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Messages - ImagoDeo

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121
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 07, 2015, 08:25:05 pm »
Flood the fort with lava and blame the nobility. Call it lavagate
I laughed.

122
I did this recently, then promptly autodumped because it takes approximately thirty years for fifteen dwarves to move ten thousand logs.

123
DF Dwarf Mode Discussion / Re: Help, drowning in GCS...
« on: July 07, 2015, 06:11:33 pm »
GCS Doberman bomb, anyone?
Must. Try. This.
This is a good way to take on the HFS, actually
Only until one webflinging clown shows up.

124
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 06, 2015, 05:39:23 pm »
Wow. You got a volcano on the map? Might solve navigation problems.

Maybe one. I'm not sure. I've lost track of what maps I've generated and which ones I've duplicated, so I don't think I can check.

It goes from z4 to z86. The other two cavern layers are crammed in below that, then there's the magma sea and a few layers of the circus. There are ramp pathways through parts of it, but I'd wager not all of it is accessible from every other part. I put a few kittens in there and they wandered around exploring until a forgotten beast showed up, and they didn't explore all of it.

125
DF Dwarf Mode Discussion / Re: My first epic project
« on: July 06, 2015, 05:35:35 pm »
Water falling onto magma that is right above a 'magma flow' tile (SMR floor) will not transform it into obsidian. Instead, the tile will be empty of both magma and water for one or two steps.

There's a complicated process for transforming it into obsidian, and I'd be happy to inform you about it if you want. It involves painstakingly building downstairs on the z-level above, then dropping water and designating constructed upstairs on the temporarily empty tile. Your dwarves will build the upstairs without regard for the magma filling the tile. Then more dropped water will actually obsidianize the tile.

So you have two options: Either go through the pain-in-the-ass process above, or go up one z-level, fill it with magma, and obsidianize THAT instead.

126
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 06, 2015, 05:31:05 pm »
Has anyone ever seen an 82-z first cavern layer before? I think it might be a record for vanilla DF... seems to cover quite large sections of this world, as well, and it's pissing me off because it takes up so damn much space. Impossible to navigate for basically any dwarf who isn't a master climber.

127
I have successfully pierced an aquifer three times now. The first time was a crudely-done cave-in pierce of a single level. The two more recent ones are both double-level double-slit pierces, now fully walled off with staircases going all the way through the fort. I usually don't build aboveground forts of any kind, opting instead to cap the top with a faucet-shaped hatch-cover entryway. (It's instantly sealable against building destroyers.)

The most elaborate build I ever did, however, was a multi-zone magma landmine system, constructed at great hazard in a realm of death clouds that caused anything caught in them to bleed to death in seconds. No goblin siege (of the many that tried) survived the surface anyway, but after I added the landmines there was even less reason for them to continue to show up.

I raised a pump stack from the magma sea all the way to 6 z-levels aboveground and filled a large tank of lava. Then I ran a pipe down about 10 z-levels and branched it into the extended landmine system. Each branch went to a separate landmine, some of which went through major sections of my fort. I had to put magma pipes through some of the stockpiles. The pump stack kept the magma pressurized from the magma sea. It was powered by a 1700+ power battery of water reactors.

When I wanted to unleash a landmine, I used the "mark for deconstruction" glitch to force lava through raised drawbridges down in the branch tunnels. That would allow the pump stack to force magma up the pipe and fountain the glorious hot stuff five or six z-levels above the plain, incinerating anything within a few steps of the pipe exit and setting the surface on fire to clear out even more invaders. A complicated lever system reset each drawbridge and I could stop the pump stack at will by throwing a lever to connect over 200 gears and jam the system.

The caravans never had issues because I built them a custom entryway with raised bridges and floors to protect them from the bleeding clouds and the invaders. Only one theif ever found his way in through that entrance and he got caught by a cage trap. That fort also had a legendary Butcher duchess who became a legendary lasher after training for a few months in my danger room. The fort never fell, and was eventually deleted by a hard disk wipe.

128
DF Dwarf Mode Discussion / Re: Rotten Forgotten Beast
« on: July 06, 2015, 04:30:15 pm »
I'm surprised it isn't immune to its own poisonous gas. I thought that was standard for all procedurally generated creatures?

I thought it wasn't. I dunno. The above is the most logical explanation.

129
Burrow restrictions and common-sense engineering can prevent all infant deaths. The stockpiles for my training facilities are located near the doors, and burrow restrictions keep the kids in the correct zones while allowing the parents to restock the piles without crossing any spears.

I should post pictures.

130
DF Dwarf Mode Discussion / Re: Rotten Forgotten Beast
« on: July 06, 2015, 12:51:26 am »
Do you have the capability to web some traps and capture the beast for weaponization?

131
Staalo, did you ever get any deaths to falling while you were training kids to jump off into the pool? One of my adult miners in my current fort just leaped to avoid a spear and fell, crushing his throat and bleeding to death on the way to the hospital. I have shamelessly savescummed but unless that was a complete anomaly I'll need to make some changes to the way I'm doing things.

132
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 26, 2015, 12:08:34 pm »
Well, making everyone babysnatchers wasn't such a hot idea. We have nine superlegendary soldiers and nothing for them to fight apart from very sporadic werebeasts and giant humanoids. Last was a minotaur. The first to reach it was a hammerlord who _kicked_ the (standing) minotaur in the face so hard it was knocked unconscious. I imagine he came in running and turned the momentum into a foot-first leap. Even so, that's some impressive vertical reach to get his feet in a minotaur's face.

P.S. or he ordered the swordmaster who ran alongside to toss him.

Don't tell the elf.

133
DF Dwarf Mode Discussion / Re: What keeps you playing DF?
« on: June 26, 2015, 02:58:16 am »
I keep playing, though not consistently, because this game is deeper than anything else I've ever encountered in terms of the variations it can have. I love reading stories of the exploits of others, and I love building grand forts with the most precision and greatest efficiency of space. (I'm zeroing in on a really really good style - it actually depends on having an aquifer to pierce, believe it or not). I love starting with nothing but a pick for the sake of a clean beginning without all those silly trappings you can spend points on.

I love trying to do all of the above in a haunted glacier with yetis (and worse) breathing down my dwarves' necks while they frantically dig for the caverns and try to establish some sort of functional fort in the creepy depths while giant cave spiders snatch them one by one.

I don't go really in depth on knowing my dwarves, but the story of the fort is very interesting to me and I love to push things to extremes - crocsplosions, massive pump stacks, trapping forgotten beasts, surviving with only twenty dwarves...

134
That is a possibility.

What I had in mind was embarking to a zone with non-lethal but frightening weather effects. One of my more recent forts, Picksling, has a persistent bitter mucous rain that freaks out my dwarves when they're caught in it. It trains discipline rather slowly but surely. After about one cumulative year of getting caught in the rain, some of my dwarves gained a slight amount of discipline. Three of them - one miner, the duke, and the broker - are Expert.

Unfortunately, I don't know what trait (or combination of traits) produces this effect. The only similarity that stood out in their makeup was that each has some level of built-in depression. The duke "despairs of anything positive happening in the future and lives without feelings of hope;" the broker "tends to assume the worst of two outcomes will be the one that comes to pass;" and the miner "often feels discouraged." (But that's DEPRESSION_PROPENSITY, whereas the duke and broker traits were both HOPEFUL variants.)

The duke and miner were both from the starting seven. The broker was from the first migrant wave. None of my starting seven had any discipline to begin with. No invasions of any kind have occurred, except for the multitude of forgotten beast incursions in the sealed caverns. No deaths have taken place. The weather is the only thing I can think of that would have caused the gain: every so often I've had all the dwarves out woodcutting and hauling timber back to the stockpiles to fuel the steel and other metal industries. Eight other dwarves besides those three are Dabbling, and no one else has any Discipline experience.

Overall, it seems like weather will not consistently train Discipline. I seem to recall seeing minor gains in Discipline in a fort that got goblin invasions, because occasionally my dwarves would need to salvage goblinite and seeing the corpses trained that skill. And you say that the right kind of opponent will train discipline by proximity.

Figuring that out is one of the last steps. In the meantime, I'm going to put together a presentation of sorts to put some findings before the greater DF community. I'm going to go in order of skills trained and methods tried. Anything you think I should add besides the contents of this thread, generally speaking?

135
DF Dwarf Mode Discussion / Re: Goldmoist
« on: June 26, 2015, 01:29:32 am »
You haven't dug deep enough. All candy leads to the circus. It's just a matter of how far down you must go.

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