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Messages - Some Internet Guy

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1
DF Dwarf Mode Discussion / Re: Freezing biome with an aquifer
« on: May 08, 2010, 08:23:43 pm »
Just a note: if you get this to partially work but need another trick up your sleeve, remember that smoothing an aquifer wall will stop it leaking water.

Holy shit what

Awesome

2
DF Dwarf Mode Discussion / Re: Cage Traps: Overpowered?
« on: May 08, 2010, 08:09:22 pm »
Cage traps were way overpowered in 40D, now that relying on them just means something else'll come along that doesn't care about them and will slaughter everything you've got they're about as close to balanced as anything in Dwarf Fortress ever gets. They're pretty great for early forts when you don't have a dozen metalworkers cranking out weapons and don't want to deal with elaborate goblin disposal systems or malfunctioning military yet, but they're not an effective replacement for a more general defense system.

If you've got more than like a dozen seeds there's basically no reason at this point you can't just hermetically seal up your fort 99% of the time and have a truly flawless line of defense that nothing can ever penetrate ever (except that that's lame and boring), and non-trap forms of active defense are completely horrible and deadly until the very late game, so really balancing out defense is a lost cause already; you make your fort as impenetrable as you feel like.

anything that gets knocked out can be caught in a cage trap, demons, titans, FBs, dwarves ect.
though it's not without draw backs.  Most people cannot find the resources to sustain cage traps to their full efficiency.  Wood is a resource that needs to be used  for other projects and at 3 bars a cage, the metal smithing cost isn't worth slapping it on repeat.  then caught hostile creatures are a bitch to get rid of, so there is no viable or quick way to recycle them.  It's useful if you're in an area with a good amount of trainable wildlife, but anywhere else it's just too much of a strain on resources.

A single elven caravan gets nuked, you'll wind up with more cages than you could ever reasonably use.

They're also great junk furniture to train up blacksmiths that can use all the crappy metals good for nothing else, of which there's usually a near-infinite supply. 'Availability of cages' should really not be a problem.

3
DF Dwarf Mode Discussion / Re: My dorfs wont spar together, why ?
« on: May 08, 2010, 08:15:58 am »
Pretty sure it's the expedition leader, not the mayor. Mayors are replaced in elections every few years (it's a dwarf popularity contest), but expedition leaders are only made when you embark. It's a unique position that can not be replaced and if the leader is lost, the noble system stops working.

The mayor takes over the expedition leader's role once the fort develops to a certain point. At a fort with 50+ dwarves I don't think you even get an expedition leader anymore, he loses his post.

How do I set them to Active, though...  I don't think there's an option for that.  I've set the squad to the alert, having them train the entire year, have beds, bags, armor and weapon racks in a nice barracks for them but they never activate and become military dwarves, instead remaining civvies and doing their individual combat drills.  This just won't work.  If I can't get them to fight each other they'll never accumulate armor and shield user skill so they'll die off fast.  So far the only way I've found to 'activate' military dwarves is to give them attack or move orders.  THEN they will turn into military dwarves and go kick ass.  But they will never spar, never train, the leader never does the teaching thing etc. etc.  you've heard this a hundred times already I'm sure.

Yeah squad training's kinda wierd, sometimes that's all they ever do sometimes it seems like they never do it. If you've got them set to train in the squads command, training for their schedule (the default), and your squad leader's still alive and kicking they should do it off and on? Otherwise the individual combat seems to be all they ever do.

Related question is there any point at all to setting them to active? Far as I'm aware kill orders override everything, so it seems like kinda a pointless function.

4
DF Dwarf Mode Discussion / Re: More newb question :)
« on: May 07, 2010, 06:29:11 pm »
They may not pick stuff up from an armor stockpile that isn't also within a designated barracks; at least, that's what I assumed the individual equip/squad equip options were for, never tested it, never had a problem. Drop an armor stand next to the stockpile and designate a room with all the relevant squads equipping there, see if that fixes it.

Also gotta have an arsenal dwarf, missed that useful detail on my first couple forts and consequently never got much but wrestlers.

5
DF Dwarf Mode Discussion / Re: Trying out dwarves that don't dig...
« on: May 07, 2010, 05:46:19 pm »
If you embark on a human town you get a lot of free constructions - and a billion logs from the structures you don't use.

Otherwise, this is going to be very, very slow going, slower even than you think, and you're gonna have to design pretty carefully to have a functional, secure fort in time for the first goblin/Titan attacks.

Aboveground forts are fun but the second and third years can be really seriously difficult.

6
DF Dwarf Mode Discussion / Re: Best way to create a pyramid.
« on: May 07, 2010, 02:56:29 pm »
They can't stand on the ramp apparently, but I'll try constructing the floor out somewhere, thanks

And it was a joke dude, chill out.

7
DF Dwarf Mode Discussion / Re: Best way to create a pyramid.
« on: May 07, 2010, 02:37:35 pm »


Possibly because they can't stand on the same level that the ramp is going on (without standing in the spot for the ramp?

Have you tried something like:

Code: [Select]
R: ramp
.: Open space
#: Wall
G: ground (technically the top of a wall below)

Floor 1:
R##
R##

Floor 2:
.G#
.R#

This should let them get on the wall from floor 1 to build the ramp on floor 2 (Note that on Floor 2, I think another column of walls on the right is necessary for the wall on the next floor up to be built) (Also Note I've never tried any of this, so it's just what I think should work).

Sure, that works, but you're left with at least one rampless tile the dwarves can't build on and I was being impressed by his apparently complete pyramid face. You way underestimated how petty and stupid the issue is, here.

8
DF Dwarf Mode Discussion / Re: Weapon research
« on: May 07, 2010, 02:31:20 pm »
What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

It's possible, try platinum hammers. The problem is that the raws contain lots of default values, and that the force of impact doesn't seem to be correctly calculated yet.

Doesn't work for me :(
Come think I haven't seen body-flinging behavior at all in the new versions so far, even dropping goblins onto traps from great height seems to pretty much leave everything neatly stacked in a square, maybe when things get really crazy a little spread into the adjacent ones.

Keep up the good work figuring this shit out though you rock. Hope some semblance of the old-style dramatic physics get restored sooner or later.

9
DF Dwarf Mode Discussion / Re: Best way to create a pyramid.
« on: May 07, 2010, 02:09:30 pm »
I'm not talking about unsupported by a floor; I'm talking about won't be constructed without an adjacent nonramp space at the base of the ramp to stand on.

If I want to make a structure that from side profile looks something like this:

  /
/|

I can't, the order just sits there forever. In order for a dwarf to actually construct the upper ramp, I have to create a terrace like so:

  _/
/|

10
DF Dwarf Mode Discussion / Re: Wtf Migrants?
« on: May 07, 2010, 07:31:00 am »
You tell me, did a bunch of goblins show up and start working for you?

If so, that's awesome.

11
DF Dwarf Mode Discussion / Re: Stranger Moods!
« on: May 07, 2010, 04:52:10 am »
When I read 'excessive mood', all I could think of was I NEED FOUR THOUSAND FRIGGING ROCKS RIGHT THE HELL NOW.

To make one granite earring.

That actually would be kind of a useful mood. Can we get one that vaccuums up roach parts?

12
DF Dwarf Mode Discussion / Re: Best way to create a pyramid.
« on: May 07, 2010, 04:43:55 am »
Funny you should mention it, I've been working on an Egyptian themed map.

I built a squarish pyramid first, with only one set of ramps up, and then added the sloped sides afterwards.

Is there a trick to constructing sheer ramp faces rather than having to terrace them? My dwarves won't construct from a ramp or the top level and it's messing with me.

13
DF Dwarf Mode Discussion / Re: Stranger Moods!
« on: May 07, 2010, 04:40:33 am »
Are you twelve years old or is this a creepy fetish thing

14
DF Dwarf Mode Discussion / Re: Freezing biome with an aquifer
« on: May 07, 2010, 04:36:26 am »
In the latest version when you channel out a space that freezes over it considers the lower level of the channel a wall but the upper level "open space" - i.e. not navigable. Build a floor or a grate across that space and you can reach it fine- apparently water freezes under floors, now, which I think is new too. I just tested it and it doesn't do this when you dig the spaces out from the side, the refreezing water will generate a wall and a floor above it in that case.

Also, if you get problems check your stairs to make sure they're as they should be. I've noticed some wierd behaviors with the 'up' part of up/down stairs getting destroyed due to ice melting, constructions, etc.

You seem sorta dedicated to not really exploring or finding solutions for yourself so I should also save time and point out that you need to expand the shaft to 5x5 or greater if you've got more than two layers of aquifer, otherwise it becomes basically impossible to expose the ice. The wider you dig the shaft the better, really, since in this version if dwarves don't have a solid space to stand on they will happily stand atop the square they're channeling out, dunking them in the drink (/lava/rapidly freezing icewater).

15
DF Dwarf Mode Discussion / Re: Freezing Oceans
« on: May 05, 2010, 05:25:17 pm »
Man I'm gonna have to try that now; I doubt they thaw in fort mode but man entire seasonal levels would kick ten kinds of ass.

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