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Messages - thiosk

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181
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 13, 2012, 02:56:55 am »
Ok, now it's getting silly. First siege winter 110.  Second siege spring 111.  I only had time to clear half the goblinite and corpses from the two sieges when a third siege hits.  It's barely midsummer 111.

this one was a nail biter.  Only lost one hauler to the swordgobs, but the others refused to drop their gear.  They dragged their stupid bins into the courtyard (I'm using multi-tier storage from now on).  One dwarf I had given up for lost managed to get to the walls, pursued by 6 trolls.  I order my military in the courtyard, and they engage in brutal combat, disengaging the monsters from their prey with nary a claws length between them.  Three squads of 15 or so goblins each coming into view and the fifth troll coming up the bridge-  the bridge slams shut.  The troll is flung into the waiting embrace of the mace dwarves, and only a single dwarf lost after the ridiculous machine gun siege.

The militia captain immediately goes crazy and darts up the back entrance trap hallway, three squads in tow, ignoring the station orders.  He manages to kill six goblins before finally succumbing. It was a sad day, as he was a founder and our greatest military leader.  Doors will be installed in the trap hallway so that I can lock up sections, preventing moronism.

I have reinstated hauling and mechanic duties for the masons, miners, and the smiths while we get the mess cleared and the traps reloaded.


182
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 12, 2012, 08:37:44 pm »
I sent the elf caravan off with a BOATLOAD of profitzz, but the first of two back to back sieges annhilated the human caravan and diplomat, so I somehow doubt the next time the humans visit that they'll bring me grizzley bears.

This time, I got 115 invaders.  Exciting!  First big attack, last time was a paltry 40, except it was just about one month separating the two.  Caught a bunch of kids and haulers outside this time.

The mess will take at least a season to clean up.

183
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 12, 2012, 08:17:48 pm »
I wish I had a longer bridge :*(
Spoiler (click to show/hide)

184
DF Gameplay Questions / Re: Questions/comments about fortress mode
« on: September 12, 2012, 07:05:23 pm »
Just a note, I no longer use Z levels to equalize pressure.  I have flooded myself too many times.  I now build a "pressure regulator" at the bottom of a cistern, with a floodgate hooked to a lever in a control room.  Its important to sandwitch the floodgate with fortifications, because you don't want debris stuck in your floodgate.

Anyhoo, once you dig the bottom of the cistern, dig the regulators: the regulator takes a straight line flow, and then forces it through a diagonal channel.  I divert flow through two diagonally mined blocks, then back to the straight channel.  That sets a "new top" for the flow, infinitely fed by the cistern.  This is much safer.  Then take that line out to where you want it.  I call that a pipe.  Channel to the next layer, and the pipe will fill.  Close the floodgate, and you have an utterly safe and pressure equalized pipe, into which you can channel from above and install wells.  If it empties out, the pressure regulators inhibit further leakage.  My system is expandable, because I install floodgates at the bottom of the cistern, then I can dig up to those to install new pipeworks.

Heres an image:

Spoiler (click to show/hide)
 
Note that you do not need pressure regulation for MAGMA.  I just thought the red showed up prettier than the blue.  The tube up top, labeled magma tube here, is my water pipe.  No more flooding despite being fed by a practically infinite supply of liquid on a higher level.  The water comes down the stairwell and then smacks into the pressure regulator with immense force.  It then stops in its tracks and gives you a nice leisurely supply.

185
DF Suggestions / Re: Literature, libraries, and papermakers.
« on: September 12, 2012, 03:59:28 pm »
Magma is a viable solution for any problem.  If bibliophilia becomes a problem, burn it with magma.  I don't see whats bad about this at all.  We already have lazy dwarves, I don't see book reading as any different than procrastination (and it at least leads to an occasionally positive outcome!)

186
DF Suggestions / Re: Restraints take precedence over pasture
« on: September 12, 2012, 03:57:59 pm »
My appologies then, I didn't consider it a bug-- the dwarves are doing what you told them to do-- so much as an oversight.  Fair point.

187
DF Suggestions / Restraints take precedence over pasture
« on: September 12, 2012, 02:49:05 pm »
I was trying to set up some restrained guard dogs, and I noticed that the dwarves would drag them slowly to the restraints, then another dwarf would come helpfully drag them back to the pasture or training zone.  They will sometimes loop the commands in perpetuity.  Thanks, guys!  Actually, no, screw you.  I can work around it and find the correct dog, etc, but if I order a dog to be restrained, that should break its pasture or training zone attendance, just like pasturing a restrained dog will break it from its chain.

188
DF Suggestions / Re: Literature, libraries, and papermakers.
« on: September 12, 2012, 02:47:06 pm »
My point was that no, most dwarves wouldn't be bookworms.  On the 0-5000 scale currently used for other attributes, only the highest level (2500+) would really be booklover types.  No crafting profession would require being a book lover.  The book lovers can, however, generate books under my framework, so if you manage to get a legendary craftdwarf who is also a book lover, then they could generate books that could be implemented in the library for child training.  Current professional dwarves have no interest in books and will gain little or anything from them.  (under my narrow framework of the role books play in the society)

189
DF Suggestions / Re: Longer Chains
« on: September 12, 2012, 02:44:15 pm »
I think if animal care labor would enable feeding of caged\restrained grazers, that could help without changing chains in any meaningful way.

Things could get tricky late fort.

190
DF Gameplay Questions / Dispatching Swimming Crossbowmen
« on: September 12, 2012, 01:10:28 pm »
I was constructing a new wing of my exterior fortress, when AMBUSH!  Curse Them!

My legendary speardwarf immediatly set off, went over a small waterfall, and drowned.  I got everyone else inside to deal with the weapon crews that were approaching from the north (oh finally, axemen that can FIGHT!)  So, the speardwarf is a lost cause.  But three of the goblins went over the edge with them, and they appear to be swimming just fine-- but are completely incapable of going anywhere.  They don't seem to be drowning, anyhow, and no carp appear to be trying to eat them.

I just got my own marksdwarves activated, and I'm not keen on sending them out to try to pick them off *(i have NO hope that they won't drown themselves instantly)*.  I also don't want to drown my finally trained military, as they're so cute in their steel leggings.

Any suggestions for how to deal with this problem?  I suppose I can build a hanging tower and try to collapse it on them, but my own fort constructions are taking forever because everyone stopped hauling blocks.

191
DF Gameplay Questions / Re: Questions/comments about fortress mode
« on: September 12, 2012, 01:04:46 pm »
Is there any positive benefit to breaching HFS?  (Assuming FUN! is not the nature of the goal at the time)
Besides having the adamantine, of course.

192
DF Gameplay Questions / Re: DAMMIT MR BEARD EQUIP YOUR AXE
« on: September 12, 2012, 01:38:27 am »
I got hit with the made-military-axe men-before-using dwarves as woodcutters bug, and couldn't cut trees as a result.  My solution was to delete all military squads in their entirety.  Remove all the dwarves, delete the squad, delete the equipment stockpiles, make new stockpiles, make new squads.  Then forbid anything you don't want the, to wear.

193
DF Gameplay Questions / Re: Modding vampires/Iron
« on: September 11, 2012, 02:34:46 pm »
No, Iron is one of those luck of the location thing.  I've found river sites tend to have good sedimentary layers.  I basically have ONLY iron, so I beg the dwarven caravans to bring me ANYTHING else.

Luckily I had enough tin cages from a big alpaca purchase that I was able to satisfy a mayoral demand.

As for vamps, have you encountered them yet? Dealing with them is part of the fun!!!  I'm sure I'll hate the first one that shows up, but I'm trying to figure out how to deal with it even now.

194
DF Gameplay Questions / Limits to happy thought?
« on: September 11, 2012, 03:27:17 am »
I read on the wiki things about how a well is a great happy thought source.  Things like building them out of candy with jewel encrusted platinum chains and artifact buckets.

My dinky limestone wells with encrusted silk rope and mahogany buckets still manage to give dwarves sublime well thoughts.

Are there levels of happy thought here?  Are they really happier?

As a corollary, I have two well zones, one in the dining hall- how can I maximize happy thinking from my artifact rope?  Turn off meeting hall settings on the other well zone?

195
DF Gameplay Questions / Re: The humans refuse to leave.
« on: September 11, 2012, 03:22:03 am »
Hm.  Well, keep us posted for science!  I had a caravan get spooked by some vultures, the merchants never returned for their stuff, but they Did leave...

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