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 - Catsup

Pages: 1 ... 34 35 [36] 37 38 ... 50
526
DF Gameplay Questions / chained hostile creatures still dangerous?
« on: April 05, 2013, 08:30:07 am »
i've never used chains before, but i think i may need to start using one soon since i got a megabeast that was previously tamed, but ran loose and became a "current resident" and so cannot be tamed again and is trapavoid now. I have the megabeast in a cage atm, im wondering, if i chain it using my artifact bone chain, can it break loose? and even if it cant break loose, does the chain only restrict it's movement? can it still attack anything that gets too close?

527
DF Gameplay Questions / Re: Roc Breeding.
« on: April 05, 2013, 06:56:02 am »
sorry for the necro, but i just hatched a roc hatchling in 1 of my 1x1 pens, even though the trainer trained the roc while the roc was on the nest box. i Can fully confirm now that 1x1 pens/training areas with nest boxes in them work and training the creature does not count as moving it.

what happened for me was i was going to forbid the door right after the roc laid the egg so no one can touch the roc, but i was lazy and wasnt keeping watch so by the time i got to forbidding the door, someone was already inside taming the roc. The new egg had not been collected at this time, so i was like "meh, bad egg, i'll just let it sit there for a few months since the roc wont lay another one for a while anyway" and i let it sit, but that egg ended up hatching.

note: i didnt need to forbid the egg because i turned off roc eggs for all my stockpiles and kitchens, and wasnt constantly watching the roc. I kept the pen's door unlocked unlike for other egg layers because i needed it to be trained as much as possible before it laid a egg, and would be sealed in afterward.

528
DF Gameplay Questions / Re: can't tell if their vamps?
« on: April 04, 2013, 11:46:58 pm »
i have a zombie-screening method, where i have a zombie behind fortifications and a raising bridge in a room that i burrow potential suspects in. I then lower the bridge and if they dont run away from the sight of the zombie, then their a vampire.

529
DF Dwarf Mode Discussion / Re: Know nothing else
« on: April 04, 2013, 11:42:39 pm »
humans are known for their ambition.

human: give me glory or give me death!

they'd rather die than return to their hometown, scarred, naked, violated, and in shame...

530
from my experience warhammers really suck and only bruise muscle, and maces tend to shatter the bones of extremities like hands and feet. I know this from testing to find a good weapon in adventure mode.

531
DF Gameplay Questions / Re: Disappearing bridge
« on: April 04, 2013, 11:22:17 pm »
you built a retracting bridge again, rebuild.

532
DF Dwarf Mode Discussion / Re: Properly-equipped marksdwarves
« on: April 04, 2013, 01:14:06 pm »
i generally prefer metal and bone crossbows over wooden ones, because there are generally better uses for wood, metal can be re-melted easily with magma until you have all master works, and bone is plentiful relative to wood and metal, and so you can mass-produce and export the non-master works.

Metal is also good for bashing though, bone and wood arent so good. My marksdwarves use masterwork copper xbows atm (mostly because my xbow maker died from a strange mood very early in my fort's history, i would have made them out of bone otherwise). The standard amount of armor any soldier would have, and a wooden shield since those are much lighter and i expect them to use their crossbows in melee.

533
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2013, 09:24:10 am »
Lanceanvil
4th Galena, 1002

I'll... I'll just let the pictures speak for themselves.

Spoiler: Lots of big images! (click to show/hide)

FUCKING NECROMANCERS

UPDATE:


That was ‼fun‼. RECLAIM TIIIIIME
probly not worth the reclaim if it was necromancer-rushed the first year. Try making a refuse quantum stockpile next time, with a minecart that dumps the refuse over a hatch linked to a pressure plate in front of the minecart that triggers from civilians. Oh, and try not to engage undead directly, ever. Make a trap tunnel and let them walk in, there cant be too many in a first year rush like this, a few cage traps can do wonders and catch the necromancer too.

534
giant cave spiders are that big? that thing looks like a forgotten beast.

anyway, burrow the noble in a smasher room with constructed walls and order wall deconstruction, he'll go to deconstruct it, then lock the door behind him and pull the lever. Oh and dont forget a slab. I hope you were sensible and chose a disposable puppet to be your noble, and not anyone important.

535
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2013, 12:04:21 am »
The answer to every question can be summed up as such
hah hubris eh, reminds me of the time i sent a war roc to kill the single undead goblin only to have the roc get stuck down in 3 hits. But your playing a risky (and FUN) game bro, from the sound of it many of your forts areas are exposed and you transverse them rather casually, and this is remedied by militarizing everyone. But undead tend to cause casualties no matter the equipment or training of the soldiers, and theres always the deadly dust forgotten beasts.

I always keep out of the caverns unless im getting wood and sometimes plants, or setting up traps for cavern creatures, the same applies above ground, but thats mostly because theres nothing i really need above ground (caverns have more colorful wood).

For the wild/enemy animals i catch, i cage most of them since i rarely have more than a couple idlers and everyone is too busy to butcher the animals. Young tame animals are also caged to improve fps, also because they cannot bred, and in evil surroundings, to protect them.

Oh and about architecture, i guess my playing style is drastically different than yours, everything i build must be functional in some way to help my fort's survival, or at least be very entertaining for me (i.e. poking chambers, magma slow-cookers, forgotten beast syndrome rot chambers). I also try to build to make everything as efficient as possible.

I dont like having a military, and only give strong war animals and armor to my important dwarves, but do not otherwise train them. I relay mainly on architecture and traps to defend my fort, and in a evil setting, where enemies may spawn inside your fortress, you want to be able to "control" this new danger easily and survive.


536
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2013, 10:35:48 pm »

522 stone traps, 432 cage traps, over 3091 doors. There are just some things that cannot be prepared for.

Losing is Fun. Gravity magma is a future plan.
stone traps huh, i only use cage traps cuz their much more reliable. And i hope i didnt misunderstand, im assuming you put all your captured animals in 1 cage, and the rat happened to die in the cage and got revived. Im also assuming that where-ever you stored the rat is a separate room with it's own doors that is NOT a large open area (there should be anything like that in a evil biome, its practically dead-island, there needs to be many doors, many locks, full control). And you didnt order the kid to attack the rat did you? if he was a patrolling soldier, you did cancel all his orders so he could run right?

EDIT: btw when i say many doors, i dont just mean doors randomly everywhere, i mean your fort should be sectioned thoroughly, with each section having doors you can lock to slow down anything that revives or stop them entirely.

537
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2013, 10:11:50 pm »
@loud whisper

evil embark im guessing? never played one of those before, but i think evil embarks are unique in that it warrants the construction of traps throughout your fort, even in secure areas inside, as well as complex extensive lockdown systems for parts of the fort (in addition to refuse disposal).

And... always keep an eye on animals with short life spans like rats, may as well magma pit those alive if you dont have a meat industry anyway. Bad luck, "fun".



For my fort, stockadeSprayed is under siege again after a calm year of relative peace, by the standard force of unmounted goblins and trolls (the goblins have not had mounts since their law-giver/only leader was captured in a siege a few years back). I was going to try out my new bridge-pit drowning trap (that i previously would not have tried due to bridge-disabling mounts), but have not yet completed all the cage traps, and so i will relay on my cage-maze/drowning maze to capture them.

My fort has undergone some major changes the last year, the most noticeable is the relocation of the corpse grinders, the re-organization of the hospital (that increased it's capacity by over 300%), the construction of the giant cave spider silk farm, and major stockpile/workshop reorganization that would increase efficiency.

well, the force of darkness is upon us, hopefully it will go well with most of the goblins being caged, and few drowning. I need live prisoners of war to test out my new magma-cooker chamber, and weaponized deadly dust forgotten beast rotting chamber.

538
DF Adventure Mode Discussion / Re: I am infamous
« on: April 03, 2013, 09:44:42 pm »
Nah. I think it's just a mistake to call most adventurers heroes. Most of the time they are unhinged, brutal killers with nothing to live for but killing. They take anything with no regards to custom or ownership. They breeze past scenes of devastation that would drive most insane without a glance. They care not for when a companion lies drowning in a river or dies bisected by a rhino, they curse them for being idiotic.
When the adventurer is told there is no more need for them, when there are no more targets to kill, why do they act surprised when our "hero" turns towards them and says "No"?
my adventurer isnt part of the "most" though, i always waited for fun to come to me, just like in fortress mode, i mostly play adventure mode to relax and take a break from fortress mode, its just much less management intensive compared to a mature fort.

I see alot of ppl here obtain there fun from pillaging towns and killing innocent civilians and children, well my adventurer isnt gonna be one of those types, because its boring raiding towns when you can solo dragons and bandit camps and basically know you can just Attack-move your way through and everyone goes down. (in less words, its boring, not really fun)

i also avoided killing them early partly because thats my play style, and partly because if i made them hostile then i would have to manually track down bandit camps via discovery, and that would take forever. I remember i did used to kill towns on my early adventurers, but that was for armor, and i didnt know bandits wore many of the same armor as well, and thought townsfolk had much better armor (killing for necessity).

i think adventure mode should have more challenges, kinda like random encounters in skyrim where some thugs randomly show up and try to beat you up if you took an item from someone's house. And not just encountered when fast traveling, normal traveling too.

539
DF Gameplay Questions / excluding metal cages from cage stockpile
« on: April 03, 2013, 07:51:49 pm »
im trying to melt down all metal cages and use only terraniums and wooden cages, but my dwarves keep reloading cage traps with metal ones and i dont see a stockpile option to exclude it from a stockpile. just "empty cages" and "empty animal trap", is there a way to exclude metal cages from certain stockpiles? i want to stockpile all my metal cages at my meltery and all other cages at the cage stockpile.

540
DF Dwarf Mode Discussion / Re: Great Victories or Fails thread
« on: April 03, 2013, 06:31:37 pm »
so this roc called ecano olovadisa coniboyeque came to visit me, and i scored a great victory as i stood idly by and the roc ran into my cage trap.

now i have 2 rocs again, a un-tameable male war roc that got loose and is now trapavoid (dont ask how it happened, i dont know), and a female roc that i just caught and is tameable.

Pages: 1 ... 34 35 [36] 37 38 ... 50