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Messages - Hypcso

Pages: 1 ... 9 10 [11] 12 13 ... 31
151
DF Dwarf Mode Discussion / Re: Complaints of thirst
« on: November 01, 2007, 01:12:00 am »
On a somewhat related note, I'd love to see injured dwarves be able to drink booze instead of water. Because as is it's very difficult to have any kind of a functioning fortress with no nearby river or brook.

152
DF Dwarf Mode Discussion / Re: Challenge: "Immigrants Out!"?
« on: April 24, 2008, 03:45:00 am »
I never turn migration on. I just take off Multiple litter rare and have my dwarves populate the fort.

153
DF Dwarf Mode Discussion / Re: Missing eye
« on: April 20, 2008, 11:17:00 pm »
Actually, it should stop after a while. I've had many dwarves with missing eyes ( some with two ). My current mayor and mother of over 60 children has a missing left eye, she's never missed a minute of work in her life, due to passing out or otherwise.

154
DF Dwarf Mode Discussion / Re: Garbage disposal, the final sollution?
« on: April 20, 2008, 07:13:00 pm »
Was I the only one who expected this thread to be about mass immigrant disposal?

155
DF Dwarf Mode Discussion / Re: Your fortress lay out.
« on: April 21, 2008, 05:31:00 am »
I typically build aboveground castle type forts, complete with ramparts and large walls. Normally only one entrance.. Dual drawbridges ( which are topped by a heavily fortified 2/3 story up marksman tower connecting to the divider catwalk ) leading to a massive hallway 3 stories tall and two seperate corridors 8 spaces wide/up to 100 long with engraved columns on the sides. At the end they intersect oneanother with a divider in the middle. On the divider is a catwalk with spaced fortifications along it in case something gets trapped in there and my ballistae can't take care of it.

I usually make another 8 wide hallway along here that extends about 10 in each direction, then make a 6 wide hallway at the end of each. Inbetween the two 6 wides I put my ballistae barracks/ammo batteries with inset floodgate doors flush with the hallway walls. Nobody is going to see them coming until it's too late. The 6 wides typically open into a large open air courtyard where the trade depot sits, surrounded by pubs/work spaces and military barracks. I also usually put a mosaic of some sort here although i've been too lazy to do so in my newest fort.

At the opposite end of the courtyard normally sits my castle structure which can house up to 400 dwarves comfortably in 4x3 rooms. I tend to dig down and make a basement for storage, as well as a bunker complex with enough beds and food for every dwarf in the fortress, in case of a siege. A large mausoleam usually goes on the bottom with different wings for different castes of dwarf.


156
DF Dwarf Mode Discussion / Re: Wooden aboveground fortress
« on: October 31, 2007, 01:25:00 am »
Haha, That looks great. I'm currently building an all wood overground fortress surrounded by a wall. Going to turn it into a wooden castle. Have 3 4 story Wooden buildings already built and working on more.

157
DF Dwarf Mode Discussion / Re: Wooden aboveground fortress
« on: October 30, 2007, 07:07:00 pm »
For those of you wishing to build a massive wood fort: Try starting out in a human town. You can wreck their lodges for 400-500 peices of wood a lodge and they have LOTS of them.

I just dig downward staircases all around ( Can't seem to find downward ramps, bug? or am I just missing something ) then dig upward ramps under them and mine out the middle. Set up a few supports as you dig, link them to a lever and mark the place as forbidden then watch the resulting disaster after you pull the lever. Blamo, a hole full of wood. ( Note sometimes dwarves will still go in when it's forbidden, I lost a woodcutter that way. Oops ) I'm not sure if you could deconstruct them and still get the wood back but that may take a while, however be a good option if you don't want gigantic gaping pits all about the map.


158
DF Dwarf Mode Discussion / Re: Z axis? Pumps? WTF?
« on: November 02, 2007, 09:02:00 am »
I think one of my favorite parts of the new version is tossing unwanted animals into bottomless pits. Good thing there's no dwarven PETA because I think my dwarves really enjoy it.

159
DF Dwarf Mode Discussion / Re: Ways to deal with cats
« on: April 19, 2008, 01:54:00 am »
quote:
Originally posted by ikkonoishi:
<STRONG>I say breed 50 cats and lock them in a cage in a locked room somewhere.
There is a limit of 50 for every animal on the map so that way the immigrants cats won't be able to breed.</STRONG>

They'll still adopt people. Do you really want to deal with the " Urist Mcdipshit cancels Releasing Large Creature: No Path " spam?


160
DF Dwarf Mode Discussion / Re: Designating Traffic for Fun and Profit!
« on: December 20, 2007, 07:42:00 pm »
I've used the same for some time now and noted that it does seem to stop them from crawling over/under eachother. They'll actually bother to get out of the way for another dwarf coming at them.

161
DF Dwarf Mode Discussion / Re: Fear the Kobold Empire...
« on: March 06, 2008, 02:12:00 am »
I like the Kobold Spearmaster part, that's almost hilarious taking the name into account.

162
Unless, of course, you simply go to the raws, remove rare multiple litter tag and set them to grow up at the age of 1 =P

163
DF Dwarf Mode Discussion / Re: Night's Watch Succession Game
« on: November 17, 2007, 06:51:00 pm »
Yeah, If you can find a good spot with a goblin fortress, go for it. I just have trouble with larger maps ( My comp is not very good ) So I hope it's pretty small or my turn will take a while =P

164
DF Dwarf Mode Discussion / Re: Night's Watch Succession Game
« on: November 17, 2007, 03:50:00 pm »
Hmm, We could mod the raws to make undead much more frequent in evil biomes, and travel in larger packs.

165
DF Dwarf Mode Discussion / Re: Night's Watch Succession Game
« on: November 17, 2007, 04:11:00 am »
Heh, Looks like he actually released it about as I said that =P

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