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Topics - Kaos

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1
DF Gameplay Questions / A Cure for Insanity?
« on: October 24, 2015, 10:23:22 am »
It just occured to me: could an insane dwarf be cured of insanity by being infected by a were-creature curse and turning during the full moon and back into a fully healthy, sane dwarf?

I'm thinking about exploiting the ability that were-curses have that the dwarf could even have missing limbs but they regrow on transformation... does this work for insanity too?

2
In my current 40.10 fort, my first winter, a 10 goblin siege shows up, I set the Civilian alert, everybody should stay in the "Inside" burrow, I lock all my doors and leave only one open to bait the goblins to come where I want them....

Meanwhile my expedition leader finally gets some free time to finish the meeting with the dwarven liaison that came in autumn and is still here, they review the documents, she shows me what they want from my fort and says her farewells and beelines to the only open door to the outside that I'm using to bait the goblins...

The goblins approach the door, I lock it, and open another one further away... the liason also approaches the open door and I lock it to prevent her to go out just to encounter 10 goblins head on... I do this a few times until the goblins are too spread around my above ground walled in and roofed with retractable bridges fort area...

So the fort is in complete lock down, the only ways something might get in or out at this point are:
1) a building destroyer knocking down my above ground fort doors, which I'm prepared for: retreat to my underground fort which is safe behind a floor hatch that can only be accessed from bellow... and
2) a flyer that can fly over my unfinished underground access tunnel that needs a bridge built over 10 tiles of 7/7 water...

Well... the liaison took option number 2!! she somehow climbed/jumped/walked on water/flew/parkoured over 10 tiles of 7/7 water covering ramps like this:
Spoiler (click to show/hide)
the green line shows the path she took, bellow that there are ramps covered in 7/7 water, she just walked (albeit slower) over the "downward slopes", she never fell to the lower level, she's completely dry so she never touched the water... :o

What did she do? climbed across the sand walls?

3
DF Gameplay Questions / Preferences Questions + Science!
« on: August 28, 2014, 11:53:04 pm »
I'm seeing preferences for:
"pig tail fiber fabric"
"cotton fiber fabric"
"flax plant fiber fabric"
...
"<plant> fiber fabric" in general

also:
"flowing fabric"
and some weird names like that with "cloth"

and also:
"alpaca wool"
"llama wool"
"<shear-able-animal> wool" in general

Is "fiber fabric" the same as "cloth"? my guess is, no, "fiber fabric" I think is what you get when you porcess the plant by threshing, then weave the fibers into thread and then you make cloth, the same way when you shear an animal and get "wool", then spin it into "yarn" and then make it into "cloth"....

The thing is (if I'm not mistaken) that I haven't been able to confirm my guess, so are there separate preferences for "<plant> fiber fabric" and "<plant> cloth" as well as "<animal> wool" and "<animal> cloth"??

Also what are those weird fabrics/cloths I'm seeing in the 40.xx versions? like "flowing" and such?

4
How does climbing works in Fortress Mode?

Share your experiences...

My last fort [40.02] I had a perimeter wall made of stone blocks, I even cut any trees that were too close to the walls, I closed it completely and a herb gatherer was left stranded outside, so I thought creatures can't path in or out! great!

I was mistaken... whenever a creature (flyers or from a hill nearby) was spotted all my animals would be panicking and doing some sweet dwarven parkour over my walls (apparently they can't run inside >.< )

When I got a Goblin Siege, I closed my retractable bridge entrance and I though I was safe until I was able to dig a proper trap entrance tunnel to lock the goblins... but again, I was mistaken... a goblin archer climbed on a nearby tree and started shooting one of my horses creating panic... and more animal parkour... the sight of blood/combat also scared some of my dwarves that would climb on a tree inside my walls and then I realized what was going on... the panicking dwarves on the tree would make a 2 tile jump from the tree to the top of my wall and then would try to climb down the wall (I got the message that they lose the grip from the block wall) and lose their grip because stone block walls are supposed to be unclimbable...

Then for extra confirmation on the opposite side of my perimeter wall a goblin maceman climbed a tree outside the walls, I stationed one of my marksdwarves inside the wall thinking they would get easy shoots at the idiot... then the goblin did the same: jumped 2 tiles from the tree to the top of my wall and then climbed (and lost his grip) down the wall into my fort... -_-

Whenever creatures climb trees, it seems a little bugged, they don't seem to path correctly or consistently... at least I haven't noticed a pattern, one of my dwarves panicked and got stuck on top of a tree, even giving him station order would do nothing... he only got down when some goblins made him panic even more...

Seeing this new behaviour a few new security design strategies are needed:

* Leap preventing:
Assuming block walls can't be climbed, safe distance from trees to prevent leaps? 3 tiles?
If they can leap 2 tiles from a branch  to a the top of a wall, can they also leap throw a 2-tile dry moat?

* Preventing Climbing Down Outside:
How can we prevent dwarves and animals that get on top of the walls (be by parkour or using a staircase) to climb down the wrong side?
would they still attempt to climb down the wall if it's 2z levels high?
a moat? to rise height outside
fortifications?

* Tree Growth Prevention:
Preventing trees from growing next to the walls?
-do trees need hard undigged tiles bellow them to root? how close? digging bellow could pose other problems with the cave-in branches/grenades puncturing holes on floors and subterranean trees puncturing holes through ceilings/hard wall tiles
-paving some tiles around the wall, how wide can trees grow from the tile the trunk spawns? I'm thinking that quick soil roads may have a good use now to make a buffer to prevent trees from growing close to walls...

5
DF Gameplay Questions / [40.02] "no outpost liason? how curious..."
« on: July 13, 2014, 08:00:19 pm »
As the tin says I got to Autumn and when the dwarven caravan shows up I get the message "no outpost liason? how curious..." what gives?? o.O

6
DF Gameplay Questions / [40.01] Creatures experiencing mortal fear
« on: July 09, 2014, 09:42:18 pm »
I embarked with a bunch of animals and they get random panic attacks and when I "V"iew them it says "experiencing mortal fear", any clue to what does it mean?

7
I understand that one of the points of the mod's balancing is to not easily being able to buy the whole dwarven caravan the first autumn by having your carpenter mass produce wooden spiked balls and your cook mass produce roasts.

That said, I'm finding that having spiked balls removed, and the other trap components values nerfed, plus the guild system where your dwarves won't be churning out masterworks by autumn, plus the value of food nerfed, and farming not producing as much, and so on... makes difficult to create value to buy out caravans, so I'd like to share strategies to do so:

Carpenter: I'm using glumprogs and feather trees to mass produce stakes (stakes seem to be the highest valued item you can make with wood)
I'm saving my regular rough wood for smoothing in the wood splitting block (smooth wood has the same value as rough wood) and saving the smooth wood for pressing into paper.

Kitchen: milling plants into flour and sugar and making bread and candy and then cooking roasts produce relatively high value roasts, also boiling cheap eggs and then cooking the boiled eggs.

I was thinking on making an early Guild hall and train my dwarves but making the coins seem quite complicated...

Also there are only 2 kinds of booze you can cook, bloodwine and boozbelly rum, bloodwine being valued at 3 and blood at 6 and 1 blood producing 1 bloodwine causes you to loose value, it's better to just cook the blood, fermenting boozbelly cheese into rum in the other hand produces a lot of value and you can cook the booze for even more.

Also using the Brewstery instead of the still gives you more booze from your plants/honey.

I'm taking a look at the glass reactions next to see if I can get high value trap components from sand, although finding the fuel would get tricky having an aquifier.

What have you found out?

8
Masterwork DF / Blood nyads
« on: July 28, 2013, 10:09:47 pm »
I killed some blood nyads and I'm left with a bunch of body parts, can I turn them into anything usable?

9
DF Gameplay Questions / Restrainig a dwarf were-creature
« on: July 12, 2013, 09:59:00 pm »
A human were-lizard showed up on my and fort managed to bit and badly mangle my expedition leader, transformed back into a human, another dwarf managed to kill him, then the Dwarven caravan showed up and the outpost liason beelined to my agonizing EL, apparently this prevented my EL from resting injuries/being rescued, the EL had "conduct meeting" as her job.

So the OL waited there next to my EL and the next full moon came... my were-lizard EL bit the OL, they both survived and my EL turned back. They conducted the meeting and the OL is on his way out of my map.

Just for SCIENCE, I save-scummed and distracted my EL with other jobs so the OL stayed until the next full moon and they both transformed. :D

Anyway, now I want to chain my EL (which I'm going to demote) so she doesn't harm the rest of my fortress. Is there any way to do this?

10
DF Gameplay Questions / Restrainig a dwarf were-creature
« on: July 12, 2013, 09:58:01 pm »
A human were-lizard showed up on my fort managed to bit and badly mangle my expedition leader, transformed back into a human, another dwarf managed to kill him, then the Dwarven caravan showed up and the outpost liason beelined to my agonizing EL, apparently this prevented my EL from resting injuries/being rescued, the EL had "conduct meeting" as her job.


So the OL waited there next to my EL and the next full moon came... my were-lizard EL bit the OL, they both survived and my EL turned back. They conducted the meeting and the OL is on his way out of my map.


Just for SCIENCE, I save-scummed and distracted my EL with other jobs so the OL stayed until the next full moon and they both transformed. :D


Anyway, now I want to chain my EL (which I'm going to demote) so she isn't a harm to the rest of my fortress. Is there any way to do this?

11
DF Adventure Mode Discussion / Torn Artery, does it heal?
« on: June 22, 2013, 02:33:13 am »
As the tin says, I got an adventurer he got a torn artery on his upper arm muscle, all his other wounds have healed yet this one remains...


Also he has an infection on the upper leg skin, what gives?

12
DF Adventure Mode Discussion / Were-creature bite?
« on: June 21, 2013, 12:02:30 pm »
What kind of bite is needed for a were-creature to pass on the curse?

I assume that when they bite and is deflected or only causes bruises, it doesn't count. I guess it needs to say something like:
Quote
werewolf bites you on the upper right arm tearing the skin/fat/muscle
but there are times when they bite you only causing bruises but the bodypart remains latched to their teeth:
Quote
werewolf bites you on the upper right arm, bruising the skin/muscle
werewolf latches on firmly!
and then they follow with shaking around which most of the times do cause tears and bleeding:
Quote
werewolf shakes you round by the upper right arm tearing apart the skin/fat/muscle
Does these tears by shaking around after a bite latches on count to pass on the were-curse or do you need a clean bite hit that tears through some tissue?
has SCIENCE be done on this?
is there a way to easily check if you got the curse after an attack? I tried with dfhack cursecheck but it doesn't even recognize the actual were-creature...

13
As the tin says, is there any functional difference?

If all I've found that throwing them is better since:
1) I don't need a crossbow/bow/blowpipe
2) Both hands are free to wield other weapons
3) The ammo is not lost like when you fire it
4) Power levelling/practising the thrower skill is easier than marksmanship

So is there any advantage to actually firing a bolt using a crossbow?

14
DF Adventure Mode Discussion / Adventurer Elephant hunter?
« on: June 14, 2013, 10:39:26 pm »
So I was trekking through a tropical shrub-land or whatever (there was sparse vegetation and lots of palms) when I see a herd of Elephants, I approach slowly and after trying to attack them head on and getting my brains gored out of my skull I save-scum and try a new approach: I block the whole herd by circling them between 4 walls of camp-fires!  :D

Then I start pelting them with sharp rocks, but at most I manage to bruise some organ, only the trunk cartilage gets broken... I spend the whole night pelting them, the fires go out and they are still standing, I placed new camp-fires, managed to separate one of the most bruised ones from the herd and continue pelting it, now with bags full of sharp rocks, finally I manage to break or chip a bone and the elephant finally falls and gives in to pain, my opportunity to quickly dispatch it with a quick stab or slash from my long sword to the head!, but no, the thing is completely knocked out I got clear shots to the head, I stab and slash and the most I do is cutting the fat or bruising the bone, I try different body-parts and the same, at most I manage to bruise some organ with my sword...

In the end I had to slash and stab every body-part until it bleed out and finally died.

Is there any weapon that is actually effective against elephants and similarly sized creatures?

15
DF Adventure Mode Discussion / Leathers appearing near lairs?
« on: June 05, 2013, 12:01:00 pm »
I get to a lair site, I see a bunch of wild animals, I move on to another site close by, when I come back I find lots of leathers scattered around. They don't correspond to the wild animals I saw, usually are underground cavern animals like giant toads and reachers.

I went into a Night Troll house, killed her, sleep for 8 hours, when I open the door out I see a bunch of wild animals, I go back in sleep for 8 more hours when I go out again there are a bunch of leathers... what gives??

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