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Topics - kefkakrazy

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So, I went on a long hiatus from this game for a variety of reasons. I have not played it, nor have I really followed closely the development, since around the time minecarts went live.

Has anything really, really crazy been added since then?

2
DF Dwarf Mode Discussion / Nasty looking stream...
« on: December 27, 2012, 10:01:25 pm »

I wouldn't want a swim in that...

3
DF Gameplay Questions / On behalf of a friend: Water flushing zombies.
« on: October 29, 2012, 04:03:39 pm »
So, here's the question.

My friend is creating a fortress on a Terrifying zone. His plan is to cordon off a big chunk of the map as a zombie-free zone, then butcher and release a metric crapload of zombie bunny bits onto the non-secured section of the map.

Question is twofold. First: He wants to be able to collect things like goblinite after the zombie horde eats whatever shows up. He wants to set up a flushing machine to flush any goodies that get dropped to a non-Terrifying section of the map, so that he can then collect them safely.

Will this work? Will the water pressure be sufficient (given a lot of patience) to flush goblinite into a desired area? What could go wrong?

4
DF Gameplay Questions / Making Beekeeping Work
« on: October 24, 2012, 08:33:10 am »
Beekeeping appears to be uselessly buggy, since the beekeeper likes to stand around mindlessly in random and possibly-goblin-infested chunks of the map.

How can I get beekeeping to work? Is there any kind of workaround to make it function more effectively?

I am fond of the idea of creating a fortress with a bee-based economy, but it's not going to work until I find a way to make beekeepers stop standing around!

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DF Dwarf Mode Discussion / "Jaws", Dwarven Mechanic
« on: January 22, 2012, 12:59:27 am »
Is it just me, or are biting attacks pretty hardcore?

I've had a mechanic get assaulted by a troglodyte; the trog triggered a stonefall trap, got a bit mangled, and then had a random mechanic jump him and bit him, latching on until my militia commander could behead it. (The Mechanic earned the honorary nickname "Jaws" from this endeavor!)


I've also had a forgotten beast, a huge garnierite poison-gas-spitting mite of all things, get killed in such a way. It got mobbed by my military, which pounded it into gravel but couldn't land a killing blow, until one of my dwarves who hadn't passed out from the gas jumped on and bit the thing's head off.

Yes a random recruit chomped a giant poisonous stone insect's head off, what of it?

6
DF Gameplay Questions / Extinction/depopulation?
« on: January 18, 2012, 09:21:50 pm »
Quick question. I haven't played a lot since the last big release, being on a break of sorts. Do creatures/cavern monsters still "run out" for a site? That is, will your hunters ever depopulate the surrounding wilderness, like they used to be able to? Also, can fisherdwarves still depopulate fishing holes?

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DF Gameplay Questions / Glacial water pipe attacks
« on: January 18, 2012, 01:33:55 am »
Alright. Playing around on a glacier fort (fort operations primarily taking place underground in the first cavern) and I wanted to see how this would work.

This site, I'm 99% sure, has goblin access, and therefore I hope/expect to see sieges at SOME point down the line. Question being: If I build a water pipe and rig it to pour water out onto invaders...

Will it freeze? (Glacier fort, perma-ice; I expect it to freeze, so this is a semi-rhetorical question)

If it will freeze, how long will it take? Instant upon hitting the surface, or will it have some time to spread and engulf goblins before flashfreezing?


Will I need to take any other precautions? Will the water freeze in the pipes (the pipes being considered Above Ground/Inside), thus meaning I'll have to have magma-heated water pipes?


I'm sure this has been done before but I've not played around with DF's fluid dynamics and temperature systems much, so I'm not sure exactly what I need to do to make this work.


(Thought: next fort, I'm embarking on a Cold biome that freezes most of the year, then building a fort that completely submerges and isolates itself whenever the ice melts, then has to dig out for the spring... Heeeeheheheh! Sounds dangerous.)

8
DF Gameplay Questions / Rope reeds in the desert
« on: August 13, 2011, 01:08:27 am »
I was reading over the wiki, and I just suddenly realized: I don't have the option to grow rope reed at my aboveground farms located at my desert fort.

Is it possible to grow rope reeds in the desert (assuming, of course, that I barter from the pointy-ears)? Do I just need to "wet" the farms (the wiki listing rope reed as a wet plant)?

Am I screwed? I'd kinda planned this fort to do massive textile economy stuff.

9
DF Dwarf Mode Discussion / Battle Bunnies
« on: April 18, 2011, 01:35:50 pm »
Quote
Mod it and make the bunnies trainable to have attack bunnies. Alternately, you can have your military slaughter them.

So, I'm thinking of starting a new fort... and my plan here involves HORDES AND HORDES OF VICIOUS RABBITS.


I'm going to mod the [TRAINABLE] tag onto rabbits and create a bunny economy. Bunny totem exports. Bunny soldiers (a military backed with a teeming meat-wall formed of War Bunnies). Not bunny food, obviously, since rabbits apparently aren't big enough to form even one unit of meat...

I'm excited for some reason. Plus it'll be a good way to give my new PC a DF stress test, since I haven't played enough to do so since I got the thing.

10
DF Gameplay Questions / Military bugs listed on the wiki
« on: July 12, 2010, 11:04:15 pm »
The wiki lists a couple of military bugs. Such as, dwarves who start in on the military never again performing civilian labor, and military dwarves not training when set to "Train" scheduling.

Are these still active, or have they been fixed and the Wiki is just slow in updating?

11
DF General Discussion / Dwarf Fortress Roleplay
« on: March 01, 2010, 12:46:50 am »
A titchy bit of background here. I'm running a HERO System game for some friends, in which everyone plays video game characters. They're shifting between video game worlds, fighting against a force that seeks to corrupt the worlds and destroy them. So, pretty standard fare.

And last session, I sent them to a Dwarf Fortress world.

They appeared deep in a tunnel and were quickly found by the Captain of the Guard. One of the party members went invisible and followed behind as the rest were led to the throne room, where the King of the Mountainhome interrogated them for a bit and eventually informed them that a vast goblin/orc horde, led by a mighty Demon, was on its way to the Mountainhome... and that the Humans and Elves had already been eradicated entirely, that the Mountainhome was the final stronghold.

The players agreed to help in the defense, and they were taken to the treasure chamber and given dwarven Artifacts to help them fight. The stealther, who had impressed the King by popping into plain view in the middle of the throne room, was given an artifact longsword with a bit of history behind it. Nazushrakus, Bloodthirst, forged by a dwarf whose melancholy at the news of the final destruction of the human race triggered a fey mood. He came out of the forge, cast himself into a river, and left Nazushrakus embedded hilt-deep in a solid granite worktable.
And so they led the defense on the main front. The party sniper took to the walls and commanded the wall crossbowdwarves, a character with mechanical knowledge was tasked to maintain the traps and command the ballista crews, the super-strong melee fighter stayed on top of the walls to command the catapults and to throw the rocks from their ammo supplies, and the stealther was given command of a troop of ambushers and sent into the field.

The first waves, mere goblins, died easily and without trouble. The subsequent waves included many orcs, as well, but the defenders managed to hold them off, though the other walls began to fail under the onslaught. Then, as the battle reached its peak, the immense form of the great demon Engnun Lozuolsmo came into view, a captured dwarven artifact over his shoulder-the great adamantine axe Dorengast, Diamondcleave! The captain of the dwarven guard and the four champions that remained charged out onto the road as dwarven faces on the walls poured magma onto the battlefield; the ambushers fled into the tunnels, as the stealther snuck onto the road behind the Demon. The battle was surrounded by scorching magma, but the party battered the demon until it began to fall over unconscious... at which point the otherworldly corruption that they had come here to right consumed its body utterly, infusing it with impossible strength. With one swipe of the great Dorengast, Engnun slew the fortress's four champions, along with the heroic Captain of the Guard.

The strong one kept pelting Engnun with the heavy catapult stones, though the arrows of the tower guard failed to penetrate his hide. With a heave of his great arm, Engnun cast the greataxe Dorengast at the sniper, who avoided it by diving off the wall, stopping just short of the magma pool before scrambling to safety. The party valiantly struggled, until the assassin leaped from cover and sunk Nazushrakus into the demon's side, then leaped. The shade of Litast Tangathlor, the smith who forged the longsword, appeared beside the assassin to guide his strike deep into the heart of the corrupted Demon, and it roared, slumping to the ground as the flesh melted from its very bones, leaving behind nothing but a writhing mass of raw corruption and a pile of blackened bones.

As the party prepared to leave, the King thanked them from the depths of his heart as they returned the artifacts they had been loaned. He opened the forges to them, and the master smiths worked tirelessly to make what improvements could be made on their equipment.

But for the assassin, who had so impressed the King and who had sated the bloodlust of the vengeful spirit of Litast Tangathlor, there was another, far greater gift. Though dwarven law prohibited the passing of dwarven Artifacts into the hands of other races, as they were an irreplaceable part of dwarven history... Nasushrakus still had a story to be written. The king bowed low as he placed the sheathed blade back into the assassin's hands, thanking him and the other outsiders for their heroism. The marks of battle even marred the throne room; the other walls had fallen before the horde, and it was only the passing of the Demon and the loss of the dark strength they drew from the Corruption that tainted him that broke the siege and sent the enemy fleeing.

The mountainhome Sarveshkizest was safe, for now, and the travellers bid their newfound friends farewell as they moved on to the next realm in need.

{This was a tabletop roleplaying session I ran recently for some friends. It went well.}

12
DF Bug Reports / [40d] Traps don't seem to be affected by cavein code
« on: November 03, 2009, 12:53:24 am »


It appears that removing constructed objects underneath a trap does not cause the trap to cave-in or deconstruct.

Caveins are on in this map.

The map shown in the pic is done with a mod version, but it reproduces in vanilla.

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DF Dwarf Mode Discussion / A curious discovery
« on: November 02, 2009, 10:59:31 pm »
Huh. Traps don't seem to be affected by cave-ins (specifically, a trap on a surface that is deconstructed seems to hover in midair, at least it did for me).

This gives me ideas. What if something is flung through the air and passes through a tile containing a freefloating trap? Could you use a drawbridge to fling a pack of prisoners into a wall of floating weapon traps?

Armok help me.

14
DF Dwarf Mode Discussion / Halibut!?
« on: October 20, 2009, 07:36:52 pm »
Spoiler (click to show/hide)

This utterly mystified me, until I realized it probably came from the human caravan that showed up about two seconds before the orc siege.

Edit: To clarify, I thought that it was a kill trophy for one of the orcs.

15
DF Modding / Paint blocks: a colorful idea!
« on: September 13, 2009, 07:01:26 am »
I was thinking of doing something whereby one could use the dwarven philosopher's stone (the smelter) to convert a raw material (generic stone blocks?) to specifically colored building materials.

Can the smelter accept "any block" or "any block made from stone" as acceptable inputs? If so, the reaction could go: "stone block"->"red block" (block with all of the properties of stone blocks, plus being colored red).

Might be cool. Any inputs?

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