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Messages - Catsup

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421
i accidentally left the goblin poking chamber on repeat one time and forgot about it for quite some time. To my surprise, when i returned, the goblin was still alive, but barely. The survival rate of my torture chambers is very low

Thank god enemies can't level up, or he'd probably be a legendary everything, and probably murder everyone in your fort, dying or not.
the poking chamber is 1x1 though, so there is no room for the goblin to dodge around. It consists of 1 glass menacing spike linked to a repeating lever pulled by dwarves and the only way out is through cage traps.


and @ itg, thats an impressive pit, but what will you do if goblins come mounted on mounts that disable bridges?

422
how do you mod in a diplomat? i would like to see them try imposing their hard-ass wood limits on me as im pretty minimalist on wood anyway and dont use much (not that i have many trees to cut down to start with). I'll probly provoke them into war after i get some sunberries though, though it will be kinda pointless since they have no metal armor to melt down (but then again their caravan mostly sucks too).

423
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 15, 2013, 12:30:49 am »

That was the original plan, I lose two miners to dig a passage directly to the cyclops but somehow they destroyed a bridge that separates them from my fortress and they all went to there :'( seriusly, nobody went to the passage
bridges cannot normally be destroyed by building destroyers. Are you sure you did not try to raise or close a bridge while the demon was on the same tile? because bridges are automatically destroyed if they are activating and a forgotten beast or demon is on the same tile (normally, a smaller creature on the same tile is destroyed).

also, if you tried to use a bridge as your only way to wall them off, then that was a bad idea, you should have at least had safety doors, or better yet, safety hatches, behind your bridge, in case something goes horribly wrong (like what happened to your fort). You can then proceed to construct a wall while they are busy mangling your safety door. Im not sure if more than 1 demon can bash 1 door at the same time, but it usually takes half to a whole day for a forgotten beast to destroy a bait furniture (i use mostly beds, but sometimes also crappy doors as bait).

424
DF Dwarf Mode Discussion / Re: Moat
« on: April 15, 2013, 12:25:50 am »
Code: [Select]
[quote author=Loud Whispers link=topic=125090.msg4177447#msg4177447 date=1366002898]
Or if they got dragged down under by a swimming mount or dodged a strike or a bolt that knocked them into the moat
[/quote]
mounts wont path into the moat though, because there is only wall on the other side, which they cannot path through

[quote author=Loud Whispers link=topic=125090.msg4177447#msg4177447 date=1366002898]
........╫☺+
.g......╫☺+
▓▓.....╔══╗

At its weakest you'll get 1zlvl above ground level, an extensional +1 wall layer on ground level and a ditch, usually around 5zlvls wide with paved floor where possible to ensure clear shots.

Oh and ditches do also give a protection to raised bridges that walls cannot provide.

They all fit together rather nicely.
[/quote]
this design maximizes offensive power, but does not work with my fort design because i need as much as level 1 as possible for above-ground farming (im too lazy to pump up water and make hydroponic towers). I also tend to relay only on marksdwarves as military, so the smaller towers that cover wall-huggers serve other important purposes as well, like cleaning up resurrected undead that refuse to move, goblins outside of the main bunker's range that refuse to move, and give me more map control in general.

425
i accidentally left the goblin poking chamber on repeat one time and forgot about it for quite some time. To my surprise, when i returned, the goblin was still alive, but barely. The survival rate of my torture chambers is very low, around 20% if i micro-manage it well so i have very limited trophies to show off in my dwarves' dining hall. Supply is limited too since i execute most goblins instantly by grinding them to bits for their bones, and only get to send their elites, weapon masters, and leaders to the poking chamber.

Man what a pleasant surprise that was, the goblin must have been broken in every body part, yet didnt bleed out and had a large paragraph of grey parts in her description (i think it was likely that this particular goblin had very high recuperation). Was my best trophy so far in that fort, and the third to survive the preparation process.

426
DF Dwarf Mode Discussion / Re: Moat
« on: April 14, 2013, 11:53:19 pm »
thing is, enemies will not normally jump in a moat unless there was a retracting bridge that was under them. Which in turn makes it a pit, not a moat. And enemies need to literally be hugging your fortification to shoot through it, if they are 1 Z level below and hugging the wall, they cannot shoot through it (the fortification 1 level above) as they are literally hugging the wall below. (i do notice my marksdwarves cant reach them either from behind the fortification if theyre close enough but i have smaller towers that can cover those spots as well.
 the fortification design is like this:
   F d___ X     where the g is the goblin, W is wall, F is fortification and d is dwarf.
g W_____X

427
DF Dwarf Mode Discussion / Re: Moat
« on: April 14, 2013, 09:50:41 pm »
yea only good thing i can think of for moats is you simply need to channel, good for neutral evil or maybe savage neutral embarks where you dont need to immediately wall off but a semi-secure area is very nice.

I havent thought of using them to separate enemy rangers from fortifications before, i always place my archers 1 Z level above the ground (and behind fortifications) apparently 1 Z level counts as well and enemy archers directly below cant shoot through.

wet moats are kinda waste though, unless part of a dodge-trap or made into some kind of pit

428
DF Dwarf Mode Discussion / Re: Moat
« on: April 14, 2013, 09:12:09 pm »
but what purpose does a moat serve that a wall doesnt?

429
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 14, 2013, 09:08:16 pm »
i dont think this demonic release was well planned, i mean why release them into your fortress and not simply to the surface via a entirely separate passage? you could have even saved miners by microing and forbidding hatches right after the miner runs past after breaching hell (assuming the demons dont run that much faster than the miner). And unforbidding it when your ready, and the demons will tear down the hatch.

i think you shouldnt have deconstructed that wall-in a while back, your single dwarf could have dug into a isolated cavern section and walled it off, pick 1 plump helmet shrub and start farming, making a kind of mini-fortress completely isolated from the main one. You wont have a bed unless you dare venture out into a cavern section for wood, but everything can be made with stone and if you just have 1 seed and an aquifier or cavern section walled off then its sustainable.

430
cage mazes are really reliable, make the maze entrance on the other side of the map away from the horde if you're afraid of losing your miner (though this is very unlikely as zombies and necromancers are pure melee, and cage traps slow them down).

my method is foil-proof if you do it right since you're underground and there is no way the zombies can get at you, only dig the up and then down stair after all cage traps are loaded (you can dig up from underground if ppl didnt know). You need at least 50 for a army that size though and having a door at the end in case you somehow dont have enough cage traps works too, just forbid it if they get too close.

the maze can be sealed with a lever-controlled retracting bridge later for future use, raising bridges in place of walls in the maze makes for easy maintenance, just dont forget to raise those walls when in use.

oh, but be warned that mazes on their own are not good against goblins since if a squad leader is caged then the goblins wont advance down the maze (zombies are different as they each path independently). Mazes can be adapted for goblins via a way to flood the entire maze with water (or magma if you use green glass cages only and magma safe mechanisms). Water is easier because of aquifiers, but magma is funner.

431
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 14, 2013, 07:59:47 pm »
my first dwarven caravan brought a stack of 10 "liquids(10)" in a barrel that does not fit into any stockpile category. Is this the result of raw duplication? the only modding i did was to creatures and the entity raw for world gen (mainly starting biomes and world constructions). I did not add any new creatures, only changed existing ones' stats around. I also did not touch items or reactions at all.

432
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 14, 2013, 07:58:51 pm »
my first dwarven caravan brought a stack of 10 "liquids(10)" in a barrel that does not fit into any stockpile category. Is this the result of raw duplication? the only modding i did was to creatures and the entity raw for world gen (mainly starting biomes and world constructions). I did not add any new creatures, only changed existing ones' stats around. I also did not touch items or reactions at all.

433
dig a underground maze and line it with 50 cage traps, then open the maze to the outside with a digger, use burrows so your dwarves dont run outside and forbid the cages and traps until all undead are caged.

434
Curses / Re: How to lose while already winning?
« on: April 14, 2013, 03:15:49 pm »
once the cake on the platter is all eaten (or if you've stabbed the waiter to death and then ate it) its gone. I dont think throwing up the cake works.

435
Life Advice / Re: Disappoint
« on: April 14, 2013, 03:13:26 pm »
whats done is done, dont do something like this again in the future. I remember when i used to steal random stuff, nothing big, but that was when i was in grade school...

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