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Messages - Tevish Szat

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661
DF Dwarf Mode Discussion / Re: Accursed badgers
« on: September 26, 2011, 11:19:23 pm »
Strangely, regular badgers have never done worse to me than create a little job cancel spam and "badger boar is no longer enraged" messages every so often, and I haven't had the fortune of encountering the giant variety, which I imagine would be lots more fun.

I used to send my military out to exterminate the blighters whenever I saw them, and still would if I encountered them early in a fort's life, but they're not really much more than a disruption of above-ground labors.  I started posting on these forums and seeing the badger remarks thinking they were an artifact of the past, like killer carp and Boatmurdered's elephants

Though I hope to keep my record of no dwarves maimed or killed by non-giant badgers, tales of their ferocity make me worried that I have simply been exceptionally fortunate in not being on the receiving end of a true badger siege.

662
gem-demanding moods will eventually become ‼Fun‼, costing you one or more dwarves every time they come up.
You'll reach the artifact cap long before you run out of gems I think. Unless it's a super scarce mineral embark.
Depends on if you cut them, and the mood demands rough, but that's probably right.

Another resource drain: [Item] Mandates, when [item] is metal-only, and melts for less than what was used to create it, permanently taking one or more bars out of the economy.  Without trade and goblinite, this will never be able to be replenished.

663
DF Gameplay Questions / Re: HFS question
« on: September 26, 2011, 10:58:52 pm »
HFS, aka clowns: In any adamantine spire, there is a depth at which it will unleash the HFS.  for most there is ALSO a safe depth, above which the spire is solid and perfectly safe to extract.  the transition usually happens somewhere between the top of the magma sea and the bottom of SMR, but CAN be much higher.

There's no (non-cheaty) way to know without digging.

664
DF Suggestions / Entertainers
« on: September 26, 2011, 10:40:26 pm »
Specalist dwarves that keep other dwarves happy: Singers, dancers, comedians, actors, and various instrument users could perform (either in a meeting hall, or for better results on some sort of stage).  Performances would create happy thoughts in dwarves that witness or hear it: how good a thought, of course depends on the skill of the performer (and for instrumental performances, the quality of the instrument.  A legendary harpist is of course better than a dabbling one, but a ☼Harp☼ goes a long way over a no-quality harp) and possibly the distance from the performance (Front row seats FTW).  Entertainment labors would be activated/deactivated like any other labors, and unless disabled would auto give performance at available venues (much like auto-looming and tanning, or hauling)

Because right now, it seems a little odd that dwarves make a ton of instruments yet are totally incapable of using them...

665
DF Dwarf Mode Discussion / Re: Prison Complex?
« on: September 26, 2011, 09:23:05 pm »
Pretty tame so far, Just a room full of metal cages like elf-fondling human.  Which, just now, gave me a thought: a dark, dingy dungeon is right at home for a dwarf.  After all, its hard to get darker or dingier than the miasma-filled hallways echoing with the screams and laughter of moodies and madmen and the howls of the damned abominations being kept at bay with a single locked slate hatch cover in the deeps.  As such, the most cruel punishment for a dwarf would be a crow's cage: outside, exposed to the elements and the terrifying expanse of the sky and the world around them.  In the overworld, build a field of pillars (constructed walls) with access ramps next to them

Z0
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Designate the open on the surface as a refuse pile... or a farm plot for above-ground crops: either one would be horrific.  Place cages atop the walls and designate them for justice.  It may not be flashy, but it's mean

To build an expansive, underground prison, I might recommend a Panopticon, using vertical bars attached to levers in a central lever bank to control access to the cells

666
DF Dwarf Mode Discussion / Re: Names you assign to noteworthy dwarves?
« on: September 26, 2011, 09:05:31 pm »
When they aren't walling themselves into boxes, being incinerated by magma, flattened by bronze colossi, swarmed by goblins, or dying in droves from some forgotten beast syndrome, dwarves do get the occasional moment of unmitigated glory.  Then they tantrum spiral over a kitten, and all is right with the world again.

667
next fort will implement
> digging for victory.  Magma will be reached FAST.  Candy will be recovered ASAP
> Multiple stairwells to allow different fortress wings to exist on the same z-level, and thanks to multiple stairwells: pinwheel, fractal, or otherwise space and pathing efficient bedrooms (this one's a maybe, I like my housing rows from a looks and navigation sense)
> Stripped goblins will be used for training/pit fights rather than simply being dumped into a spiked death pit.  Not only is this a more effective use of resources, but it will cost less to set up - no more 100 or so iron spikes for the bottom of the mass-pitting pit.
> Related to the above, a means of permanently disposing of garbage after recovering bones will be assembled.
> I will leave room in my fort design for underground semimegaprojects, like arenas, concert halls, or monster zoos.
> I want a GCS and even a minor clothing industry.
> I will be neither generous nor sporting to my enemies.  Worthless migrants WILL be danger-room'd into stout vehicles of murder ASAP, rather than training uselessly for a decade and not advancing past skilled.

668
A no-quality stone with his name on it erected in the refuse pile?  Set up and then promptly magma'd as well?  I think that statement is missing something.

Though I'm normally a fan of the Cask of Amontillado treatment, with noeat and nodrink it's a little less deliciously horrific.

Got any Syndrome inflicting FBs?  Need to figure out what they do?  I think the blacksmith may need to become your test subject.

Also, arming the fortress guard with bone, candy, or otherwise lightweight crossbows helps prevent rampant murderous beatings while allowing them to still fight.

669
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 06:58:02 pm »
My observation is that dwarves prefer to work from the southwest corner of a wall/floor job when possible, and then as close to it as possible if that tile isn't open: for instance, when walling up some goblin cages for the 'Cask of Amontillado' treatment, I had to dig the niches on the eastern side of the north/south passage I was working off.  Every attempt to seal niches on the western side resulted in the mason building from the west of the wall and getting sealed in with the goblin cage.  those niches were eventually converted to tombs, with a door in the place where the wall could not be reasonably put.  I suppose with a little effort I might have taken out and rebuilt a corner, but it was easier to just built on the other side of the hall.

As such, in situations where you CAN'T use the suspended wall trick to prevent a wall-in (or at least it would be horribly inefficient, as with sealed pump-stacks), it's prudent to place the last wall and access to it in such a manner as the dwarf can reliably work from the southern side, western side, or southwestern corner: an east-west pump stack, for instance, would want to be accessed from the south while a north-south one could have its access shaft to the west.

I have only anecdotal evidence, of course, ‼Science‼ (or boring old Science, as the case may be -- we need to ‼‼ it up) has yet to be done on the topic as far as I am aware.

670
I'm with elf-fondling human on principle.  though, a relaxing bath might be too sudden.  Assign the condemned bedrooms better than the baron's, de-assign the baron's tomb and dining room (and/or give them to commoners) and see if he goes nuts from it.  If he's made from sterner stuff, perhaps he doesn't need a bath just yet...

671
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 05:57:41 pm »
I suspect it would be virtually identical to how axles work, but with some extra limitations.  Really, thinking about it, the only -real- need is for a tile to block motion in 4 directions but allow motion in 2 (including N,S,E,W,Up,Down).  If a tile could selectively restrict movement, then pipes would become easy!

(100x10 = 1,000 Urists Power, ~80 windmills including power train.  3x3 windmills = 240x240 area, or a 6x6 embark 1/4 of an entire map region.)

I'm not sure you'd even need that.  if the pipes simply became [fluid]-filled pipes, you could go with the same sort of abstraction as a gear-box assuming the "bend/branch" is hooked up to any pipes it touches.

(240x240?  did the math with 80 mills and came up with 240x3, or around 30x30 -- 100 windmills, a 10x10 block of windmill -- instead.  Is there something I'm missing in how windmills hook up?  I've done most of my work with waterwheels and rivers)

672
Perhaps you could cantilever it?  the lowest Z would be far, far from impact site but each z up would move inwards.  You could even build it as a gigantic arch, with two towers meeting at a hatch cover or 1x1 retracting bridge keystone in the center, from which you drop your victims.

673
DF Dwarf Mode Discussion / Re: Where do you put your trade depots?
« on: September 26, 2011, 05:49:07 pm »
Trade depot is on the highest underground z-level (barring an attic of sorts): the z just below the surface entrance, or on it if I have a cliff face.  next to it are the stairs down into the fort, with stockpiles being just a couple steps down: a couple pages of crafts are usually all within 20 steps of depot when it comes time to trade.

674
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 05:44:57 pm »
if you set up your power machinery at the top, you can build from both ends.  However, I've tended to avoid high-z pump-stacks (six at most for me), mostly due to the fact that my most advanced fort has no running water of any kind, meaning I would have to do MAJOR engineering in the FB-infested caverns or rely on windmills for power.  I don't even want to think how many windmills it would take to pump magma over 100z.  I guess I could put dwarves to work and run the pump stack manually, but it really, really seems more sensible to just build magma industries at the magma sea if I'm going to be having dwarves labor down there anyway.

675
This has the potential to be the essential dwarven form of art: Goblins, trolls, and other creatures with various-colored blood and gore provide good initial ink, while cave adapted military dwarves can paint targeted areas in lovely green.  Add in a little fire and magma for "living" art and you may create a dwarven masterpiece with the very surface of the world as your canvas!

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