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 - Ephphatha

Pages: [1]
1
DF Dwarf Mode Discussion / Re: Pressure plate and trap questions
« on: September 24, 2006, 05:14:00 am »
And I think raising bridges does kill things. I remember building a double bridge over the chasm and raising it, then getting the kill message as my metalsmith decided to walk over the bridge he just pulled the lever to raise.

2
DF Dwarf Mode Discussion / Dwarves celebrate talk like a pirate day too.
« on: September 19, 2006, 08:22:00 am »
This is a Mangrove earring. all craftsdwarfship is of the highest quality. It is decorated with Mangrove. On the item are images of muck roots in Mangrove.

Kind of fitting that one of my peasants decided to make this today. I don't think I had even set him to be a jeweler either, and he ended up legendary because of it.


3
DF Dwarf Mode Discussion / Re: Cheating Fortress
« on: September 19, 2006, 07:20:00 am »
Do what I do, build traps everywhere within 10 squares of wells.

4
DF Gameplay Questions / Will trapping caravans provoke retaliation?
« on: September 24, 2006, 11:15:00 pm »
My first Elven Caravan has arrived, and I really don't want to have to deal with the bulldust like not trading animal products and all that. So, If I trap it in my fortress till they starve and die, will I suffer a black mark?

5
To answer my own question, no. Apparently once a channel or a pond is connected to a floodgate, it is a channel.

6
I prefer to keep them seperate, so I can flood each room as I want.

7
Here is my setup.

code:

UUUUUUUUUUUUUUUUuUUUUUUUUUUUUUUUU
FU               #               U
U PPPPPPPPPP ##D#D## PPPPPPPPPP U
U PPPPPPPPPP ## # ## PPPPPPPPPP U
U PPPPPPPPPP o# # ## PPPPPPPPPP U
U PPPPPPPPPP  D # D  PPPPPPPPPP U
UFPPPPPPPPPP### # ###PPPPPPPPPPFU

Uu are channels, F is a floodgate, D door etc... The lowercase u there, can I set it as a pond so my dorfs can walk up to the farms I plan to build above that connecting channel, and still have the farms on the right hand side flood?


8
DF Gameplay Questions / Re: how to clear out the spider webs
« on: September 24, 2006, 04:48:00 am »
t x to cancel a bridge, It doesn't show up under the Q menu. You can also cancel it on the (j)ob menu.

9
DF Gameplay Questions / Re: RateMyFort.com (and 56K's worst nightmare)
« on: September 22, 2006, 12:17:00 am »
quote:
Originally posted by Chris Kessel:
<STRONG>What's the point of those long single shafts to no where, or to parts of the river/chasm/magma that don't have bridge crossing over to the other side where there's a shaft that meets it?</STRONG>

Possibly exploratory shafts to find ore.


This was my latest active fort, I've started another though (I can't help it...) and may not ever go back to it.

Oh, I forgot what I was going to say about it. I dig a shaft one tile wide to the river, and have my second miner dig 3xwhatever rooms to house supplies, workshops, and beds. Once I hit the river I make a small bridge offset from my corridor with the sole purpose of giving my engineer a way to cross the river. I then build a 5 tile wide bridge (apparently 5x10 is the largest size I can make a stone bridge) and set it to raise away from the entrance. Once that is built I destroy the piddly bridge and rig up the main bridge to a lever while my miners dig out a farm and widen the first corridor to 5xwhatever.

[ September 22, 2006: Message edited by: Ephphatha ]


10
quote:
Originally posted by Captain_Action:
<STRONG>The mirrors sound cool.

My 2 coppers, fat->tallow->CANDLES!

Lava glows as do forges and furnaces when in use.

I heard fireflys suggested before and glowing fungi is cool also.

[ September 20, 2006: Message edited by: Captain_Action ]</STRONG>



Fat, tallow, rope?

11
DF General Discussion / Re: Possessions, Fey moods and more
« on: September 21, 2006, 06:36:00 pm »
Nananananananana Batman! Nananananananana Batman!

12
DF General Discussion / Re: Possessions, Fey moods and more
« on: September 16, 2006, 07:39:00 am »
Just thought I should add my experience.

Had a mechanic get taken by a fey mood yesterday. He locked himself up in my workshop room and proceeded to craft a spiked obsidian mechanism named something or other (forget what it's called now). I used it for my master floodgate mechanism.


13
DF General Discussion / Re: Poor Fluffy
« on: September 21, 2006, 04:49:00 am »
Poor fluffy, put it out of it's misery  :(

14
DF General Discussion / Re: Craftsdwarf going insane
« on: September 16, 2006, 10:13:00 pm »
I've had that happen with a carpenter. He got a fey mood then just stood outside my fortress, not once moving. He went insane and eventually died on that one spot.

Pages: [1]