Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Staalo

Pages: [1] 2 3 ... 73
1
DF Dwarf Mode Discussion / Re: Question about HFS
« on: December 23, 2021, 04:29:23 am »
Some care with drawbridges is still needed however, because I had 1 destroyed by dragonfire.
Yes, it's a bad idea to position animals or anything else the dragon wants to burn near a drawbridge you want to keep intact and unmelted.
That was one very !!FUN!! thing I learned during my turn in Doomhollow.

2
DF Dwarf Mode Discussion / Re: Ridiculous Artifacts
« on: November 24, 2021, 04:27:18 am »
Majority of all artifacts ever created are really ridiculous and useless in any case, if we're being honest.

In my recent forts the most memorable was probably Shameappear the alpaca wool thong, not because of the artifact itself, but because of its effect on the world. For some reason no less than ten different necromancers had claimed it from afar and were sending an endless conga line of undead infiltrators to steal it from my treasure vault. At the time my fort was full of adamantine and gold treasures worth half a kingdom, but no one cared about those; that piece of underwear was the one everyone was coveting.

To stop the flood of infiltrators I started raiding and knocking down necro towers. That worked for a while but once the last necromancer was dead, various high priests and holy men around the continent started sending their agents. You can probably guess what they were after... yes, Shameappear the alpaca wool thong.

3
DF Dwarf Mode Discussion / Re: Archery towers - now useless?
« on: November 09, 2021, 03:27:58 pm »
It might be a personality issue as well. In my current fort I usually see only the same three (out of 12) crossbowdwarves consistently trying to path through the entire fortress and bash the goblins' heads in; they all have their VIOLENT trait at "likes to brawl" or better. Might be a coincidence of course.

4
DF Dwarf Mode Discussion / Re: Insight on the non-returning Squads
« on: October 26, 2021, 01:29:24 am »
Assigned war animals are considered as a part of the squad so the mission is stuck until all the assigned animals have left the map.

As far as I know, babies don't (usually) cause any problems; I have some babies in my fort who are veterans of several missions.

5
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 25, 2021, 01:51:02 am »
Wiki also claims that one tile is about 2,4m x 2,4m (8ft x 8ft), so the maximum area would be about the size of the United Kingdom.

6
I'm mostly option 1 in the opening post.

I play DF mainly for the stories; I generate worlds until I find something that resonates with me in the Legends, and then build multi-generation forts in those worlds to continue the stories. I tend to ignore megaprojects and pretty architecture and concentrate on cultivating legendary heroes and unusual individuals. On especially successful worlds I might build multiple forts and watch all the old friends immigrate and continue their lives.

Even if my methods have sometimes been a bit harsh *cough*dwarvenchildcare*cough*, wellbeing and happiness of my citizens come (nearly) always first.

7
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 15, 2021, 04:20:52 pm »
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?
Yes, I suppose you'd end up with an adult-sized baby since growth is calculated constantly but these stage-of-life changes are apparently handled only on birthdays.

I also suspect the baby would grow straight into an adult if their growing up could be suppressed until their twelfth birthday.

8
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 15, 2021, 01:44:01 pm »
While on topic of babies going a-raiding with their mothers, babies will skip growing into a child if they happen to be out of the fort on their first birthday. If this happens, they will remain babies for another full year until their next birthday.

9
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 15, 2021, 04:45:38 am »
One of the militiadwarves' babies grew into a child and I noticed she was already an Average Ambusher. Apparently babies can learn Ambusher skill when their mothers take them along on raiding missions.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2021, 04:38:26 am »
He is on fire, but not actually burning per se, meaning he is not bleeding or melting or otherwise injured. His gear will soon reach melting temperatures, though.

I didn't plan on fishing anything out of that part of the magma system so there's no way to drain those tunnels. Also the siege won't end as long as he's down there.

My fault, should have prepared for magma-proof super goblins getting stuck in the pipes.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 13, 2021, 04:04:09 am »
I'm again trying out magma mist generators as a siege defence. On the first test something clearly went wrong; I didn't see what happened but there is now an eternally burning Goblin Maceman swimming in my magma works. He isn't melting or even drowning, and seems actually quite content despite being on fire.

12
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 08, 2021, 03:45:44 pm »
Maybe they were platonic lovers... Or sex is not implemented yet. You would think that it should relieve stress more than just some babbling.
If they did something more than discussing, DF didn't log it.

Of course, it still hasn't been proven that dwarves actually have sex, despite the existence of [UNKNOWN_SUBSTANCE] in the game. Dwarves might as well conceive via spouses highfiving each other as they pass in a crowded corridor.

That being said, the couple in question did end up marrying each other soon after (changing the line to "discussing her problems with a spouse"), so I hope we'll know for certain in about nine months.

13
DF Dwarf Mode Discussion / Re: Trivial findings
« on: October 08, 2021, 02:45:14 am »
Unhappy dwarves can also relieve their stress by "discussing their problems with a friend." This appears to work exactly like yelling at a noble; the stressed dwarf gets a satisfied thought, while the friend feels empathy.

EDIT: Decided to do an experiment.

After locking the stressed dwarf into a small room together with her friend, this discussion happened about once every two days. The friend gained related social skills each time, mainly Pacifier. Unfortunately these discussions weren't enough to relieve stress faster than it was gained.

EDIT2: Of course, after some time the stressed dwarf and her friend became lovers, and these discussions were then labeled as "discussing their problems with a lover." Being lovers did not change the frequency or effectiveness of the discussions.

14
Yes, I've been running frequent Legends dumps since this first happened, just to see what's happening inside these sects. So far there's no common theme between them. Some religions have had no leadership and only few followers for centuries. Some are doing very well and are granting high priest titles left and right for no apparent reason. Some religions aren't even from my civilization, but for some reason my fortress-born kids have been their members from birth.

There is also nothing common between the title recipients, outside of them being members of the sects in question and being militiadwarves who have recently seen action. Some are the only members of their sect in the fortress, but not all of them.

Now that I think of it, this whole thing began when I started retaliating against the invading goblin civilization, The Terror of Fogs. Raiding necromancer towers earlier didn't trigger it, nor did missions against the other hostile (human) civilization, The Confederacy of Hermits. I have to test this a bit more to see if only fighting goblins will grant titles from now on.

I don't think the concept of holy war has been implemented in DF... or has it? I'm starting to have doubts.

15
A pattern seems to be emerging... each military action my troops participate in will be rewarded with religious titles for one or more militiadwarves.

Spoiler (click to show/hide)

That makes twelve of them. Sooner or later my fortress will be inhabited entirely by high-ranking clergy. I have no idea what's going on.

Pages: [1] 2 3 ... 73