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Difference between revisions of "v0.31 Talk:Exploit"

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(Created page with 'I wouldn't call most of the 'exploits' real exploits. Qantum storage, dwarven atomsmasher, yes. All others, no. If I tell someone:" You shall work all day on this and shall no…')
 
 
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And when I make traps, I tell all my friends about them, so they don't die in there.  
 
And when I make traps, I tell all my friends about them, so they don't die in there.  
 
And, stealing is stealing, it could be much easier than dumping items. --[[User:Niggy|Niggy]] 21:34, 29 May 2010 (UTC)
 
And, stealing is stealing, it could be much easier than dumping items. --[[User:Niggy|Niggy]] 21:34, 29 May 2010 (UTC)
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The traps are no exploit. Since enemies who know of the traps will ignore them, too. And blind dwarves still stumble into the traps, like a blind child did in one of my games. Ugly things happened to it. --[[Special:Contributions/194.156.172.204|194.156.172.204]] 08:53, 27 August 2010 (UTC)
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Should we mention that dwarves can quickly be brought to legendary by locking them in a room with a weak animal and giving them good armor and a crappy wooden weapon to fight it with? One can make a "tower of might", a building designed specifically to train tons of dwarves at once, locking them in small fighting chambers until they are starving/dehydrated/over-exerted, in order to efficiently convert a fortress of 200+ dwarves into effectively invincible warriors that can take care of themselves if anything dangerous gets into the fort. The game already has a sparring system, which is much slower, leading one to believe Toady doesn't want training warriors to be so quick and easy. --[[User:Peglegpenguin|Peglegpenguin]] 01:16, 28 September 2010 (UTC)
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:Heh, My fortress has gone through 22 of my dwarfs, all died thanks to elk birds. The next lot (I got some migrants while I only had 1 dwarf left alive. He was beginning to flood my fortress) were just training in the barracks, all novices when a [[troll]] appeared, and died without wounding anyone. The dwarfs were unarmed. Sadly all my dwarfs are permanently asleep(literally, they're still alive).
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I think that if "Manager Exercise Program" gets on this list then [[danger room|danger rooms]] should too, right? Well I added a section called "Quick trade goods". This is something that I use in many of my fortresses and I consider it an exploit because it is so over powered, essentially making other trade goods scrap to get rid of when the elves come around.--[[User:Introprospector|Introprospector]] 09:38, 25 January 2012 (UTC)

Latest revision as of 09:38, 25 January 2012

I wouldn't call most of the 'exploits' real exploits. Qantum storage, dwarven atomsmasher, yes. All others, no. If I tell someone:" You shall work all day on this and shall not do something" will make that one be good in whatever I told them to do. And when I make traps, I tell all my friends about them, so they don't die in there. And, stealing is stealing, it could be much easier than dumping items. --Niggy 21:34, 29 May 2010 (UTC)


The traps are no exploit. Since enemies who know of the traps will ignore them, too. And blind dwarves still stumble into the traps, like a blind child did in one of my games. Ugly things happened to it. --194.156.172.204 08:53, 27 August 2010 (UTC)

Should we mention that dwarves can quickly be brought to legendary by locking them in a room with a weak animal and giving them good armor and a crappy wooden weapon to fight it with? One can make a "tower of might", a building designed specifically to train tons of dwarves at once, locking them in small fighting chambers until they are starving/dehydrated/over-exerted, in order to efficiently convert a fortress of 200+ dwarves into effectively invincible warriors that can take care of themselves if anything dangerous gets into the fort. The game already has a sparring system, which is much slower, leading one to believe Toady doesn't want training warriors to be so quick and easy. --Peglegpenguin 01:16, 28 September 2010 (UTC)

Heh, My fortress has gone through 22 of my dwarfs, all died thanks to elk birds. The next lot (I got some migrants while I only had 1 dwarf left alive. He was beginning to flood my fortress) were just training in the barracks, all novices when a troll appeared, and died without wounding anyone. The dwarfs were unarmed. Sadly all my dwarfs are permanently asleep(literally, they're still alive).

I think that if "Manager Exercise Program" gets on this list then danger rooms should too, right? Well I added a section called "Quick trade goods". This is something that I use in many of my fortresses and I consider it an exploit because it is so over powered, essentially making other trade goods scrap to get rid of when the elves come around.--Introprospector 09:38, 25 January 2012 (UTC)