Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SharkForce

Pages: 1 ... 4 5 [6] 7 8 ... 14
76
hmmm... ok, got an idea for the flyers. you'll need some marksdwarfs for it, and of course fortifications, but in theory if you release them, a crossbow bolt to the face *usually* won't kill them in a single shot. you may be able to get them unconscious at least semi-reliably before they die, at which point they should plummet to their death, hopefully from the fall rather than from the bolts.

it probably won't be 100%, but i imagine it's better to start from, say, 60% effectiveness and then let the other 40% of them rot. and heck, probably someone will refine this idea at some point.

77
i understand this is possible if you choose by colour. although if you also have wood shields, it won't work 100% i suspect (depending on the wood i suppose). but basically, if you only have leather shields and you tell them to equip brown shields, it should work.

78
DF Dwarf Mode Discussion / Re: Above ground forts?
« on: December 26, 2012, 01:23:26 am »
Ok pisskop, I'm kind of on the right track concerning indentification of Vamps, but I have one more question.

Spoiler (click to show/hide)

I have a cave in the middle of my above-ground fort but I cannot access it as the cave is in the middle of a river as well. Does that mean the natural underground cavern is a few feet below it? Let me repeat: it does not open up to the ground.

EDIT:
It turns out that Logem my talented grower (disposable as well, already training many dabblers on a mega farm.) is a vampire, since she has been on detail in front of the gate where goblins come out of for about 6 months already. And yes I am planning on using her as point for all the other marksdwarfs.

sounds easy enough. lock her up in a separate part of the fort, have her airlock food to the main part of your fort and send the seeds back when you're done with them. if your fort is anything like the many i've built, farming is a task that quickly gets vastly more productive than needed anyways.

79
DF Dwarf Mode Discussion / Re: Pit trap
« on: December 24, 2012, 01:23:32 am »
I hate channeling because 12 times out of 10 I will cause I cave in.  So I always build my death pits upwards.  Constructed up/down stairs upwards from the surface to the sky.  Then a bridge at the top for "advanced child training".  Then a constructed floor with hatches for pitting prisoners next to it.

With the new physics I have to add upright spear traps at the bottom to ensure fatality.  These days 10z falls just make dwarfs bounce instead of splat.

...

you could always just drop them again :)

80
DF Dwarf Mode Discussion / Re: Do Husk's stop burning?
« on: December 24, 2012, 01:11:28 am »
I would recommend just leaving him outside forever. Or smashing him, yeah. I'm pretty sure that wooden bridges DO care about fire while they're lowered, though, so make sure that isn't a problem. Of course, why would you be using valuable wood for literally anything other than beds, you damn dirty hippie?

is it acceptable for making spikes to pit elves onto as well?

81
huh. it just occurred to me

i wonder if kobold thieves will try to steal items that are located in a moving minecart.

maybe all those useless (but expensive) artifacts your dwarves make have a use after all.

82
DF Dwarf Mode Discussion / Re: Above ground forts?
« on: December 21, 2012, 02:48:21 am »

83
DF Dwarf Mode Discussion / Re: Throwing dwarves in pit
« on: December 21, 2012, 02:45:52 am »
Hi,
Caged goblins (and whatnot) I can throw into a pit, but how can I do this, with my dwarf residents?

I've kind of decided, that women is the cause to everything evil in my fort. They seem to catch these parasites, called children, and they ensnare men into relationships, making them very unproductive if when something happens to them.

SO, I have built a large (phallus) tower, where I plan to dump them all into.
Sure, some dwarves might tantrum a bit in the start, but that's what I have my justice system for.
The end justifies the means, right?

generally speaking, have a room where the entire floor is actually a retracting bridge, with a door (to make sure they don't get thrown out of the room). burrow the dwarf you want dumped into the room. have someone else pull the lever to retract the bridge.

that said, atom smashing (provided you do it one at a time with no witnesses) generally leads to fewer bad thoughts. just remember to engrave a slab for them after a while.

84
I'm disappointed that no one has mentioned magma as a solution.  Just force them to channel into a magma sea so that they fall in and get washed away into the great great depths of the abyss.

my understanding is that this is unsuitable for mass disposal due to the fact that dwarfs will sometimes notice the previous dwarf (if they haven't been destroyed by the SMR yet) and report them as missing. this is much easier to control with an atomsmasher because you know the second it drops, whatever was underneath is *instantly* gone forever.

85
DF Dwarf Mode Discussion / Re: Kobold problems
« on: December 14, 2012, 12:54:00 am »
so far as i am aware, the most reliable way to take care of kobolds and such is to have a somewhat long hallway 3 squares wide leading into your fort, and a much shorter path with a locked door in it. sneaking enemies will go through the locked door, but your dwarfs won't be able to.

the next step is to pile a large number of unpleasant things (for example, magma) on top of the door, which should have an open space above it. think of it as being like the classic "bucket of water over the door" trap, except with mass quantities of burning hot magma or dozens of unused trap components and such. note that the door will not close until all the random stuff is no longer blocking it, by the way.... this makes hundreds of glass blades comical, but unfortunately will leave your door open (with no stuff falling from it when opened) and therefore somewhat unsafe... you may wish to chain multiple doors (and make sure you don't re-arm them until all door areas have been cleared) if you go the deadly object route.

so, the sneaking enemy takes the short route to your fortress, and makes the unfortunate choice of going through the door. it is also recommended that you install some form of drainage system in the area if you use magma... just make sure to leave enough room for the searing hot magma to do it's work before the magma all drains away :)

(hmmm... come to think of it, i bet you could make an inverted magma land mine that triggers when the door is opened too...)

86
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: December 14, 2012, 12:29:28 am »
also, i'm pretty sure plants never stink anyways.

but yeah, i'd stick with the coin idea.

87
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 12, 2012, 11:19:31 pm »
I'll have to test this when I get home, so what's the general consensus for the best items to use? In my experience, seeds are a real pain to keep dwarves from putting them in bags.

If there's a way to separate quarry bush leaf stacks, that might be the best bet. Unless you want to mass produce socks, in which case you have to call your training room the "socklone".

goblinite underwear should work just fine :)

(although if you're in a hurry to get your soldiers trained before truly absurd amounts of goblinite are available, i suppose you could use socks)

88
DF Dwarf Mode Discussion / Re: Bodies
« on: November 12, 2012, 11:10:13 pm »
out of curiosity, have you looked through your refuse orders? might be something screwy there...

89
DF Dwarf Mode Discussion / Re: Pottery vs. Glassmaking
« on: November 11, 2012, 01:01:40 am »
big fan of glass, only drawback is the need for bags. but then again, you pretty much need a clothing industry these days anyways, and it's not hard to get that to the point of producing excess.

also, i've never been on an embark that didn't have lots and lots of sand tiles (though so far, i've avoided actual mountains). i've seen plenty of embarks that either didn't have fire clay/kaolinite, or at the very least not accessible, though.

plus, sand at embark is super cheap and comes with a free bag to carry it in. it's the gift that keeps on giving!

90
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 09, 2012, 06:59:51 pm »
So I know we confirmed seeds and ruled out mugs. Has anyone got conclusive data regarding socks or similar items yet? Because, yeah. I like using seeds for farming, personally.

ok, well, thread has a volume of 20 vs the volume of 10 for seeds. so far as i can tell, the density of silk or yarn is 500, but there is no indication of the density of seeds that i can see so far... if they count as ordinary wood, they'd be density 500 as well.

alternate possibilities include earrings (volume 3) and rings (volume 5), especially made of willow (390 density), candlenut (140) or feather tree (100). there is presumably also an unspecified other kind of tree between willow and candlenut; the table i found indicates willow is the 4th densest kind of wood. ordinary wood (whatever that means) would be density 500 and also should work.

however, i think the easiest to mass produce would be leaves. leaves are volume 5. digging through the raws, they are likely density 1200 however (the density of structural plants by default, apparently), but still... that should be 6,000 and the seeds (checking the raws) are likely density 600 for a total of 6,000 there as well, so quarry bush leaves (so far the only kind of leaves) would make an acceptable substitute afaict.

on closer inspection of the raws, plant thread is likely 1520 density, and therefore unsuitable. i suspect most plant fabric clothes will be likewise unsuitable, though their increased mass may be adequately counterbalanced by what is likely a very poor armour penetration ability. however, socks and gloves are listed as size 10, so silk or yarn (surprisingly) should work... i think. plus, they should probably have absolutely terrible attributes for armour penetration (see the ongoing science thread elsewhere on projectile vs armor science), which i expect would help nicely.

if you're feeling particularly cruel - and who isn't on these boards - loincloths and thongs are also size 10. although that's probably only dwarven ones... the good news is, goblins should be making smaller ones, which should therefore be lighter :) (oh, and leather is also density 500 by default... should be even lighter than seeds, oddly enough?).

hmmm... now i'm stuck wondering about how dense soap would be, and whether or not you could dump some soap and water into the mix and call it a dwarven laundry machine...

so... it looks like various forms of dirty (goblinite) laundry are useful in the armor training popcorn machine. although, on the other side of things, putting seeds into the popcorn machine just feels right.

Pages: 1 ... 4 5 [6] 7 8 ... 14