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Messages - rtg593

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751
These are dwarves.  You're not gonna see two small bites while the vampire extends his pinky and daintily drinks.  Ripping open the whole throat and upturning the dwarf like a wine barrel is how it'll happen.

Spoiler: GRAPHIC (click to show/hide)
"Urist McLegendaryMiner was found completely drained of blood!"

Yup. Blood loss got em.

752
Used to do 3 wide halls, this fort took it to 2 wide, not a fan, but doesn't seem to adversely affect them. Shops are grouped in 4's by function, so craft/mason/mason/mechanic, butcher/fisher/kitchen/tanner, etc etc.

Fort organized 2x1 groups, so 8x2 room blocks. Rooms are 5x5, stockpiles 11x11, fits in the grid pattern nicely and makes the shift move highly useful. Center tile between the 4 like rooms removed for diagonal movement, in the stone group there's a stone dump there. Food group, the diagonal is the only access to butcher/fishery to prevent miasma spread. Dining hall start 11x11, expanded to 11x22 as necessary.

Doors to shops staggered, so going down the hall, 2 doors beside each other on left, the a bit further on right, then intersection, the repeat. High traffic lane weaving back and forth avoiding the doorways.

Bedrooms are 2x2 rooms arranged in an 8x2 pattern, stairway in the middle for access. Built above/below main halls on a low traffic side.

4 breweries in an 11x11 plant stockpile across the hall from 9 3x3 farm plots in a 11x11 seed stockpile, 4 plots outside plants. They seem to keep pace with each other nicely, 200 dwarfs fort, currently 3,000 drinks and rising. 1,000 lavish meals and rising.

Dwarves are fairly specialized, 2 of each main skill focused on only that job, currently 10 military in training, will break into 10 squads to train new recruits when they are finished (accidentally embarked with no goblins, all friendly civs; training to do battle in hell). The rest as haulers, all hauling enabled, plus mason/carptenter/plantgatherer/miner. Mason/carpenter shops set to proficient and above so haulers won't interfere, but can still very quickly build... Anything. There's 80 of them :p Architecture, As well.

3 doctors, haulers act as nurses, a few specialized nobles. Everything engraved, all furniture masterwork, so even though I just lost 30 dwarves to mining accidents, I only had 5 tantrums, then 4, then 3, etc, etc. Still need to set up mist generators.

All incoming dwarves are stripped of labors and borrowed into a locked room for the hunger/thirst test. Most become haulers, unless I need something one is good at. I generally run about 30 idlers, all haulers with nothing to do, so they part and have babies.

Most of my haulers are mining out a 146 z-level magma piston, hence the recent deaths. Most will become military once I have enough metal gear, once fully trained, I will lay siege on hell. 100 legendary warriors in all masterwork gear is the goal, plus seige engines and traps, etc, etc. As many as possible with candy, but only the front lines if necessary.

753
IF you've ever read "Dracula", he killed some people gradually, over time, and some were killed right away.

Although, it would be more !!FUN!! if drained dwarves were just reported as dead, and then when buried they snuck out and drained more people.
I have, I have also read Anne Rices books. I don't mind that some of them die, I just don't think it should happen every time.

My point exactly. Anyway, why can't they target the migrant competent cheesemaker instead of the legendary +3 blacksmith who is friends with everyone?

Harder labor, works with ores... Sounds like a tastier dwarf to me :p

754
DF Dwarf Mode Discussion / Re: Infection Broken?
« on: March 04, 2012, 02:49:47 pm »
Hmm, looks like one of them has a broken ear that has never healed.  Any idea which template controls ear healing?
Probably it's the cartilage that's broken. Cartilage has no healing rate and all the other ear tissues do.

I'm not sure why nail infections are generally non-fatal. Maybe it's the size of the infected part, or maybe it's a matter of blood supply.

Realistically, though, without antibiotics and washing and care, an infected hangnail can kill you...

755
I'd like to see that neck beard that even covers the back of the neck.

... They drink blood, not spinal fluid :p major vessels are around front :p

And besides, tear 2 holes into one of those, drink half a guys blood supply, and the rest will bleed out before it has a chance to clot.

Almost always dying is very realistic.

756
DF Dwarf Mode Discussion / Re: Infection Broken?
« on: March 04, 2012, 01:44:07 pm »
I have 2 Legendary miners that channeled out the tiles beneath each other... Dropped 20 z-levels. Both have broken legs, torn tissue, multiple breaks, needing cleaning suturing, etc. Both have had infections for 2 years now.

Doc's been working on em the entire time, but not seen any improvement.

Yes, I nicknamed him Doc :p

757
DF Dwarf Mode Discussion / Re: How can I dam a river?
« on: March 04, 2012, 02:58:05 am »
Using pumps to dam a river isn't really that difficult, and is the most easily torn down once you don't need them anymore.




You could also loop a channel out around the pump area and back in, that would eliminate the 2 gears and save 11 power by placing the water wheel beside the pump one axel out. The extra water flow won't cause job cancellations, and you can place a floodgates before the waterwheel, and link it to your dams gates, and still have a fully functional floodgates dam. Just built with more efficient power use:p can do a 8 tile wide river with that set up.

758
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 04, 2012, 01:57:58 am »
Getting angry at the number of dwarves dying of thirst when I have over 3,000 units of alcohol available...

Then I noticed the pile of corpses on the ledge beside my digsite... Apparently they channeled from the wrong side, and trapped themselves...

Note to self: check the death reports more often.

759
DF Dwarf Mode Discussion / Dying of thirst
« on: March 04, 2012, 01:52:02 am »
I have over 3,000 drinks available across the hall from the dining room; FOR THE LOVE OF ARMOK, STOP DYING OF THIRST.

I'm about to get a tantrum spiral, I've lost several dwarves, and now their babies, to thirst, and their friends aren't liking it.

Also,

Miner fell to her death at the bottom of the world... The badly injured infant with a broken right leg and broken right arm crawled up 146 flights of stairs to reach the dining hall. There it sat miserable, exhausted, and dehydrated, for a week, and died. If it couldn't cross the last few tiles on it's own, couldn't one of the 24 idle dwarves around it at least gotten it some water?

EDIT:

...... Oh. Turns out 10 miners and their kids got themselves trapped on a ledge by channeling from the wrong side...

Note to self, check those death reports... Sigh...

But anyway, back to the kid that crawled up 146 flights of stairs.... Why wouldn't anyone at least give her water? She sat there for a week...

760
Current pop 192, have lost 28 dwarves to giant keas, mining accidents, and oddly,  of thirst, despite over 1,000 drinks available at the time (3000 now :p)

I've yet to receive a vampire in this fort.

My previous fort collected 3 before I passed 80 dwarves.

761
DF Dwarf Mode Discussion / Re: How to dam a river?
« on: March 03, 2012, 08:57:57 pm »
WELP. Both my miners walked into the waterfall, along with my only picks and legendary engraver. The entire river was restricted and their was a perfectly safe tunnel under the waterfall, but nope, they have to walk off. This was early in the world as well, so no making more picks, time to abandon-reclaim. :L is there anyway to force them to NOT walk through it? I know the mist is pretty and all, but if you complain one more time that you are hurt, and my engraver takes it upon himself to rescue your sorry asses, i am taking away the booze stockpile. Forever.
You say you had a tunnel, and had marked the falls as restricted.  Did you mark the tunnel as a high traffic area?  Was the tunnel far away from the falls?  Normal tiles have a value of 2 for pathfinding.  High traffic is 1, restricted is, iirc, 25.  Which path a dwarf takes is the one with the lower total value.  Sometimes restricted tiles isn't enough because the "good" path is still a higher value (thus it is considered less desirable).  Also, if they had picked the path before you marked the falls as restricted they won't repath when you mark them.

This. If your waterfall is, say, 3 restricted tiles wide, that costs 75 pathfinding points to cross. If it takes 38 normal tiles to reach the same spot, they take the restricted path. Set the desired to high traffic, and you would need 76 tiles to make it less desirable.

Also, wall off the end off the falls, the low water tricks them into thinking it's safe.

762
DF Dwarf Mode Discussion / Re: Vampire won't follow burrows...
« on: March 03, 2012, 07:51:26 pm »
I don't have any trouble with burrows, but is there a trick to that station thing you mentioned? They always run off killing things when I order a station...

763
DF Dwarf Mode Discussion / Re: Megaquestion
« on: March 03, 2012, 05:41:40 am »
New question, the wiki has conflicting pieces of information right next to each other.

It states that glass screw pumps are safe as long as the passable tile is not submerged, with a verify tag.

Then it states that glass is odd, and that completely submerged glass pump stacks are perfectly safe.

Which is it?

EDIT: Well, crud... Both of my legendary miners were injured right off the bat... Dwarves suspended construction of a wall halfway up... They both tried jumping the gap, I guess... Seen 1 corpse hauled out, hopefully they can be healed up... looks like only broken bones... Guess it's up to the 70 disposable miners :-D

E2: *Miner dies after falling 20 z-levels* "Urist McMiner has died after colliding with an obstacle."

Ya think?

E3: Aslot the Eviscerator, beware it's deadly dust. Eviscerator, eh? That just makes exposure to that dust sound downright pleasant...

764
DF Dwarf Mode Discussion / Re: Megaquestion
« on: March 03, 2012, 04:50:33 am »
I wouldn't flood the cavern with magma.  It's a huge FPS load and costs you a lot of resources (webs, butcherable creatures, plants although new ones can still grow)

If you have a military worth its weight nothing besides FBs in a cave will be a real threat (besides the unlucky recruit who gets eaten by a GCS) unless you're in a terrifying biome.  If you're in a terrifying biome, flooding it with magma is an acceptable option, but you should consider not only how to get the magma in but also how to get it out so you can exploit the remaining resources.  Some FBs are magmaproof, so flooding it with magma is no guarantee that you'll be safe from them either.

Alternatively, wall off the caverns and turn it into a magma cistern.  Megadwarf bonus:  Use it to fuel a massive magma cannon on the surface.

K, old fashioned dwarven steel it is. I had to move my site, realized I hadn't scouted the 3rd carvern at that spot.... It was the middle of an underground ocean:p So I moved it, the new site clips a wall in all three caverns:P Adjusting those z-levels to avoid it for now, but draining the tube into the caverns could be such ‼FUN‼ :p Perhaps in the future.

Unfortunately, the best site I could find is kinda under my hospital, lol. So I won't be bringing it all the way to the surface, just almost. No open volcano:p 2 z-levels short, to be precise.

765
DF Dwarf Mode Discussion / Re: Megaquestion
« on: March 03, 2012, 03:40:17 am »
Note:  It's also 2am here, so if I screwed up describing something just point it out.
Really? 18 views and not a single comment? At least tell me I'm an idiot for trying all this ;-) lol. What are your thoughts, people? :p

Patience is a virtue - also, 18 views isn't a lot.

lol, yaaa.... I know. I'm sorry, I'm tired:p

1. K, so you're saying siphoning off the top is in fact better than siphoning off the side of 4 z-levels? Bah, you didn't say that either, did you. Lol. Too tired....

2. I was actually planning on linking a pressure plate from the power source to the pumps, so when the magma reached 1 level shy of the top it would kill the power. A lever linked to another gear immediately after that would be a main disconnect for maintenance. I'm not quite sure I understood the rest of the second point too well, lol... I wasn't planning on pouring magma onto the magma sea, and (typo?) magma moving from the sea into the tube drains the tube? Nevermind, it makes sense to me now.

3. Ya, I know, I planned on filling it to the top and on refilling it when necessary, otherwise it's a stable tower of magma.

4. Awesome, good to know.

EDITS 1&2: removing my own stupidity tiredness stupidity.

E3: 1 Q went unaddressed, would it be advantageous to preflood a cavern with magma, or better to not, and maybe leave the option open for later? I know people have flooded them with water, but magma is...well...magma:p

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