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#1081 | |
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Peripheral Visionary
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If they are camping the other side don't assign a trader or move goods to the depot, again you get a free depot of goods or the traders guards clean the enemy for you.As far as flying enemies go I've had exactly one of those fly into my depot in years of DF and it didn't have trap_avoid so it ended up in a cage trap. The problem with building them as drawbridges is that they can be destroyed by anything with building_destroyer. Won't make your base vulnerable but will make you have to build another bridge, run the mechanisms out, tie a switch to it, etc. The same flying mobs you're trying to stop don't need a tile to stand on to destroy the bridge.
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RandoM51 could use a few good gamers to save the Earth from alien invasion. Last edited by RandoM51; 03-18-2012 at 08:31 PM. |
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#1082 | |
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Peripheral Visionary
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If you used one mason for your doors, coffers, cabinets, tables, thrones, etc., he has been making masterwork stuff for awhile too if each of your 140 dwarves has their own furnished room. Same for your brewer and cook, particularly when it comes to some types of prepared meals. Add on top of that the value of any artifacts from strange moods and you might have quite a bit of value even without specifically trying to create it.
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RandoM51 could use a few good gamers to save the Earth from alien invasion. |
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#1083 | |
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Peripheral Visionary
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Like this, but of course much longer/more rows: Code:
#x# ########################### # # # # ########################### # # ########################### # # # # ########################### #x# What makes this method nice is that all of the dead goblins are on just a few tiles. Build a trash chute with magma at the bottom nearby and your dwarves can clean up after each siege with very little wasted movement. Or you can have a chute that goes to your metalworking area. Have everything dumped down the chute, then pump magma in, then pump it out, nothing left but metal items for you to melt down. Last time I played around with these it was possible to build them too long, such that the goblins couldn't even figure the route in. I hate using lots of cages because moving things into and out of cages can be a pain. If you have dwarves do it they sometimes let the beast out, and building a lever for each cage to empty it safely is a pain.
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RandoM51 could use a few good gamers to save the Earth from alien invasion. |
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#1084 | |
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Magnanimous
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Good point. I have a legendary carpenter who churns out a lot of items for me, so that's a lot of value right there. My masons are still somewhat mid-level, just because I was splitting that work between a couple of dwarves. My cook and brewer are also legendary, and my cook regularly turns out masterwork meals. I have at least 400 meals, so that's probably a lot of wealth right there.
Those things really do add up now that I think about it. Each dwarf (or each couple) gets a small 1x3 room with a chest, cabinet, and bed. Edit - That was in response to your post about wealth, of course.
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#1085 |
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Colonist
Join Date: Mar 2012
Posts: 48
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**cough cough** Mouse Fortress
http://www.bay12forums.com/smf/index.php?topic=102563.0 Never used this myself, but it's supposed to be good. Last edited by Reelya; 03-18-2012 at 10:00 PM. |
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#1086 | ||
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Colonist
Join Date: Mar 2012
Posts: 48
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But, use raising bridges not retracting ones, even if you have a pit under part of the raising bridge. You don't want a Roc or a flying FB spoiling your day (rare, but flying building destroyers do happen). Also, automated defenses mean you can't get surprised, and you won't be cursing because no dwarf pulled the lever in time. Anyway, i need caged goblins for my experiments my square trapping room is better for that.--- Quote:
![]() One thing i'm wondering about from reading this thread - are you guys actually building cages to disarm the Goblins? don't build the cages. Make a goblins-only animal stockpile, mark everything for dumping with d-b-c, d-b-d, then use k menu, and "d" on each cage to unmark it. Also, intergrate cages and pits like this : Code:
AAAAAAAAA A = Animal Stockpile AHAAHAAHA H = Hatch over hole AAAAAAAAA AAAAAAAAA AHAAHAAHA AAAAAAAAA So - never build cages, store specific creatures right at the pit area. Good cage management reduces dwarf labor. A nice idea would be to make the top of the pit area also a barracks and have squads training there, or just put a squad on duty at the top while your doing the pitting. But, regular goblins don't escape (not sure about thieves). Only wild animals do. Last edited by Reelya; 03-18-2012 at 11:02 PM. |
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#1087 |
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You like The Seatbelts?
Join Date: Oct 2008
Location: Canuckia
Posts: 4,246
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I'm gonna try and get into this series again. Couple questions:
What's a generally good tile set to use? Currently have phobos our something like that. Where's a good noob guide at?
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Tomorrow you're homeless, tonight it's a blast. 3DS FC: 2062-9152-4683 PSN ID: Joshkdmw |
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#1088 |
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Colonist
Join Date: Mar 2012
Posts: 48
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There's been a few others mentioned in this thread, the one i originally learnt from was "the complete and utter newbies guide".
http://afteractionreporter.com/2009/...ss-part-1-wtf/ It's for an old version, but it's entertaining and will give you the basics. |
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#1089 | ||
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Magnanimous
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MayDay has some weird glitches right now, so I'd stay away from that one. It made my engraved rooms look like a complete mess.
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#1090 |
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Banned
Join Date: Sep 2008
Posts: 1,940
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I've gotten decently deep into this game before, and I always run into the same issue. Basically, I can't forgive the UI. This game could be so much more fun with a decent GUI and mouse support. I want to be able to do things without needing to learn how to do them off a guide.
Played this again today and I've come back to my old conclusion that I really want a Dwarf Fortress (Modern GUI)! |
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#1091 | |
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Magnanimous
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Did you try that MouseFortress that Reelya linked to above?
I get that the interface is a deal-breaker for some, and that's a shame.
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#1092 |
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Banned
Join Date: Sep 2008
Posts: 1,940
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Just read it and it reminds me too much of working as a coder which is my problem with the main game. I love the idea of a "SimCity" that micromanages the building of a dwarven fortress/eco system. One of my favorite games is Evil Genius (though I mastered it and really don't play it anymore because it's hard to play with subpar traps when you already know the "perfect" one and the whole resort/hotel thing is an incomplete stub of a game mechanic.)
Anyway, I got far enough into DF to see that it has crazy depth should you be willing and able to look deep into it (like dwarves that like and dislike certain things, needing various objects to perform a variety of tasks, body parts are modeled to simulate dwarven injuries). They've got a lot going on "under the hood" and then they make a choice to make the GUI as archaic as possible. Someone could absolutely create a GUI with high resolution sprites and a point-and-click interface along with a tutorial using Unity and then we could play DF on our phones. The only reason it's crazy old-school is because someone wants it that way. More power to them, but I miss games like this that use modern UIs. |
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#1093 |
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Colonist
Join Date: Oct 2008
Posts: 1,133
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A dragon showed up along with a poorly timed immigration wave. Most of them died and a few fires were started.
![]() Then the dragon tripped over a stone trap and died.
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#1094 | |
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I am the law!
Join Date: Sep 2008
Location: New Mega-City One
Posts: 2,426
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I'm a lumber jack and I'm okay.
I sleep all day and work all night. |
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#1096 |
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Elephant Bug
Join Date: Oct 2008
Posts: 1,707
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Doesn't look like there is a dragon. It is just showing off the spreading fire I think.
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Do you want a second opinion?...You are also Ugly! |
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#1097 |
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Colonist
Join Date: Oct 2008
Posts: 1,133
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#1099 |
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Colonist
Join Date: Oct 2008
Location: Scotland
Posts: 2,704
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That is exactly why this game is awesome. Unexplained carnage, death and insanity.
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