Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Castamere

Pages: 1 [2] 3 4 5
16
DF Dwarf Mode Discussion / Re: Fortress Design
« on: April 20, 2012, 11:20:58 am »
I've never ever seen someones fort consist of diagonal hallways.


(Lol)
You do know that dwarfs move a lot faster diagonally than horizontally or vertically?

17
DF Dwarf Mode Discussion / Re: Fortress Design
« on: April 20, 2012, 10:52:38 am »
DIAGONAL FLOORS? DAFUQ.
why is that strange? :P divides my fort into easy seperatable sectors, fort becomes moria-like and leaves a lot of room around the sectors own z levels to plan late-fort project as f.e. plumbing, right into-the-dining-room excecution drop, expanding sectors
And I usually don't go over 100 dorfs, so I don't get lost in my own fortress

Well this is my formal fort design. I am also an avid lover of organic forts, chisseled out into the first cavern layer, especially if it consists of marble.

18
DF Dwarf Mode Discussion / Re: Fortress Design
« on: April 20, 2012, 09:11:59 am »
long entrance for all kinds of traps that I may devise, preferably into a mountainside
all is connected by a large ramp staircase. Worshops are usually on z+1 level with all its stockpiles one z above them. Same with cattle khm ordinary dorf dorms so that they are close at hand to do the things that haulers do
On z level, there is the 2z deep grand dining room, usually 20*20 with a mist generator and 3 rows of tables. There are food stockpiles near the entrance. Food production is also on the same level.
On z-1 level are the important dorf rooms, noble rooms
And noone are vertically above/belove each other. I hate that. Especially when a cavein penetrates all of the sections or I devise a plumbing system that can't function becouse the noble has its room right belove the contruction site. And I'm too lazy for relocation.
Mining entrances are along the main hallway, but cavern entrances are the same as surface one; long and full of traps
Barracks are usually close to the entrance of the fort for the quick response.
As in this:
Spoiler (click to show/hide)

19
DF General Discussion / Re: Most awaited long term goal?
« on: April 17, 2012, 06:55:41 am »
FPS optimization and pipes

that is all

20
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 14, 2012, 06:00:07 am »
is there any date that this update will come?  :)

21
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 14, 2012, 04:01:52 am »
Could the squad accidentally be restricted to a burrow that doesn't include those areas?
I managed to get it working by deconstructing the barracks and setting them up in the dining room and then locking the doors into the former barracks

Is there any bug that prevents military dorfs from obeying orders when barracks and their designated rooms colide? I put two beds into the barracks and assigned them to those two. And other dwarfs that didn't have rooms went outside with no problem

They always rushed to their room, former barracks, when I ordered them to kill something. When I locked them, they went to do the killing.
Pretty damn annoying when a damn kobolt in between the entrance and the dining room grinds you fortress to a halt and you can just curse at your military

22
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 13, 2012, 05:36:54 pm »
dwarf accelerator.... 2 tracks the same distance starting at max z level, straight fall to the lowest z level, and then they collide.
what will happen?

And that's how EFAFUERECA "THE INFINITE UNIVERSE" was created

23
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 13, 2012, 05:14:19 pm »
I wonder if you can run the carts off the map with useless stuff in it
Or unload them off the map, if the unloading station is positioned that way on the edge
It would make atom smashers redundand

I imagine that it would be pretty FPS friendly

24
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 13, 2012, 09:06:58 am »
They can't reach the invaders, or the spot you want them to move to.  Check to see if you've got a locked door, raised drawbridge, or broken stair or ramp somewhere.
As I said the path is not blocked by doors/bridges/burrows/etc., my haulers can get easily outside to fetch the cages from my cage traps. The only thing my two military dorfs are capable of is training, they don't even obey the command to station in the dining room which is besides the barracks. Even if I disable training, they don't want to do anything but drink, sleep and eat.

I'll try to disband this squad and make another one.

25
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 13, 2012, 06:35:19 am »
my military doesn't want to bulge out of the barracks to kill some invaders
the path is not blocked, they are training so no drinking/sleeping/eating, they are all equipped
they get a job "Kill xyz" but don't rush to them and just watch the floor
they also don't want to follow a station order, eventhough they get the same job description as above

What the hell is wrong with my military dorfs?

26
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 13, 2012, 04:01:39 am »
so having a minecart powered gatling gun is a possibility now :P
if each cart can be filled with 1000 bolts, booze and food.
then 10 minecarts doing round trips blitz style from each side and unloading it on the siege until the goblins look like cacti is not just my imagination

27
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 13, 2012, 03:10:22 am »
Well a not recent but happened in a 12 year fort that I ran in december before I suspened DF for the new release:

A cheesemaker that had his wife killed by a goring minotaur gets berserk in the middle of my barracks. With the main battle squad training in it. Equipped with adamantine weapons and steel clad. Let's just say that it lasted for about 0.00000002 miliseconds. His body was hauled off in 0.2 seconds by the hauler squad clearing out the elven entrails splattered training room.


28
just forbid all food until they're all hungry
search for the one that isn't
wuala that's your future lever puller/burial guy/record keeper

or just quarantine your every migration wave in a burrough/locked room and wait for the hunger to kick in

But personally I kinda like them. They thin the heard regulary, cicle the dorfs so that you don't watch the same faces everyday and keep the meat workforce fresh.
Be sure to put the lowlifes and important dwarves in separate burrougs to prevent your legendary weaponsmith from losing some pounds in blood
and life...

29
DF Dwarf Mode Discussion / Re: just embarked, 248 kobolds in sight?
« on: April 11, 2012, 03:09:07 am »
Why not making it a ZOO?
To watch kobolts in their natural enviroment
build the cavern layers out of glass
And become the number 1 tourist attraction in the world!

30
DF Dwarf Mode Discussion / Re: The Age of The Rain?
« on: April 10, 2012, 06:44:14 am »
Don't know why but the title instantly reminded me of this song
http://www.youtube.com/watch?v=NbbTwDPWY_A

Pages: 1 [2] 3 4 5