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Messages - NCommander

Pages: 1 ... 16 17 [18] 19 20 ... 75
256
Honestly, at this point, I'm expecting when Breadbowl falls, Taupe will be the last dwarf standing in a wasteland of crumbs.

257
ER
I WAS WAITING FOR THE-

QUICK!!! DRAZOTH!!! VISIT NEW JERSEY!!!

People generally try to escape New Jersey; its the depressing light at the end of the tunnel. Though I suppose someone has a preference for "loves New Jersey for its toxic waste dumps" ... or gambling.

Disclaimer: I'm a New Yorker

258
Unless you asked for fish, I doubt humans will have 200 of it :P

I didn't know bowyers could create foreign weapons. Well, you can put it on display in the dining or sleeping room, I guess.

For now, grand aboveground spire continues I guess. How many keas remaining in region-pops?

Though regarding marksdwarves, shouldn't off-duty civilians carrying crossbows in their uniforms shoot at any keas that appear?

Btw, the greedy birds can also be stopped dead by locked doors (unlike Tayldis).

Bowyer workshops are built in, and can make crossbows, or bows; the later is foreign because its not an allowed reaction for the dwarven civ. If you get a moody bowyer, you'll always get a crossbow or a bow. Unless you trade for arrows though, bows tend to be useless :

Loving the abovegroundness. I feel like you're putting scorchedgravel to shame though :/

259
I don't really have enough for a full update, but here's the swimmaster. I need to make a few tweaks to how it works, but for the most part, I'm happy with the design.



Basically how it works is there are a bunch of retracting bridges over a pool of 6/7 water positioned in such a way that a dwarf has to path through several tiles to get out via the ramp near the bottom. The lever at the full end is set to Pull/Repeat at high priority and is not connected to anything. The missing walls at the top are an artifact of an earlier design that I didn't finish, and can be ignored. Here's how it works.

1. Dwarf enters the swimmaster crossing the right-most pressure plate when he takes the "Pull the Lever" job
2. He gets about half way to the lever when the bridges retract.
3. If he fails to climb, he plops into the water below, and has to path out
4. The dwarf will cancel the job with "Dangerous Terrain", making it available for someone else to grab.
5. Another dwarf will get pulled into the swimmaster while the first dwarf paths out via the ramp in the corner.
6. Occasionally however, the dwarf will manage to climb and hang in midair. In that case, he'll path to the lever.
7. The second pressure plate by the lever controls the door at the left.
8. The dwarf will repeat for a bit on the lever for a few moments, then try and leave. The door will only be open while he's on the pressure plate kicking him back out to the beginning
9. Traffic designations make sure dwarfs always path through the swimmaster

Here's the fortress swimming stats after about 2 months


260
Holy cow. I just peaked into the save and ...

Nothing is in a sane or logical place. Workshops are just kinda "there", and even the rooms menu isn't helping. The military is not setup to train properly (they have to be "standing down", not on duty), we haven't even gotten close to noble insanity yet, and I feel like I'm sitting on a magma powered bomb moments before detention.

0. I forgot how bad the 23a controls were
1. Why does everyone have strange professions?
2. We have stupid amounts of tin, tin ore, and nothing of *useful* metals
3. Still need more coins to get the DM

EDIT: Update iwll come tomorrow

EDIT: Why is it autumn in the save? I"m going to play out until the following spring to get us back to spring-to-spring

261
I feel an urge to dismantle the FTW device in favor of a properly trained military. And the need to avoid making more dwarfite

262
Looks like im next. Oh boy!

263
So after a few abortive attempts, Scorchedgravel now has the Swimmaster 5000, which is a pressure plate monstrosity that also trains climbing a little bit while its at it (though that trains very slowly). Everyone except Nix is now an adequate swimmer. Works completely automatically, and I can use workshop profiles to control who is swimming. I can't get children to use it since they won't pull levers anymore unfortunately. I *might* try a meeting area to see if I can get those kids to go somewhere useful, but I kinda doubt it. Given I can train swimming very quickly now, its kinda moot, and I might as well let them reach legendary as agility means they'll move really fast.

Also another flying webber showed up -_-;

I however learned when dwarfs get stunned, they drop their infant, and babies will not move at all in 6/7 water. I had to drain the swimming area to recover MoonyTheHuman before he drowned. It also generates mist so my dwarfs are even more happy now.

264
So after two attempts to raid Atlantis, it hasn't gone well because dwarfs are idiots, and fall into the water and immediately drown. I'm going to have to train swimming :/

265
I can't help but think that after Spearbreakers fell, an {africian|europian} falcon went and picked up a mug from the remains. After years of exposure, the madness of the mug distorted the simple creature into the abomination it is today.

266
Can we get a summary of how the fort is; what's standing, etc? I honestly can't tell what happened through gwolfski's turn or even what started the fire ...

267
That pearlash one is going to be brutal due to the three step production chain. Clear glass is probably second to mead in terms of complexity.

(I need to play Scorchedgravels now)

268
Animal training was completely revamped. Mining now only related to job time vs. if you get a boulder. Boulders only happen 1/4th as frequently, but most reactions now generate 4 things (i.e., one iron ore, four iron).

The HFS got *worse*. Dwarfs have needs. Goblins vacation a lot more, workflow is now obsolete, and dwarfs now bloom in trees before dying.

Spoiler: HFS (click to show/hide)

269
The downside to 23a is that "bored now", at least in my case, became a serious issue over time. Make sure you use one of the bugfixed EXEs, and I recommend a military or traps before going past the cave river. The chasm can be rather deadly

Also note that a migrant will come with an anvil the first summer. That tripped me up the first time I played 23a.

You might also want to dig out 40d, which still has a good number of the original 23a mechanics, but adds biomes and 3D, but still had the economy and immigrant nobles (with the exception that the manager/bookkeeper could be appointed).

270
Pressure plates aren't very useful. Of the things I'm worried coming in, with the exception of a GCS, they're all TRAPAVOID (aka FBs). Drawbridges will fling on raise, and I have them raise inward. That being said, I may switch the design to using hatch covers instead since I can quickly forbid and unforbid them with the "q" menu, and they can't be breached from below.

Due to RTX + Fourth of July, I don't expect to have any updates for a few days. As for magic teleporting items due to ramps, that's a bit too exploitly for me :/. Also, I still need to get in there to cut it down or cave it in which won't help.

Also; am I the only one worried about the dozen elk bird corpses in Atlantis?

THat's why I'm really not liking cavern two at all. I'll poke a few more bore holes as situations allow, but I'm not optimistic there's anything worthwhile down there.

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