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Messages - Pinstar

Pages: [1] 2 3 ... 9
1
One of my favorite homebrewed traps involves weaponized minecarts (but not shotgun style) lead carts filled with lead bars sent back and forth to run intruders over. Hitting a sufficiently large creature (Like a water buffalo) when not heavy enough will stop the minecart in mid-track but also still inflict damage. Smaller creatures don't stop the carts and will be hit repeatedly.

2
Having played a healthy amount of DF and recently of Banished, I can tell you it is in the same genre, but it is NOT some cash-in rip off of DF.

The game stands on its own two legs, and while it has some tropes similar to DF (Things spiraling out of your control) it does its own thing.

I'm surprised this community isn't more supportive of the game. After all, it was made by ONE guy with an assist from his brother. Does that sound a little familiar? Luke (the game's creator) has been very humble about the experience, even after the commercial success of his game. 

Does it have DF's complexity? No, doesn't even hold a candle to it. But it is fun on its own terms, has a great UI and very good graphics (for a game made by one guy). It is worth the $20 purchase price.

In fact, it could be a boost to the DF community. Some people over at /r/banished say they've essentially 'solved' the game and want something more complex. I send them here :D

3
DF Dwarf Mode Discussion / Re: Evil things you do
« on: January 13, 2014, 05:32:14 pm »
I've been ordering dwarves to wrestle without gauntlets over a 2-level drop onto a cobaltite floor. So far the trauma values for broken bones and jammed joints are a steady 3 and 9 respectively.

Is there something special about Cobaltite?

Cobalt is fairly dense and can be common. It's the third-most dense mine-able stone, under pitchblende, which isn't found in large quantities, and cinnabar. There are heavier metals, but using metal to make a floor would be a waste.

The amount of damage you take from falls partly depend on what you land on, so heavier stone will hurt to fall on more than something like soil.

Plus it makes really awesome looking (depending on the tileset you're using) Walls. I've sent dwarves deeper into the caverns just to mine the stuff so I could have blue walls and fortifications above ground, to the extent of endangering my miners below AND my fort above by leaving it unsealed until the proper stone could be obtained. So yeah I guess that's evilish.

The most evil thing *I* have deliberately done was my 5 minecart repeater trap which pulverized those who wandered onto the kill zone. The fort I built JUST to test the trap for proof of concept died quickly with nearly its entire population either dead or laying at the corners of the kill zone unable to move due to the constantly repeated fractures their bodies were enduring.

The most evil thing I've seen one of my dwarves do was in a tantrum spiral. 3/4 of my fort was dead from some improperly sealed caverns but then the caravan arrived and managed to slay the invading Molemarians. I could have recovered from my remaining population...until my legendary miner went beserk after delivering some water to my hospital. He took his bronze pick and proceeded to hack his pet cat who was following him around in half, then buried the pick into the skulls of every recovering dwarf in the hospital, ran outside and brutally murdered a camel then dashed over to the caravan guards and hacked both legs off of one of them before the other two made it over and finished him off with hammer strikes.

4
DF Dwarf Mode Discussion / Thief detection through windows?
« on: October 11, 2013, 08:40:02 am »
Can a dog situated behind a glass window still detect sneaking enemies? What about glass floors for enemies one Z level below them?

5
Running water is afraid of heights. Water that has had time to sit around and think things over has come to peace with their fears and thus is willing to stack higher.

Where do turkeys and other similar birds get all the energy and nutrition to produce the large clutches of eggs they lay without actually needing to eat anything?

6
Has to do with air speed velocity calculation of a laden vs Un-laden swallow. It does not factor what the bird is laden with, it is merely a binary identifier.

How come mosquito brain is a 'meat' product availabe at embark and satisfies like a full meal when eaten, yet cannot be harvested from vermin mosquitos on your fort?

7
I searched the wiki and did not find any information there regarding these questions.

1. If a creature has horizontal momentum and 'collides' with a spike trap, will they be impaled? Or will them colliding with it sideways be no more deadly than them simply colliding with a normal wall?

2. If a minecart enters (or tries to enter) a tile with raised spikes while it has horizontal momentum, how do the spikes affect the minecart?

8
DF Dwarf Mode Discussion / Re: Spartan society: your impressions?
« on: October 09, 2013, 07:02:17 am »
Picks are your best weapons, yes. They are exceedingly choppy, bloody and hilarious.

also bronze picks ? Try *iron pick*s and then masterwork steel picks. I'm pretty sure you can maim anything with a steel pick.

The only reason I used bronze in the above screen shot was because on embark, bronze making ore is DIRT cheap and very fuel efficient, and this fight happened very early on in the fort's life. Once I get established I start upgrading to iron/steel as soon as possible. The point being, even with a non-top-tier material in the hands of under trained miners, mining picks are disgustingly effective.

9
Dear Urist McCapitan of the guard, legendary bowyer, badass marksdwarf rare migrant with 178 kills to your name but aren't a vampire.

You are a badass, but when your dumbass squad decides to charge the goblin invasion and I tell you all to pull back, please please please pull back rather than attempting a last stand.


Oh and Dear Urist McMasons. That 1x1 hole you left in our wall that the marksdwarfs decided to charge out of?  Yeah that better get built NOW or I'm filling it with a stone slab and your names will be carved on it.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 08, 2013, 03:40:01 pm »
OMG WHY ARE THERE SO MANY LLAMA TEETH?! ARE THEY JUST RECREATIONALLY KICKING EACH OTHER IN THE FACE?

LOL

I just started having this happen in my fort but with Ewe teeth. Pretty funny to watch actually. I wonder if I can make a "tooth' craft for everyone of those that flies out.

11
DF Dwarf Mode Discussion / Re: Spartan society: your impressions?
« on: October 08, 2013, 12:40:29 pm »
Mining Picks and Shields.

Don't have them train in the traditional sense. Give everyone who comes to your fort a pick and make them all a miner and have them carve out some arbitrarily large room...or maybe dig up a whole mineral vein. This should get them to ~5 skill in a fairly short amount of time and net you some extra stone/ore/room for your troubles. Manufacture/buy enough picks to supply your whole fort and keep them and the shields in a central location. Be sure to turn off the mining labor once they 'train' up enough.

Mining picks, especially bronze or better, are absolutely disgusting. Skilled miners can one-shot skulls. Unskilled miners will probably just chop off a foot, make them fall down and then start tearing up their spine. Here is an example of a team of newbie miners fighting a troll with bronze mining picks.

12
DF Suggestions / Display pedestal
« on: October 08, 2013, 12:16:37 pm »
The display pedestal would be a furniture item and could be made out of wood, stone, metal or glass. It would be treated like a statue in terms of both movement blocking, and room valuation considerations.

Once constructed, you could assign a single specific item to it in a manner similar to assigning an animal to a cage.
A hauler would then bring that item and place it on the pedestal. The pedestal's room value would then become its base value + the value of the item stored on top.

Further... you could order the display pedestal to be engraved. This would not only further enhance the value of the item...the engraving would specifically be about the item.

Thieves would be especially attracted to pedestals and if they are able to approach them, they would be able to remove the item. Tantruming dwarves would be prone to knocking items off of pedestals too. A building destroyer could destroy a pedestal and cause the stored item to fall to the ground. If 4/7 water or magma touched the pedestal, the item would be swept into the water or magma with the flow. You could also instruct your dwarves to remove items from the pedestal. Only one item could be stored at a time.


The pedestal could also be used as a sort of pressure plate. When fed a mechanism and linked to other items, it would act as a lever...sending a signal when an item was placed onto it, and sending another one when an item is removed from it...allowing for some indiana jones style traps.

Lastly, it would finally let you make use of those previously useless artifact crafts by letting them lend their value to a room by way of the pedestal. That said, anything that is not an animal or a container could be put on display. Items with titles would display their titles on the stand. Weapons with kills would display the kill list. The Pedestal would also display who made the item (if manufactured in the fort) or who was slain to win the item (If obtained from a foe).

The pedestal would count the item it contains for the purposes of checking for material preferences and generating happy thoughts.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 08, 2013, 09:34:54 am »
After 2 1/2 years of searching I FINALLY find the caverns. I am naming them the troll caverns because ALL of my exploratory mining patterns and bore holes missed them by just a few squares early on. In the biggest offender, the cavern was a C shape and my bore hole was going right down the middle, missing it on three sides the whole way down.

With my livestock population reaching critical mass and the ground getting peppered with ewe teeth from all the fights they keep having, I need the underground pastures. Cue me setting 7/8ths of all 4 of my soil layers to be 100% completely mined out. I am going to have floor fungus and underground trees dammit! I have waited too long!




14
DF Dwarf Mode Discussion / Re: Migrants, I love you
« on: October 07, 2013, 09:02:24 am »
Skilled wood cutters bring axes, skilled hunters bring crossbows, skilled miners bring picks.

The actual item they bring is random. More than once I've been graced with a steel battle axe and steel picks from my first wave or two.

If you un-assign their labor, they'll drop their related tool, freeing it up to be used by your budding military if it is of a high quality metal.

15
DF Dwarf Mode Discussion / Re: Best way to un-stick a stuck goblin siege?
« on: October 05, 2013, 10:05:52 am »
Tried it, lost 4 so far this way. I might go for a lone crossbowman to take a pot shot at the leader's mount to see if that does the trick.

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