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Messages - Urist McVoyager

Pages: 1 ... 71 72 [73] 74 75 ... 89
1081
DF Dwarf Mode Discussion / Re: Cloth and thread problems
« on: July 21, 2014, 07:31:51 pm »
Minecarts can create quantum stockpiles. 1-tile piles at dropoff points that can hold a shitload of stuff. Of course, that would require dealing with a slew of traffic issues, such as whether to use powered tracks or manual labor, and avoiding accidents. Things like that. If you don't mind the extra mining and smoothing, you could carve a back alley for the transportation crews to shuttle supplies around.

1082
DF Dwarf Mode Discussion / Re: My Newb Experience
« on: July 21, 2014, 07:10:14 pm »
I used a written tutorial on a random blog site as a starting point, but outside of setting up my embark and starting basic industries, I didn't overly rely on it. I played by ear once I had the interface down.

And no, I don't think the Interface is the only thing you need to learn. You can pick up the rest from the Wiki, but a well done tutorial can lay out a proper starting fort that doesn't have issues outside of Dwarven insanity.

1083
The largest buff is the discipline problem. Semi-realistically, zombies are now horrifying to behold and many dwarves will simply break ranks and run.

I guess I'll make a killing field and pulp them from a distance with the thousands of bone bolts I invariably produce?
Upright spikes filled with saw blades might also help.

You'll do better using blunt weaponry. Fill those traps with hammers and maces, because pulping works better than cutting. People have beheaded zombies and been attacked by the remaining headless corpses . . .

1084
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 21, 2014, 07:57:10 am »
If the Beast shows up on the Units screen, you should be able to use c on it to locate it automatically.

1085
DF Dwarf Mode Discussion / Re: Ghost towers?
« on: July 21, 2014, 07:52:10 am »
Two things:

1. see if you can replicate it and post it on Mantis as a bug once you have enough data.

2. Write and post a creepypasta about it.  :P

1086
That would also depend on what's happening in the outside world. If that Goblin civ is getting crushed, you'll see fewer of them come at you.

1087
DF Dwarf Mode Discussion / Re: New fun atrocities in DF2014
« on: July 21, 2014, 07:45:15 am »
Nah, use the adventurer to liberate the Fort from the gobs, then return in Fortress mode. That should do the job. Don't waste Dwarven lives.

1088
While that's the best solution for those who don't want to mod the raws, the results are subpar compared to just adding GOBBLE_VERMIN_CLASS, since you'll have an overwhelming number of vermin corpses to dispose of.

1089
DF Dwarf Mode Discussion / Re: I did miss those
« on: July 21, 2014, 07:38:05 am »
You'd get soldiers dragging along the ground until they hit the moat, getting beat up on the ground and then dumped into water. If they got beat up the wrong way, you just drowned a soldier.

1090
So for now create squads of one so they slowly train in weapons and discipline, and sic them on wildlife when you think they're willing to fight.

1091
DF Dwarf Mode Discussion / Re: Invaders
« on: July 19, 2014, 10:12:55 am »
Yes. Everything's tied to specific populations that grow and shrink based on what happens in the world, now. It's glorious, isn't it?

1092
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 19, 2014, 08:00:58 am »
If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves.
I'm not into dwarven mechanics, but we could just put the enemy behind a window and drawbridge, link the bridge to a lever and expose the child until it's hungry or thirsty and order a dwarf to close the bridge. Needs a lot of micromanagement, though.

See, the game already has a lot of micromanagement without adding childcare to the mix. The construction of a fluid logic timer would add micromanagement while it was underway, but afterwards it would minimize the remaining management to occasionally replacing the monster being used if they escape, and to replacing the subjects when they die or age out. I have no problem with people bulling through it with added micromanagement, I just think if we had a standardized clock to run things for us, it would be even more viable as a regular feature of fortresses.

1093
1. Maybe bait them with kittens and the like.

2. They currently are indestructible in combat, unless you pulp them to death with blunt weaponry.

3. Magma. Lots and lots of magma. It kills them now.

1094
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: July 16, 2014, 11:14:57 pm »
Soooo . . . we're Goa'uld? Awesome! I shall make entire civilizations fall in submission to my might and serve me well. Or, you know, just continue in Fortress mode taking care of hordes of dwarves in ways that DON'T cause mass harm. I love Fortress mode too much to go running around in Adventure until it's possible to run a Fortress as mayor instead of unseen God. Hell, to start a Fortress as a founding member and run it from within a dwarf.

1095
DF Dwarf Mode Discussion / Re: Ghost reporting crime........
« on: July 16, 2014, 11:07:07 pm »
Phwew. That is . . . awesome!

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