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Messages - Kidiri

Pages: 1 ... 52 53 [54]
796
quote:
Originally posted by Captain Xenon:
<STRONG>a good plan does not assume resources that are uncommon. what about those of us with no magma (except past the demons), no ice, and a wave of frogs before we get the fireballs? </STRONG>

The lack of ice could be the only problem. Because if the frogs come out, they won't be able to get past the ice wall. Perhaps you could have some replaceable peasant or noble act as bait to lure them out of their pits. Once a SoF enters the chamber and gets near the frozen tile, it's bye-bye demons.

Or, if you can't spare your dwarves, build a stairwell upwards and once the demons are in place, complete construct the floor that tops it all off. This works best if the stairwell goes all the way up to the floor level from the lowest z-level and is placed directly next to the frozen tile. The main problem with this is that in order to do this, you'll need some fast dwarves.

quote:
Originally posted by IronValley:
<STRONG>channels & drawbridges</STRONG>

Demons fly and are able to destroy bridges, I believe. Even raised ones. So the atom-smasher won't work any more with demons.

[ May 20, 2008: Message edited by: Kidiri ]


797
quote:
Originally posted by Andir:
<STRONG>Why is !!everyone!! typing with !!exclamation!! marks?</STRONG>

Because !!we're on fire!!. Also, I thought out a plan to deal with HFS, more specifically, Spirits of Fire.

Dig out very long on-tile wide corridor to lead your demons in. When you've done that, flood the last part of it and dig out one tile all the way down to the second last tile of the reservoir. Channel out the topmost floor and refloor it. Then channel out the reservoir so it would cave in, where it not for the ice. destroy whatever's holding the SoF back and watch them get squished by the cave-in when they reach the only frozen tile and subsequently melt it.

Maybe it will take a couple of years before everything's in place, but it should work. Note that I have never tried this, since I have never encountered HFS. The fun part of this trap is that it uses the demon's main strength against it.


798
DF Gameplay Questions / Re: Farming: Dry versus Wet biomes
« on: March 24, 2008, 11:07:00 am »
quote:
Originally posted by Kagus:
<STRONG>Heh.  That could lend itself to a whole new style of farming.  Just get a bunch of herbalists, set up a massive area with water-filled channels, and then just harvest the wild plants.</STRONG>

Or you could just wait until you've got at least one of each and put up a 3 by 3 farm plot per crop and increase effectiveness.


799
DF Gameplay Questions / Re: Euclidian Architecture
« on: May 25, 2008, 08:46:00 am »
I always go for a central 3 by 3 staircase with the middle stairs replaced by grates to allow water pour through. Every floor is a square (except for maybe the bedroom-level and the catacomb-level if I start too close to the edge) and has eight doors leading to the staircase. On ground level, there is the Trade Depot and above ground farming. On z-1, I have the farms/livestock. Z-2 is for the workshops, and right underneath them are the main stockpiles. On z-4 I have a large well-/fishing-room with pools/bathroom on every side (you never know when you accidentally flood your fortress, plus I want a legendary everything) Underneath that is an enormous reservoir that taps into my moat, supplied by a brook. Then you'll find the dining rooms, for the common folk and noblemen alike. Then the offices, and underneath them there are the bedrooms located. Fully smoothed and engraved for the nobles, rough for the commoners. Underneath, the catacombs. Fully smoothed for all. And a level below is where the seats for the (round!) arena are allocated. And underneath, obviously, the arena itself. This will be  a perfect example of dwarven ingenuity. Maybe I'll load up a map of it. Then we have the main animal stockpile to provide quick access to the arena. What will come underneath that, I have no idea yet, but on the lowest level, I'll have the reservoir for the water that fell all the way down. From there it will be pumped back up to the highest top of the map, from where it will make my dwarves happy again by flowing all the way down.

800
DF Gameplay Questions / Re: 2 quick questions
« on: May 16, 2008, 05:18:00 pm »
quote:
Originally posted by PTTG??:
<STRONG>

Goblin dragoon has not actually played DF for several months, it seems. Doors will not accept other locked doors as adjacent walls anymore. Floodgates and Bridges both work.</STRONG>


PTTG?? has no been paying attention, it seems. Doors can be built between two other doors by constructing a wall in a tile next to the tile wherein you want to build the door. Then deconstruct the wall and you have a three-wide door.


801
DF Gameplay Questions / Re: Moat /Dam/Unit list questions
« on: May 14, 2008, 01:26:00 pm »
quote:
Originally posted by Derakon:
<STRONG>Damming a river is possible by using pumps or a large underground cavern to drain the water while you put walls or floodgates in. The river will simply stop when it hits the barrier you've erected; it won't overflow or anything like that.</STRONG>

Or waiting until it freezes over, then rewalling the mined tiles.


802
DF Gameplay Questions / Re: Key/Command to locate and center on Dwarf?
« on: December 16, 2007, 11:15:00 am »
Hit F1 and your view will centre on the cart. Or hit , use the arrows to scroll down until you've found the dwarf you're looking for and hit [c].

803
DF Gameplay Questions / Re: new challenges?
« on: December 14, 2007, 09:41:00 am »
If it's not too much of a hassle with rewalling, extra digging, removing and replacing your stuff, you could always have central heating in your fort. Make every wall three wide and dig out every middle tile. Completely dig out every second floor and fill everything up with lava to keep your Dwarves warm in this cold wintertime.

804
DF Gameplay Questions / Re: new challenges?
« on: December 11, 2007, 01:41:00 pm »
It's that time of the year again, so I suggest you make a huge Christmas tree. In the right colours. And with blinking Christmas lighting. And of course the star on top. A golden star, mind you. That sprays water all over whoever walks by.

805
DF Suggestions / Re: New building: Fire
« on: May 27, 2008, 05:05:00 pm »
quote:
Originally posted by Arbitrary Value:
<STRONG>Of course, once you have fires then you will need to be able to issue "dump into fire" orders.</STRONG>

Hehehe...

Soldier:"Sir, we've got some captured goblins here."
Captain:"Kill it with fir bears."
Soldier:"But, sir, there is no such thing as a fire bear..."
Captain:"We have bears, right?"
Soldier:"...Right..."
Captain:"We have fires, right?"
Soldier:"...Yes..."
Captain:"You do the maths."
Soldier:"... You heard the captain. Dump those bears in the fire!"
Goblins:"Wait, fire bears?"


806
DF Suggestions / Re: Gem Armor
« on: May 16, 2008, 09:56:00 am »
quote:
Originally posted by Boksi:
<STRONG>Diamond is brittle.</STRONG>

It is the hardest known natural material. There are only four materials that are harder. I would hardly call it brittle.


807
DF Suggestions / Re: Spay or Neuter your pets?
« on: May 15, 2008, 04:09:00 pm »
quote:
Originally posted by JT:
<STRONG>or just a simple pull and chop for the wince-inducing version.</STRONG>

quote:
Originally posted by A_Fey_Dwarf:
<STRONG>The balls just shrivel up and fall off after a couple of weeks. </STRONG>

You just had to put that those in there , didn't you? It makes me wonder why I keep reading this topic...


808
DF Suggestions / Re: alternate power sources
« on: May 15, 2008, 03:27:00 pm »
quote:
Originally posted by Goblin Dragoon 085:
<STRONG>Hmm, Treadmills sound interisting.
But instead of gobbos I suggest the ability use use any tame creature. The amount of power generated would depend on the creatures size/might or maybe even pet value and a dwarf with animal care would have to feed them regularly or they would pass out.</STRONG>

Or any creature. Of course tame creatures can be chained to the treadmill and they have to work, but a stray dragon that just happens to walk around in one, should power it too. Perhaps captured goblins can also be chained and used. Which leads me to think. What would happen if you add the [PET]-token to goblins and kobolds? Or even the [TRAINABLE]-token? War-goblins fighting with it's own species?

quote:
Originally posted by Dwarven.Gemologist:
<STRONG>If you ran out of logs, just grab the nearest captive goblin to use as fuel.
I can also envision a system of moving 'bridges' being suspended by cables and able to move vertically (like a huge elevator).
</STRONG>

Oh dear God, yes! I like this idea very much. Just imagine these possibilities. An elevator-fed arena, an easily accessible moat for all of the goodies inside, one or two central elevator shafts for quick access to the lower levels, a decent hauling system, wherein stones can be dumped by raising two ropes/chains two levels and the other only one. Both levels would be occupied by the elevator over it's complete length:

code:

Side view:

#IIII     #
#EEEEIIII #
#eeeeEEEE #
#         #

#:wall
I:item
E:elevator
e:elevator-occupied tile



809
DF General Discussion / Re: Pirates vs. Ninjas - the results are in
« on: March 28, 2008, 04:45:00 pm »
We're forgetting about the mighty carp.

810
DF General Discussion / Re: If DF economics were applied...
« on: May 14, 2008, 06:52:00 am »
quote:
Originally posted by Duke 2.0:
<STRONG>The Spanish Inquisition would just be a large jail full of hammerers.</STRONG>

Nobody expects the Spanish Hammerers!


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