
Axes: Sever limbs like no one's business.  Go-to armaments against hard semi-megas and megabeasts, but they'll bisect goblins in a pinch just fine.
Swords: Like Axes, but not as specialized*
Spears: Piercing weapons that will destroy organs and cause massive bleeding.  Excellent for dealing with anything fleshy and too big for a hammer, but also acceptable on normal targets
Crossbows: Your only real ranged option: excellent to support any strategy, but kind of pathetic at killing on their own.  They're also the only weapon that can be made at 100% functionality without access to weapon-quality metal: bone crossbows firing bone bolts do just fine.  In melee, they work like weaker hammers, usually much weaker due to being made out of kittens or logs to save metal.  Keep your archers out of melee.
Whips: The only foreign weapon worth noting, these are basically lightsabers against standing humanoid troops, laughing off armor due to being blunt and causing massive damage due to high weight and low contact area.  Suffer the same vulnerabilities as hammers, only moreso.  In fact, they're basically more exaggerated hammers in general

*And yet, there are situations where I would prefer to have these weapons than their more general-purpose counterparts: there is no good reason not to train up at least a few sword and mace lords to back up an array of axe, hammer, and spear.


As others have mentioned, you ALSO get unlucky on your titan spawns, having two made out of hard materials and if you're REALLY unlucky in a nasty shape, but Dwarf Fortress is not a game where you can overspecialize to victory (at least in terms of your army.)  There are games you can win with spam of "the best unit".  This is not one of them.

627
DF Suggestions / Re: Stop the auto-pause!
« on: September 28, 2011, 11:02:48 pm »
I don't think that actually answers his issue, which is that the game is in a 'paused' state while he's using other commands, in this particular case designation, not that the game is pausing when a thief shows.

Unless [AMBUSH_THIEF_SUPPORT_SKULKING] has nothing to do with thieves or skulking enemies...

628
Normally the whole "human extinction" thing would be hurting my mood, but you know what?  Pretty good meal recently.

Plus, we have Necro, Girlinhat, and Magma.  That's got to generate a good thought somehow.

629
As far as I know, there is no way to directly control the size of migrant waves.

You CAN, however, set your popcap such that you can only get n dwarves, and when you hit it either update your population cap or leave it as such.

Me?  I've moved the popcap from the default 200 to 300 in an effort to get myself a monarch without atomsmashing junk dwarves and potentially provoking a tantrum spiral because they've been doing nothing but socializing.

So far, my FPS can take it...

630
I'm pretty sure any topic is so long dead that it's crumbled to dust and blown away in the wind

Somehow, all this talk of the fate of humanity makes me remember just how scarily accurate Dwarf Fortress can be sometimes.  If we're going down, DF would seem to predict the ultimate cause of our demise to either be a mad, burning god-emperor, digging too deep, or something to do with socks, carp, and a good old fashioned tantrum spiral.

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