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Messages - THLawrence

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571
quote:
Originally posted by Troas:
<STRONG>

You know, most animals get names by making a kill.  If all elven trees are named no wonder they are a bit twitchy about using wood products - they can talk about "respect" for the trees all they want, but we know it is really fear...</STRONG>


Then aren't we doing them a favor? Kill off all the trees and then they would be safe. Clearly they worship them and feed them the blood of their enemies. The Dwarves. Every tree is like a sacred alter to them, the forest is they're temple and they worship the Blood God. Armok has been supporting the elves this whole time.
That's why he demands Dwarf blood, Armok's a hippie.


572
It's an elven forest retreat. There's nothing to see there except for lots of elves and named trees.

573
DF Gameplay Questions / Re: Questions for AND gates.
« on: February 18, 2008, 09:41:00 am »
Why not just stuff all of the war dogs and puppies into a cage on the same level as the invaders then open the cage via lever when they're right on top. Dropping a creature from a higher level will leave them stunned and crawling around. To the best of my knowledge creatures in cages are ignored. You may not get the cave in effect to stun all of your enemies but your dogs won't get stunned either.

574
DF Gameplay Questions / Re: Magma and flux
« on: April 12, 2008, 08:04:00 am »
Finding magma, trees and flux isn't to hard since you can use marble as a flux. The real trick is getting magma in a map with sedimentary flux and only in one biome.
To do it run regional prospector(I've done it without it but it takes hours) then go find a forest that contains limestone, chalk or dolomite and look at every tile in the forest. Sometimes a smaller igneous extrusive biome will appear inside them. Look at the edge between the two biomes and sometimes you will find a magma vent situated just close enough to the sedimentary flux for you to get it.
Occasionally you can find the vent in the sedimentary biome.

Yes it is possible but it can sometimes take a few hours. I've got a community fort in one such location.


575
DF Gameplay Questions / Re: Useful migrants?
« on: November 20, 2007, 08:19:00 am »
Hauler, channel digger.

576
DF Gameplay Questions / Re: Regarding tame, caged predators
« on: November 19, 2007, 08:15:00 pm »
Tame the carp and conquor the seas. Legendary Speardwarf/Legendary Rider/Legendary Swimmer on carpback. No coastline will be safe, no river passable and no lake not red with blood.

To the docks!


577
DF Gameplay Questions / Re: Why Lye?
« on: November 19, 2007, 07:44:00 am »
You used to have to make ash into lye and then into potash. Now you can just go straight from ash to potash. The old option still exists as a left behind of old. You can also make soap out of lye. Check to make sure that the buckets of lye are'nt tasked for hauling.

Soap is useless. It is only useful for a trade good.


578
DF Gameplay Questions / Re: Strange mood dwarf doomed?
« on: November 18, 2007, 09:11:00 pm »
There is rock underneath the water. You hit an aquifer, they are a big problem to for some fortresses. To get past it look around the forum, there is half a dozen threads on getting past aquifers.

Good luck. You'll need it.


579
DF Gameplay Questions / Re: Can aquifers have fish in them?
« on: November 18, 2007, 05:11:00 pm »
Yes they can. It is lots of fun to crack open an aquifier on a cliff and watch as the fishers fish out of the water. Even more fun if temperature is off and they are fishing on the aquifier water on top of a frozen river.

580
DF Gameplay Questions / Re: efficient use of Z-levels? 2-story apartments
« on: November 19, 2007, 10:10:00 pm »
I think everyone wants something like this:
code:
 
Apartments:
#################
#...#...#...#...#
#..D#D..#..D#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#################
#...#...#...#...#
#..D#D..#..D#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#################

Lobby:
#################
#...#...#...#...#
#..D#D..#..D#D..#
####X#######X####
#..D#...........D
#...#...........D
#####.......#####
#...#.......#...#
#..D#.......#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#################

Where:
# = Wall
. = Ground
D = Door
X = Stairs


That gives the Dwarves their own door and 5 tiles of living space. Warning it is not square anymore.

A major advantage of this design is how quickly it can be set up. You can start early with 11 rooms and expand it when needed. Also it gets very big. With a lobby and 5 floors above and below you get 171 rooms where no dwarf has to move more then about 20 tiles from their door to the main hall.


581
DF Gameplay Questions / Re: efficient use of Z-levels? 2-story apartments
« on: November 18, 2007, 05:05:00 pm »
I've been using:

code:
 
Apartments:
#############
#..#..#..#..#
#.D#D.#.D#D.#
###X#####X###
#.D#D.#.D#D.#
#..#..#..#..#
#############
#..#..#..#..#
#.D#D.#.D#D.#
###X#####X###
#.D#D.#.D#D.#
#..#..#..#..#
#############

Lobby:
#######DD####
#..#..#..#..#
#.D#D.#..#D.#
###X###..X###
#.D#.....#D.#
#..#.....#..#
####.....####
#..#.....#..#
#.D#.....#D.#
###X#####X###
#.D#D.#.D#D.#
#..#..#..#..#
#############

Where:
# = Wall
. = Ground
D = Door
X = Stairs


This is very space efficient and makes full use of both the z-axis and diagonal movement.
If you want at least a 3x3 room then:

code:
 
Apartments:
#################
#...#...#...#...#
#...#...#...#...#
#..D#D..#..D#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#...#...#...#...#
#################
#...#...#...#...#
#...#...#...#...#
#..D#D..#..D#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#...#...#...#...#
#################

Lobby:
#########D#D#####
#...#...#...#...#
#...#...#...#...#
#..D#D..#...#D..#
####X####...X####
#..D#.......#D..#
#...#.......#...#
#...#.......#...#
#####.......#####
#...#.......#...#
#...#.......#...#
#..D#.......#D..#
####X#######X####
#..D#D..#..D#D..#
#...#...#...#...#
#...#...#...#...#
#################


Or to modify your design:

code:
 
Apartments:
#########
#...#...#
#...#...#
#..D#D..#
####X####
#..D#D..#
#...#...#
#...#...#
#########

Lobby:
.........
.........
.........
.........
....X....
.........
.........
.........
.........


This reduces the effect on the surface to one square for as many dwarves as you want. Just add another level whenever you need it.

I saw another design in the map archive just a few minutes ago but someone else can post it.

[EDIT]Typo[/EDIT]

[ November 18, 2007: Message edited by: THLawrence ]


582
DF Gameplay Questions / Re: Need fireman intel
« on: November 18, 2007, 06:50:00 pm »
I've played a lot of magma maps and I've noticed that firemen are the easiest to kill. Imps are more annoying then anything. I've used 2 miners/wrestlers and one woodcutter/axedwarf to kill 1 fireman, 4 imps and 2 giant flame spiders. Only the second spider managed to kill one of the miners. Two other times a dwarf got some light wounds but was healed within a few days.
You should always come to a new fort with at least a proficient axedwarf. This will give you protection against most trouble makers.

If the fireman becomes a major issue conscript your miners and woodcutter into a squad and send them out against it. Even without military skills they should be able to beat one fireman.


583
DF Gameplay Questions / Re: The results of melting down small items
« on: February 16, 2008, 08:57:00 pm »
quote:
Originally posted by MrGimp:
<STRONG>Im not entirely sure how it works, but I think its a percentage chance to give you a bar (possibly multiplied if it took more bars).  Cuz Ive melted stuff down and gotten a bar back on the first try.  Other times I melt a couple things down at once and dont get a bar.</STRONG>

Not true. Melting something down will give you back a part of a bar. That part is stored in the smelter until you have enough to produce a new bar. So if you melt down 100 things at 100 smelters you won't get anything. However if you melt down 10 things at one smelter you will get a few things. Because of this it is often best to assign one smelter to melting stuff and not allow any other smelters to melt stuff down.


584
DF Gameplay Questions / Re: artifact crossbow
« on: February 16, 2008, 08:53:00 pm »
I've had a weaponsmith produce an artifact pattern-welded steel crossbow. However I never did check to see how he would do in a fight. I just sort of assumed he'd massacre anything that attacked him. I miss that fort.

585
DF Gameplay Questions / Re: seed and loc with HFS
« on: February 10, 2008, 07:08:00 pm »
The pits will only appear in the mountain biome on mountains tiles. Look for small lone mountains that aren't very big. They will contain the pits and not require as much space.

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