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Messages - Urist McVoyager

Pages: 1 ... 79 80 [81] 82 83 ... 89
1201
The trick to protecting hunters in evil biomes is to lock down the surface and crack open the caverns. You just have to be prepared for the hordes down there, too, and hope you're not in a reanimating biome.

1202
DF Dwarf Mode Discussion / Re: Tactics in the worlds of Armok
« on: February 16, 2014, 12:11:53 pm »
If you incorporate architecture, you can actually use tactics in the game as-is.

I've been building castles in my human version of the game. Triple wall system. The first set is the actual keep, a twenty by twenty building capable of housing the dining hall and a dorm. Then the first set of walls is a hollow three-square layer of stone. The outer layer is Fortifications, the center is a walkway for your dwarves. The gate is about five deep with a bridge inside, and a pair of barracks to keep guards training. Those barracks guard the entries to the archers' path, and setting up a barracks with a pair of doors will keep your squad concentrated where it can do the most damage.

Build a few inner walls around barracks to keep the enemies from being seen until it's time, and . . . there you go.

1203
My goodness is generic. Mainly because I don';t have the attention to detail and ability to juggle multiple details required to micromanage my Forts to that extent.

It's taken me a year or better just to get to the point where I can juggle an economy and a military in the same fort. And that's still going slowly. My Forts generally don't last more than a few years, either. And I've never breached the caverns or built a megaproject.

1204
DF Dwarf Mode Discussion / Re: Best Dwarfing Music?
« on: February 14, 2014, 08:10:20 pm »
Seconded on the last one. March of Cambreadth is an awesome song for any war.

1205
I only kill the elves if I'm playing as a human, because when I'm going human, it's usually in a world with little mineral wealth. So I don't get metals of my own, and wind up building an economy based on farming. The Elves are trade rivals, and to be considered useful for resource inputs and little else.

Kill them.

Otherwise I'm peaceful with them because I wanna trade for animals and the like.

1206
DF Dwarf Mode Discussion / Re: Vampires...
« on: February 13, 2014, 10:38:21 pm »
I didn't think Vampires starved. I thought they just went insane after a while of thirsting for blood. You can kill them by violence, but not very easily.

1207
DF Dwarf Mode Discussion / Re: Tactics in the worlds of Armok
« on: February 13, 2014, 08:23:50 pm »
It'd be nifty if the General had a screen attached to the office so you could design simple formations and get your soldiers training at a parade ground. There's a lot of mechanical things that need to catch up before we can get to large scale wars.

1208
DF Gameplay Questions / Re: volcano in lakebed?
« on: February 13, 2014, 06:42:32 pm »
Bring a fisherman and a some birds for fish and eggs. The fish will tide you over until the eggs start rolling in. Bring a cook to use the eggs. You'll survive for a few years. Bring masons and materials for the rest and you can start building a bridge,

1209
Atom Smash 'em. If I ever get dwarves who are incapable of caring for themselves and who would live wretched lives, I'll probably build a mercy booth and end them.

1210
DF Dwarf Mode Discussion / Re: The day when...
« on: February 13, 2014, 06:00:52 pm »
Yeah . . . the whole "You're not actually supposed to do no-item embarks" thing was in reference to DF taking up Gnomoria's track and forcing you to build items to build every workshop.  :P

The day when minor ailments like carpal tunnel syndrome are included in the game will be a majorly annoying day indeed.

1211
DF Gameplay Questions / Re: volcano in lakebed?
« on: February 13, 2014, 11:16:53 am »
You can floor over it. Bridges and all that. But you can't be standing in that water. You need a landing spot to build from. Which is why you can't do this in the middle of the ocean unless you can find an island to play on.

1212
DF Gameplay Questions / Re: volcano in lakebed?
« on: February 13, 2014, 10:49:33 am »
Even Aquatic dwarves won't work in more than 4/7 water tiles. There's just something about that magic number that blocks all work. Besides, to build that platform would require supplies brought in from outside, and a pre-built stable platform for the wagons. You'd be better off embarking on the coast and flooring over the ocean by that coast. Then embarking on the edge of that platform and extending it. You'd need to bring in supplies over time to do it, too.

1213
DF Dwarf Mode Discussion / Re: About Waves of migrants
« on: February 13, 2014, 10:43:23 am »
Maybe in the coming release. Right now, the only way to do that is to track down your fortress in Adventure mode and recruit the newbies by hand.

1214
DF Dwarf Mode Discussion / Re: Chinese Dwarf Hamster
« on: February 13, 2014, 10:41:38 am »
So anvils are monoliths? Sweet!

Um, how does converting it to Islam help at all? Considering dwarves usually get greedy and go for as much gold as they can, I think one of the other two Abrahamic faiths would stereotypically work better.

1215
DF Dwarf Mode Discussion / Re: The origin of dwarves .....
« on: February 13, 2014, 10:38:59 am »
Where's the alcohol? Where's the picks? Where's the goblins?

Just kidding. Funny short video.

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