[QUOTE=gufu;44803865]Why not make two corridors and have a pressure plate close to the end of each, closing the closest exit and opening the other one? Both of those pressure plates could be disabled by a level on the inside of the fort. That way you could have constantly running enemy forces.[/QUOTE]
That's fucking ingenious and I love you.
[QUOTE=gufu;44803865]Why not make two corridors and have a pressure plate close to the end of each, closing the closest exit and opening the other one? Both of those pressure plates could be disabled by a level on the inside of the fort. That way you could have constantly running enemy forces.[/QUOTE]
Fortress defense will never be the same.
Ohh, I just fucking thought of something. You can't have mechanics work like that. They work on a solitary on/off system determined by the trigger - lever, pressure plate, etc.. Essentially that means that if you build a drawbridge, link it to a lever and a plate, pull the lever, the lever and bridge will be set to on but the plate won't. If you then construct another bridge and link them all up, if you trigger the plate it'll set the plate, the lever, and both bridges to on. Mechanics don't toggle, they force.
I still think the best way to deal with an enemy force is to capture them all in cages and take them to the top of the map in your death tower and drop them 60 z-levels to splatter in gore on spikes (also an amusing way to deal with excess cats)
Ooh, now that I have a volcano, I can drop magma-unsafe cages into it.
[editline]14th May 2014[/editline]
As well as rubbish.
You know, I could never quite figure out how to move cages WITH creatures in them without them escaping. Quite a shame considering I wanted to sell goblins to the elves for some berries.
[QUOTE=Zombie_2371;44805995]You know, I could never quite figure out how to move cages WITH creatures in them without them escaping. Quite a shame considering I wanted to sell goblins to the elves for some berries.[/QUOTE]Afaik only tame animals can be sold, all other kinds escape.
[QUOTE=gufu;44803865]Why not make two corridors and have a pressure plate close to the end of each, closing the closest exit and opening the other one? Both of those pressure plates could be disabled by a level on the inside of the fort. That way you could have constantly running enemy forces.[/QUOTE]
Marksgoblins will still be able to snipe your dwarves.
[editline]14th May 2014[/editline]
[QUOTE=Zombie_2371;44805995]You know, I could never quite figure out how to move cages WITH creatures in them without them escaping. Quite a shame considering I wanted to sell goblins to the elves for some berries.[/QUOTE]
Dwarves don't believe in slavery so.
[QUOTE=Sgt Doom;44805673]Ooh, now that I have a volcano, I can drop magma-unsafe cages into it.
[editline]14th May 2014[/editline]
As well as rubbish.[/QUOTE]
Now you got a place to throw bodies in too. Not only do you get rid of miasmia, but you also please the volcano gods living inside it. :smile:
All this chromite ore, and no crucible to smelt it with :c
Time to find one of the less useful dwarves and have them research stuff, and perhaps assign another to be a priest.
On an unrelated note, regarding the prevention of magma creatures entering my fort; if I place a floor grate or floor bars in the hole connected to the magma pool, can magma smelters and the like still be built in the same place, and access the fuel source?
[editline]edit[/editline]
So some frogmen sieged me, and within seconds left the map. Guess they got scared by the leprechauns or something. Quite handy for me, as I was still in the process of moving my mastiff puppies into safer accomodations.
Magma workshops require a hole directly to the magma. The best way to go about this is to channel the hole where one of the impassable tiles will cover it - it'll still work, and as it's on a different level it can't be destroyed by building destroyers.
I have embarked with thirty plump helmet men.
There is absolutely no way this can go wrong.
Armok must really hate me, not a lick of iron ore in this area. Found an arseload of cobaltite which is equivalent in strength to iron, but can't turn it into steel, which is absolutely required for some of the advanced buildings (including the only one that smelts cobalt :/ ). Probably going to have to rely on a big pack of mastiffs and traps for defence (or just clam up until migrants or traders arrive). Fortunately I have enough cobalt ore to line every single corridor, every stairwell and every entrance with traps.
So with masterwork and orc fortress mode, are orcs with bows supposed to be insane terminators?
A recurve bow + bone arrow + orc seems to function like a railgun.
I have my hunters consistantly shooting animals into splatters.
50% of the animals killed have their torso ripped off with the first shot, those who survive usually lose their head when the second shot hits.
And I'm talking about wolves, coyote's, stranglers and the occasional monkey.
These archers are novices too, I can't imagine what a legendary orc bowman with mithril can do.
[editline]14th May 2014[/editline]
A goblin, elven and Human caravan just arrived at the same time, Free stuff ahoy!
[QUOTE=Mrfantasticool;44809726]
A goblin, elven and Human caravan just arrived at the same time[/QUOTE]
Sounds like the lead-in to a joke.
[QUOTE=Masterofstars;44809581]I have embarked with thirty plump helmet men.
There is absolutely no way this can go wrong.[/QUOTE]
Dear god someone send help.
Figured y'all might like to take a look at this. Sure it's not strictly dwarf fortress related, but most of y'all have fond memories of Dungeon Keeper, and this is freely available in alpha state, looks pretty damn similar with a few changes - such as multiple z levels.
[url=http://dwelvers.com/]Dwelver[/url]
[video=youtube;k_eyGJHf-r8]http://www.youtube.com/watch?v=k_eyGJHf-r8#t=146[/video]
Is it possible to stuff like fifty cats into a cage, connect the cage to a lever, and then activate it in order to spew out fifty cats at once (possibly over lava and/or a 60z drop).
It's been a while since I've played df but the current image in my head is
[img]http://i.imgur.com/uWQEI.gif[/img]
[QUOTE=lightningstreak;44811056]Is it possible to stuff like fifty cats into a cage, connect the cage to a lever, and then activate it in order to spew out fifty cats at once (possibly over lava and/or a 60z drop).
[/QUOTE]
This is a well established concept.
I finally put down the Plump Helmet Man rebellion and confined them to the underwarrens when the Elves arrived.
Forgetting Masterwork gives Elves mythril shit, I tried to have my army take their goods and the next thing I know, my entire army plus six citizens were killed by a single elf speardancer.
[editline]14th May 2014[/editline]
I was recovering and then some Giant Gray Langurs came and purged the population again.
[QUOTE=lightningstreak;44811056]Is it possible to stuff like fifty cats into a cage, connect the cage to a lever, and then activate it in order to spew out fifty cats at once (possibly over lava and/or a 60z drop).[/QUOTE]
More than possible. In fact, one of the suggestions for a nasty trap combo on the wiki is a pressure plate linked to a cage filled with war dogs. When the cage is activated, it deconstructs and expels everything in it. Since the insides of cages work off the same quantum space technology as quantum stockpiles, you can put a [i]lot[/i] of war animals in them.
Or just regular animals, which is what I do. All non-war non-pet non-herbivore animals go into a cage in my dining room. Gives dwarves good moods and keeps them out of the way.
[editline]15th May 2014[/editline]
[QUOTE=Masterofstars;44811609]I finally put down the Plump Helmet Man rebellion and confined them to the underwarrens when the Elves arrived.
Forgetting Masterwork gives Elves mythril shit, I tried to have my army take their goods and the next thing I know, my entire army plus six citizens were killed by a single elf speardancer.
[editline]14th May 2014[/editline]
I was recovering and then some Giant Gray Langurs came and purged the population again.[/QUOTE]
Just deconstruct the trading post. All the claim with none of the blame.
[QUOTE=Terminutter;44810405]Figured y'all might like to take a look at this. Sure it's not strictly dwarf fortress related, but most of y'all have fond memories of Dungeon Keeper, and this is freely available in alpha state, looks pretty damn similar with a few changes - such as multiple z levels.
[url=http://dwelvers.com/]Dwelver[/url]
[video=youtube;k_eyGJHf-r8]http://www.youtube.com/watch?v=k_eyGJHf-r8#t=146[/video][/QUOTE]At last, a proper sequel to Dungeon Keeper.
[editline]15th May 2014[/editline]
[QUOTE=Lijitsu;44813391]Just deconstruct the trading post. All the claim with none of the blame.[/QUOTE]Doesn't that make the next caravan of that race significantly less well-stocked? Or do they eventually recover from that?
[QUOTE=Sgt Doom;44814409]Doesn't that make the next caravan of that race significantly less well-stocked? Or do they eventually recover from that?[/QUOTE]
You are correct. Caravan stocks are based on the previous trading conditions - specifically their profit margin. Trade a lot? Trading supplies increase. Trade nothing? Trade slows and reduces. Caravan goes back with a net loss? Drastic reduction in trade supplies. That being said, there are a few benefits to pseudo-claiming the entire caravan. One, you get all their shit for free. Two, if you're in a bad way it can help you recover and survive long enough to make it up for them - I used to always take the first caravan's stuff to get through Winter, now I can survive myself just fine. Three, if you're going to take their shit anyway, there's no reason to do it before you're ready for a war. They're going to keep coming, so you might as well hold off until there's a smaller amount or at least until you've got a well armed military.
[editline]15th May 2014[/editline]
[QUOTE=Terminutter;44810405]Figured y'all might like to take a look at this. Sure it's not strictly dwarf fortress related, but most of y'all have fond memories of Dungeon Keeper, and this is freely available in alpha state, looks pretty damn similar with a few changes - such as multiple z levels.
[url=http://dwelvers.com/]Dwelver[/url]
[video=youtube;k_eyGJHf-r8]http://www.youtube.com/watch?v=k_eyGJHf-r8#t=146[/video][/QUOTE]
The public alpha they've got going right now is pretty limited and it's a little clunky to control, but just from the way it plays I can tell this is going to be an incredible game.
Anyone else waiting for the new release purely for the new hilarious bugs it will inevitably add?
[QUOTE=Sgt Doom;44814409]At last, a proper sequel to Dungeon Keeper.[/QUOTE]
Hey, woah, are we forgetting War for the Overworld here? Because it's already doing a lot to earn that title.
I've been playing some Masterwork lately and playing the Vagabond scenario is actually really fun. For those that don't know it's an embark profile where you only start with a bunch of really skilled dwarves, no materials, picks or anything except the wagon and two bulls. The fun comes from the fact that it's impossible to dig until the first caravan arrives, forcing you to live above ground until that time. Had a really fun game where I made a small overworld stronghold but since I forgot to put down one of the doors forest spiders came in and slaughtered my dwarves.
Bonus FUN modification: Choose where you embark with your eyes closed so you have no idea where you started out and what dangers you'll face there.
[QUOTE=FPSMango;44818191]I've been playing some Masterwork lately and playing the Vagabond scenario is actually really fun. For those that don't know it's an embark profile where you only start with a bunch of really skilled dwarves, no materials, picks or anything except the wagon and two bulls. The fun comes from the fact that it's impossible to dig until the first caravan arrives, forcing you to live above ground until that time. Had a really fun game where I made a small overworld stronghold but since I forgot to put down one of the doors forest spiders came in and slaughtered my dwarves.
Bonus FUN modification: Choose where you embark with your eyes closed so you have no idea where you started out and what dangers you'll face there.[/QUOTE]
But how do you obtain resources to build the trading post?
[QUOTE=esalaka;44818269]But how do you obtain resources to build the trading post?[/QUOTE]
Deconstuct Wagon -> Build Carpenters Workshop -> Create wooden training axe -> Cut trees -> Build Trading Depot
[QUOTE=Orkel;44817757]Anyone else waiting for the new release purely for the new hilarious bugs it will inevitably add?[/QUOTE]
I'm one of the few who hands on experienced the million giant mosquito bug.
I'm ready for anything.
[QUOTE=Orkel;44817757]Anyone else waiting for the new release purely for the new hilarious bugs it will inevitably add?[/QUOTE]
I'm looking forward to all the crazy shit that climbing will create
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