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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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Curses / Re: Rethinking the issues
« on: July 20, 2008, 12:30:37 am »DF Adventure Mode Discussion / Re: Really Basic Adventuring Questions
« on: April 02, 2007, 07:22:00 pm »DF Adventure Mode Discussion / Re: The benefits or not of wearing double armor
« on: April 08, 2007, 12:33:00 am »DF Adventure Mode Discussion / Re: Gaining Weapon Experiance
« on: April 22, 2007, 12:19:00 pm »DF Dwarf Mode Discussion / Re: What will happen to your artifacts if you abandon?
« on: June 14, 2007, 11:26:00 pm »If the artifact has been "b"uilt somewhere, it will still be in the fortress at the same spot. However, there's no way to deconstruct a building in adventure mode AFAIK so it's stuck there unless you reclaim.
If the artifact was on the ground I *believe* it will be scattered somewhere in the fortress, usually at the deepest point (since there seems to be a bias in the object scattering that sends valuable stuff deeper). I haven't seen that myself.
That actually leaves a few other possibilities - the artifact could have been stolen by kobolds, for one, or dropped in the chasm or river. It might be possible to recover stolen things in adventure mode, although I think anything in the chasm or river is gone for good.
DF Dwarf Mode Discussion / Re: These ratmen are outta hand
« on: June 08, 2007, 06:47:00 pm »As far as red wounds never healing, I'm not sure if they never or merely almost never heal. Yellows clearly have a chance only on season changes (at least past this mystery instant heal mechanic), and if reds can heal at all I assume the same mechanic applies.
[ June 08, 2007: Message edited by: Zomg ]
DF Dwarf Mode Discussion / Re: These ratmen are outta hand
« on: June 08, 2007, 11:26:00 am »Edit - A fun use for ratman swarms is to set up archery targets next to the chasm, and dig out a nearby closed refuse room to put all those ratman corpses while they rot into bones and skulls. Chasm the skulls, turn the ratman bones into practice bolts, and let your off duty marksdwarves shoot up the hapless ratmen as they climb up, closing the cycle.
[ June 08, 2007: Message edited by: Zomg ]
DF Dwarf Mode Discussion / Re: Best budget weapon traps
« on: November 16, 2006, 01:55:00 pm »DF Dwarf Mode Discussion / Re: Do caged animals breed?
« on: November 01, 2006, 02:00:00 pm »Dwarves also have an annoying habit of queuing up jobs to free newborns from the cage without being told to, so if cage breeding does work it's probably a good idea to stick it behind a forbidden door when you're not doing livestock-related stuff.
DF Dwarf Mode Discussion / Re: Horrible dragon arrives, what the hell do I do?
« on: November 01, 2006, 02:21:00 pm »DF Dwarf Mode Discussion / Re: Siege defense strategies
« on: October 15, 2006, 12:42:00 am »You can easily force a sieging army to pathfind into extremely dangerous (to them) areas by digging and filling 1xMany channels, similar to the tricks used to capture tameable wild animals. Just create a moat channel around your entrance area and make the only clear path into your sanctum a twisty maze through interior mountain squares (you can accomodate an exterior or pseudoexterior trade depot with this and a bit of imagination). You can then just line it with dozens of weapon traps, or raised bridges to be pancake-dropped on them, or or a floodgate system to drown them (remember that trolls can smash closed floodgates, though). The AI is forced to take any open path, no matter how suicidally dangerous.
It feels very cheap to do it, but goblin bowmen are just too deadly to fight troops vs. troops with acceptable losses in the current build.
DF Dwarf Mode Discussion / Re: trading
« on: October 04, 2006, 11:11:00 pm »DF Dwarf Mode Discussion / Re: Biggest letdown!
« on: June 06, 2007, 08:48:00 pm »DF Dwarf Mode Discussion / Re: Legendary Jeweller + Encrust Ammo + Valuable Gemstones
« on: May 15, 2007, 03:27:00 pm »Then watch them get used for target practice.