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Messages - daggaz

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166
DF Dwarf Mode Discussion / Re: If Toady One "fixes" hauling....
« on: April 03, 2012, 05:12:03 am »
Small forts may become much more workable now...

Or make everyone into masons and spam out blacks.  Now that they'll get hauled in bins (hopefully) it may become extremely easy to build large constructions.

God, as if DF players weren't evil enough already, now you are going to start up the slave trade in order to build pyramids??   :o

167
1) you lost your miner in the process.  this could be construed as either a good or a bad thing, depends on his level of cheesemaking.
2) it is beyond cheap that you can lock the doors to a necromancer's tower. 
   a) the doors should be guarded by undead sentries
   b) even were you to reach them, it should be impossible to forbid a door that you did not place yourself
      i) or at least should require a dwarf to reach them physically..

Im thinking it would be more dwarfy to tunnel from the tower basement into a candy spire, funneling all sorts of !FUN! upwards like a fountain of death.  This would of course require some kind of automated system of hatches powered by a drowning goblin captive of some sorts..

168
DF Dwarf Mode Discussion / Re: 1050 year history.
« on: March 08, 2012, 07:38:49 am »
slightly OT here, ive searched but yet to find a reasonable answer:

What are the main effects of having a longer vs. shorter history. Benefits and drawbacks, major differences, etc..   Obviously a longer history takes up more ram.

169
Limit interconnectivity of the fortress (contrary to what many people think, more pathing options is BAD), limit distances by grouping related industries and required sustenance items across xy and specially z levels, very few large open spaces.   then make liberal use of burrows and traffic designations.

the vast majority of my dwarves are simple haulers.  a few legendary artisans are more than enough to meet production in other fields, and i dont even bother with crafts.  spend most of my time first finishing the fort, then expanding upwards into megastructures. 

170
use ansi graphics
include badgers, socks and dwarves
awesomeness achieved.

171
DF Dwarf Mode Discussion / Re: Dwarven Military Doctrine (Tutorial)
« on: February 27, 2012, 06:56:36 pm »
Yeah, military commander needs to be some guy who will never see the light of day, let alone an actual battle.  I usually appoint my chief medical dwarf. 

After that, there is so much more info needed on how to train troops up, best starting skills, appropriate attributes when they actually count, etc, etc.   Guide needs more guidance, but nice start.  Oh, and you might want to mention removing food and drink on the squad screen, so they dont screw around making sammiches while the boars are raping the peasantry.  Might be why only 6 for 10 showed up, actually.

172
DF Dwarf Mode Discussion / Re: Oh Armok, it has begun!
« on: February 27, 2012, 06:00:16 pm »
My first thoughts:  8 billion a year commericial fishing industry?  In the most industrialized watershed in the world?  Ewwwwww....

173
Where is your God now?

I worship Huskor, the Husk God of Hubris and Vanity.  He is currently raping this fort.

174
DF Dwarf Mode Discussion / Re: Farmer
« on: February 17, 2012, 01:25:09 pm »
A good tip is to give your farmer a single rank in a useful skill that dominates moods (moodable skill).  For example, armorsmithing.  He will quickly make it to legendary farmer either way, but now, if he does go fey, he will be a legendary armorsmith as well, instead of a legendary crap-maker.  I do this with most of my dwarves who dont have moodable skills normally, and who wont be too busy otherwise (my diagnositician for example).

175
DF Dwarf Mode Discussion / Re: Finally found the vampire
« on: February 17, 2012, 12:49:27 pm »
Not if you train your Dwarves. Vampire didn't stand a chance against the very same zombie ostriches my hammerdwarf smashed. Did I mention all of my Dwarves are virtually unbreakable, incredibly strong and never tire? Vampires can't improve their attributes.

All your dwarves have had their eyes put out, and probably have had their fat melted off as well.  Not to mention a childhood spent fighting off turkeys for survival. I'm not sure that counts...  :-\

176
DF Dwarf Mode Discussion / Re: Finally found the vampire
« on: February 17, 2012, 12:15:43 pm »
Do vampires do work if ordered to do so?  If so.. I see no reason to accept normal dwarves into society, except as a food source.  Vampires are stronger, faster, and flat out more durable.  Hopefully they are more intelligent as well, plus they dont require booze.   With time, you could get a core group (or coven, is it called) running your fort in its entirety.  migrant waves would cease to be a problem.

177
DF Dwarf Mode Discussion / Re: River ramps and pathing
« on: February 15, 2012, 08:19:56 pm »
You're a cheese miller, you say?  Welcome to the US Army Corps of Engineers!  :D  (now go build a bridge over that raging chasm of death)

178
DF Dwarf Mode Discussion / Re: Sea Bees
« on: February 15, 2012, 11:18:25 am »
Any reason you cant build floor constructions out to the see bees?  Mmmm sweeet salty honey.  :o

179
DF Dwarf Mode Discussion / Re: On Valentine's day?
« on: February 14, 2012, 04:11:55 pm »
Man, that was cruel. I have to hang out with girlfriend while I could be weaponising gas clouds or making a werewolf farm. I might even have to have sex instead of play the new release!

cool story, bro.  but we all know that girls are too busy weaponizing sex to have any with werewolves on VD day.

180
DF Dwarf Mode Discussion / Re: I do believe I'm not welcome here.
« on: February 14, 2012, 04:05:03 pm »
slightly off topic, but is there a guide to ironhands tilesets regarding villages and castles and the like?  I can never figure out who is building the place, or what level of town it is (except goblin towers which are as obvious as they are rare).

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