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Messages - edgefigaro

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211
Awesome.
Awesome awesome awesome.
Someone is rebuilding the military. I'd like to request a dwarfing, Shey, the hammerdwarf recruit.

And I'd like to say I really like that first picture. It's beautiful. What tool makes it?

This lever wan't marked. Its the front drawbridge. That knowledge would have been useful.


212
People with active claims to turns:
Old
Doctor_Whiteface
Slothen
joeclark (skipped previously)

New
peregarrett (previous overseer!)
matoro

Honorable Mention
bp

213
I'd like to see one of the previous overseers do a second stint. I think Slothen was ready to go as well.

214
Can we get a status report?

215
Hey, we gave joeclark a chance to return and slothen had requested also requested a spot on the ticket. Lets hold on for a sec. Cmega, have you started yet?

Also, I can't get the save to work. Anyone else had a look yet, or is it just me?

216
Just send in the melee squad to cut it in half or cave in its skull.

It is a toad. It is going to be fine.

Another siege falls against the icy fortress walls.

217
Sir, if I may have the choice, can I join your group of Fortress overseers as
The 13th Owner (I know it's an unlucky number, but that'll make it more !!FUN!!)

Sincerely,
Cmega3
Maybe. Let's wait and see. We haven't seen most of what has happened on Njal's turn in his year, but he said he has happily played through Winter. That is a good sign. I feel like we should give people who asked for a chance before to sign up. I'd be excited for another repeat attempt like Pye's was.

218

Eventually I investigated. The reason was that some citizens and most of children were assigned to a burrow which occasionally intersected the food stockpile, but just a little. There were no food left in the intersection, only booze, so they were doomed to wait for a lucky hauling job or starve to death.
Spoiler (click to show/hide)

I've checked our metallurgy industry and found we had a little iron reserve but a lot of flux and quite significant amount of goblinite and coke. Producing pig iron/steel from smelter menu doesn't work though because of a bug. Designating smelting via manager solves the issue. I plan to melt all the goblinite and produce as much steel as possible, maybe forge some decent steel mail shirts/helms (we have mostly bronze armor for now).

Somebody was concerned about minotaur growth rate? Well...
Minotaurs can have equipment. I wonder if we could give it an bluemetal suit and have us a nigh invincible soldier.

+1 on figuring out that burrow thing. It annoyed me so much...

219
Cool beans update. After I'd deciphered the tileset, of course.
((for the record, I have never before described something as "cool beans" and I will never do so again))

Anyway, I was wondering about our "make hell freeze over" plan. Is any progress on that being made? Do we even know what to do for it, or has the secret been lost forever, frozen in the ice?
The next step in making hell freeze over is re-building a military. We will need to re-breach the caverns to continue the excavation of the main shaft, and there are forgotten beasts that roam.

Hell freeze over tasks schedule.
1) Finish main shaft below holy stones and ice tower above.
2) Connect and seal lower shaft to an adamantine spire.
3) Build appropriate bridges.
4) Build artifact 'buildings' at bottom and the top of the ice shaft.
5) Connect the first cavern layer cavern pool to the lower shaft.

#1 is the bulk of the dwarflabor in the project.

220
I've played an in-game month already; have spent almost a day to understand what's going on. It was fun (in common sense.) Still have a lot of questions. I've never played such a big (in terms of space) fort and some game features are completely new to me. I've never breached caverns, to be honest! Also it's impossible to understand existing minecart routes (there are no zoom to stops etc!) Like it very much though.

As I'm trying to make fine narrative and I'm not a native English speaker, writing will be a limiting factor to my progress. Please PM in case of unclear wording/grammar.
I was going to ask for a dwarfing from the next overseer. I think I'll wait.

As far as it goes, most of the fortress will run itself, and there are likely supplies to last for decades (check on booze though). Look at the (N)otes for descriptions of some important levers (main drawbridge, minecart goblin grinder). Finish up the labyrinth that pye started. The fortress could probably use some more weapon traps strewn about.

Good luck! Keep us posted! If you run into anything you don't understand, just ask.

221
AMBERJEWEL IS BACK IN THE GAME
AND STRONGER THAN EVER!!!!
DAMN RIGHT! Well done! Two sieges and a minotaur labyrinth!

222
I don't think I would do the cave-in method if only because it would leave an ugly scar on my landscape.  Instead I'm leaning toward a vertical stairway going down two z-levels, then a horizontal hallway 2 urists long, then a big room, and just carry everything in by hand.  Dwarves unload stuff quickly enough almost every time.  For the 10-20% of the times they get killed by something before unloading is finished, just back up the savefile and do it again.

I like clean architecture.  Later on almost that whole dirt layer will be mined out for a tree farm, so the shape of the inital room doesn't matter.  The staircase will be re-purposed as the central stair of an archer tower and/or emergency fortress exit.

As an alternative I have thought of maybe constructing a simple 5x5 box around the wagon, with a roof, deconstruct the wagon and then dig straight down.  That might be even faster than your cave-in method.  If my calculations are correct it should take 29 logs: 20 for the 5x5 wall and 9 for the 3x3 roof.

Yeah, I like my cave-in, and I often like my architecture to resembled haphazard blights and scars of impulse and industry rather than elegant and well thought out constructions. Especially in evil terrain. Doubtlessly there are other approaches that work. I generally prefer to take stone and make blocks for building (1 stone makes 4 blocks, so you save on some embark points. Also, you need a couple of stairs, so thats 31 logs.

Strictly the safest technique is likely to instantly dig a small hole and wall it off with all your dwarves inside. Maybe transport your seeds in. You can cavein the wagon with a single miner secluded from below.

Begs the question, does falling terrain through the emptyness a raised bridge deconstruct the bridge?

Time for SCIENCE!

Update:
Just tested, falling terrain does in fact destroy raised bridges.

223
Yeah, you can save the three wagon wood, but upon deconstructing, materials get strewn around, so you may end up losing more important things (ore) if they get put on your access tile. I'm bringing ~70 wood with me, I don't have to worry about that last three.

If you are worried about wood, bring more wood. Speed is job 1.

Also, about traps and metal.

Cage Trapping undead is superior to weapon trapping them, at least in reanimating zones. If you slice a corpse's hand and head off, you soon have 3 zombies. If you cage trap a corpse, you can remove it from play and give it a magma bath. Wooden cages are better than metal cages (lighter, dwarves can install them faster). Hacking zombies leads to death spirals. Caging zombies leads to things staying under control.

224
Thanks very useful for my next attempt!  What order should I designate the digging in?  i'm in fear of my wagon landing on a miner!

I had no idea the embark stuff changed, is that world to world or each embark?  I had no choice for anvil but Steel at 300 points that really limited me. And I had far fewer points than you did!  What controls that world size?
In your dwarf fortress folder, look at ./data/init/world_gen
It is a text document with the specs for wold generation. It is where the 'design a world with advanced paramaters' reads. Starting Embark Points is set at world gen here.

Sometimes a miner dies.

Round 2
Spoiler (click to show/hide)

225
Third embark when very badly.  I was advised to take Bituminous coal apparently only costs 3 and can be made into blocks!  Cool I thought, fuel and building materials! sadly I could not find Bituminous coal under the stone options I did find Bismuthinite and figured that was close enough.  I can't imagine how I made this mistake but now assume I had accidentally got into the wrong new item menu.  As I said newbie here!

The items and animals your dwarven civilization has to offer at embark can vary. Notably, you may not have access to bituminous coal, lignite or an iron source.

Cave In Tutorial-

Spoiler (click to show/hide)

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