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Messages - Koremu

Pages: 1 ... 6 7 [8] 9 10 ... 15
106
Install a load of chains and use it as a prison area to keep your sentenced felons happy while incarcerated.

107
DF Dwarf Mode Discussion / Re: Aquifer Breaching.
« on: January 31, 2013, 10:56:56 pm »
I once had a 9 z-level conglomerate aquifer.

I built a security and drowning trap / entrance hall inside it.

Under normal circumstances, the 7z main hall continually poured a slow trickle of water from on high over and near a 3-wide path of grates that descended from the exterior entrance to the lowest level.

One level pull or a trigger from a pressure plate would close the floodgates on the drains at the lowest level, and the whole thing would slowly fill up.

Another level pull would open additional water sources on the top aquifer level, to quickly fill the whole thing.

A third lever could open drains right at the bottom, into the z-level below the normal drains, to empty the sump so that the whole thing could be cleaned.

Lastly the entryway in and out way was provided with an automated airlock which would shut if the water rose above a certain level.

The whole thing was also engraved to a high degree, and the path of grates was eventually lined with statues (including an indestructible artefact one with a building destroyer trap)

108
DF Dwarf Mode Discussion / Re: Seeds used in brewing?
« on: January 31, 2013, 10:14:26 am »
You need a stockpile with seeds enabled, bags to put the seeds in, and possibly barrels to put the bags in.

When you brew booze from a plant, the seeds are left over for further planting, same as when a dorf eats a raw plant (cooking destroys the seeds)

109
DF Dwarf Mode Discussion / Re: New Use for puppy and catsplosions
« on: January 27, 2013, 09:41:27 pm »
Using cats as Goblin bait is better. You build a cattery area to one side of the entryway, so that it's out of sight until the goblins get level with it, and a network of traps & tunnels behind it.

Goblins arrive, walk into the entryway, chase cat, get gibbed/caged.

110
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 27, 2013, 08:11:13 pm »
The poor, endlessly tormented young woman is still in a state of perpetual misery. She's managed to crawl a short distance from her bed, and whilst awake searches for food, drink, and clothing. She has yet to make it...

The poor, tormented fool managed to pass out on a cage trap. Maybe if I just leave her in there, and build the cage somewhere, she will stop spamming me about losing her socks, and the dwarves will keep her fed...

The vampire well is working! Not just working, but working SPECTACULARLY! The vast majority of my militia is now enslaved to the night!

Have you considered turning your hospital-bound painfully tormented syndrome victim into a Vampire? What's the worst that could happen?

111
DF Gameplay Questions / Re: Beginnning with Minecarts
« on: January 22, 2013, 10:06:29 am »
You are probably best reading the wiki article: http://dwarffortresswiki.org/index.php/Minecarts

112
DF Gameplay Questions / Re: Beginnning with Minecarts
« on: January 22, 2013, 06:27:27 am »
Creating tracks is d > T, just like smoothing stone or designating digging or tree cutting

113
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 21, 2013, 08:51:50 pm »
A glassmaker just made a green glass artefact floodgate named "The Vanishment of Squids"

114
DF Gameplay Questions / Re: feather or chestnut barrels any better ?
« on: January 21, 2013, 05:15:00 pm »
And you can always add a wheelbarrow or two to the destination stockpile.

115
DF Dwarf Mode Discussion / Re: wtfembark: A hole in the ocean
« on: January 21, 2013, 03:03:36 pm »
So to recap, one minute everything was going just great, and the next we have caverns collapsing, firebreathing cave beasts, underground brush fires, a screaming swarm of poltergheists back for revenge, zombies in the corridors, drunken brawls in the dining halls, magma pouring into the caverns, rotting miasma everywhere, insanity, madness, and a flying crocodile heading right towards us!
Losing is Fun.

116
DF Dwarf Mode Discussion / Re: Stupid embark tricks
« on: January 21, 2013, 02:59:12 pm »
You are aware that the thread had long since expired?
it is always better to revive threads corresponding to a question then having 100 thread all speaking of the same thing, and then when someone will search the forums (there are few i know but should be encouraged) people can find more information and less clutter.
Except for the fact that the first 3 pages of the thread are outdated.

117
DF Gameplay Questions / Re: feather or chestnut barrels any better ?
« on: January 21, 2013, 02:25:02 pm »
Half of 'fucking heavy' is 'still pretty damn heavy', mathematically speaking

 :D

118
DF Dwarf Mode Discussion / Re: The size of a fortress
« on: January 21, 2013, 02:19:37 pm »
I tend to build mini-fort "pods", where each caters for one particular part of the fortresses needs, with the relevant inhabitants burrowed within. A child can be born, live and die knowing no other existence than the magma forges and the regular rumble of the minecarts which bring in the rationed biscuits.

119
DF Dwarf Mode Discussion / Re: The effectiveness of catupults
« on: January 21, 2013, 02:15:31 pm »
You have to set up walls to manipulate invader pathing, and have huge stone stockpiles that masons won't touch.
Technically those are called ravelins.

Catapults are right now a waste of time compared to Ballistae.
They are a much cheaper way of training your Ballista operators than letting them loose on crafted Ballista bolts.

They are also a good way to move extensive stockpiles of stone long distances with speed. Put a small stockpile near the source of your stone, and a "catching" area on the other side with a wall & drop into another stone stockpile. This is a system I use whenever I have to use a detached mining operation.

120
DF Gameplay Questions / Re: feather or chestnut barrels any better ?
« on: January 21, 2013, 02:05:43 pm »
Well, you know what they say about hindsight.  Probably just safer not to make unfeasably heavy bins , no matter how much copper you have.  There's also a cavern wood that's really dense...  Nethercap?  Or is that the hot one?  Maybe it was Glumprong.  Is that a deep cavern tree or just an evil tree?
Nethercap is an underground mushroom tree which is permanently at the freezing point of water.

Glumprong is a surface evil tree with a density of 1200, about half that of most stone.

Bloodthorn is slightly denser that Glumprong, grows in caverns and will grow without water being present.

Oh... I've been accidentally making bloodthorn bins too.  This explains a lot of the hauling difficulties in my current fortress!  Thanks for the low down.

You might want to look at this elegant and finely crafted link, which includes a table with all wood density in it. If you click on the top of the density column it will order by most or least dense.

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