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Messages - barny

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1
DF Gameplay Questions / Re: How to view embark features
« on: May 26, 2010, 11:19:02 pm »
Thank you, I appreciate it.

On a side note, were sieges made more difficult? Does the Orc mod still work?

2
DF Gameplay Questions / How to view embark features
« on: May 26, 2010, 10:32:17 pm »
How can I enable viewing of certain features like Magma Pipes and Pits on the embark screen? I remember that there was a way to enable viewing such things.

3
DF Dwarf Mode Discussion / Re: What is your current project?
« on: July 13, 2009, 05:53:52 am »
In light of learning how to make GCS shoot silk through fortifications at rapid fire rates, I am trying to master a way to make Fire Imps/Dragons/Spoilers to shoot flames through them as well. The trouble is that what makes them shoot flames isn't coated in webbing like the bait for the GCS, they are covered in flame; and I end up with !!Kitten!!.

Currently, my fortress is on the Dwarf Heaven map, and any intruders get showered in webbing. Then, they trigger row of pressure plates by moving past the web zone which makes a bait animal fall for the imps, thus the intruders get a quick burst of flames shot into their lines.

In a general sense, this is a semi-effective step towards my goal of an automated defense. The trouble is that with my current design, the flame does not shoot head on and thus while the orks mover from north to south down a hallway, the imps fire west-east, which is sort of like waster fire. What usually happens, is that the orks trigger the bait animal to fall and the imps fire flames far too late to do any real damage. Also, flaming orks tends to be a loose-loose situation when you want to fight them up close instead of using Marksdwarves.

I am trying to perfect the system, and add in Booze-Bombs that drop with the bait animal, thus the burst of flames becomes a burst of flames + explosion. Due to the layout of my current system, this usually scores me 2 dead imps and 2 dead GCS, and a fort full of burning orks and dwarves.

I always felt using marksdwarfs was unfair and made things too easy, but that fighting Orks face to face is too hard. My goal is to somehow cripple the orcs before engaging them. Ideally, my final defense will be as follows:

1. Orks enter hallway and get showered in webbing
2. Orks get shot with flames + 1 large explosion
3. Orks get doused in water, extinguishing flames and leaving behind wounded Orks
4. Orks drop a few z levels into a glass arena in the center of the dining hall, in which my Elite Hammerdwarfs/Wrestlers await. Maybe I can design a badass arena as well. Hopefully stunning them and breaking their legs? I have yet to experiment with this part yet so help is appreciated.

4
DF Dwarf Mode Discussion / Re: The Inner-Locking Vault
« on: July 13, 2009, 04:45:40 am »
Dump everything onto 1 tile, and then drop every hostile creature you have onto the same square. Seal the chamber, which is presumably on the bottom z-level, and fill the next 10+ z levels with water or magma. His options would be to pump out a ridiculous amount of magma presumably connected to a magma pipe, or to dump water to make the magma into obsidian then dig down into the chamber. Killed the creatures is easy, but it's a fun twist!

For bonus points, make an automated fire on the same square. Find a way to automate the dropping of a burning bin of lignite for 1 year onto the 1 square stockpile. It will be impossible to extinguish, thus unreachable. The hard part is getting him to not be able to stop the re-fueling.

5
DF Gameplay Questions / Can't embark on other civilization cities?
« on: July 11, 2009, 04:31:53 am »
I just found out that I could change the init files to show certain hidden features when choosing an embark location. For some reason when I want to embark on a site with, say; an elven fortress/city I cannot embark there anymore. This is somewhat annoying to me, as I generated a world with an elven hippie-fortress next to a magma pipe.

6
DF Dwarf Mode Discussion / Re: Sparta, Dwarven style!
« on: July 10, 2009, 10:57:14 pm »
Make sure to post a video of it working when it's complete.

As far as ideas go, you covered most ones I could think of. Here are some bad ones I thought of:

A long hallway with floor grates above magma, so only the toughest make it through without dying of heat. To make it more interesting, chain a GCS to a location where he covers those crossing in webbing, forcing them to further endure the heat.

A long 1 tile wide bridge, on one end is a pit 2-3 z levels below filled with carp and 4/7 water. On the other side is a wall with wall grates. Upon hitting a pressure plate, a wall of water comes through the wall grates in different portions of the bridge; causing anything/anyone crossing to be hurled into a carpy death pit with broken legs.

A beer-bombing chamber. You have a separate room with a pressure plate set to activate in 6/7 water, the room is 10x10 and all tiles are full of 7/7 water except 1. The plate triggers BOTH doors to the bombing chamber. You use the ignition method to create a bin full of burnging lignite, and have a few bins drop in randomly or somehow automatically from an above hatch. A level above that hatch is a 1x1 alcohol stockpile. The alcohol drops down and explodes into the room. Now, scale this up and you have a random opening and closing exploding chamber.

Use a balcony full of Goblin Sharpshooters that immigrants run by.

A hallway full of cages that contain deadly creatures with leg wounds. Create the wounds however you want (Dropping them and hope the right parts break) and let the immigrants run away from beasts that are slightly slower then themselves. The only catch, is initially they need to run through them.

Have the area that they initially gather into 1 large locked room. Then, release an amount of unarmed goblins 1/5 the size of the immigrant wave. Let the survivors run the gauntlet.


The room before the end of the chamber should be a dwarf on dwarf death arena. You cage up a number of berserk dwarfs equal to the number of surviving immigrants, and have them fight each other to the death!

The final room should be an insanity chamber. Dwarfs who enter are provided with the minimum number of basic amenities to keep them alive (IE: Murky water, occasional food drops from hatches, rotting body drops) and the entire room should be covered in cage traps. Over time dwarfs will all go insane, and can be used to battle immigrants. For bonus points, when they initially enter the room have a weapons stockpile for them. Arm them with no armor; and wooden hammer/other violent and humorous weapons. You can also arm a few with crossbow and bolts/quiver, and when they go berserk release them into the gauntlet on balcony positions overlooking the gauntlet for them to fire on helpless immigrants.

7
DF Gameplay Questions / Re: bottomless pits, tips
« on: July 09, 2009, 05:46:10 am »
You could simply put wall over the bottom of the put, fill it with a liquid to kill off all the creatures, then release said liquid down the pit or through a fortification dug into the edge of the map. Then you will have a monster-free pit, and can remove the floors or do whatever you want.

8
DF Dwarf Mode Discussion / Re: Magma Pipes in Glaciers
« on: July 08, 2009, 05:48:23 am »
Can you like the Glacier's world gen info?

9
DF Gameplay Questions / Re: Giant Cave spiders.
« on: June 30, 2009, 09:36:53 pm »
Its WAY more fun to find out about HFS on your own.

10
DF Gameplay Questions / Re: How much food?
« on: June 29, 2009, 07:59:44 am »
First, dig in and make a farmplot; then brew some drinks or all your dwarves will die soon.

11
DF Dwarf Mode Discussion / Re: Dorfs and their Cooking
« on: May 09, 2009, 08:37:07 pm »
How did you get all those turtle?

12
DF Gameplay Questions / Magma on a glacier?
« on: May 09, 2009, 08:35:10 pm »
Can their be a magma on a glacier map? If so, how do I create one?

13
DF Dwarf Mode Discussion / Glacier with magma?
« on: May 09, 2009, 08:34:31 pm »
Does anyone have seed of a glacier map that also had magma?

14
DF Dwarf Mode Discussion / Re: I just beat Dwarf Fortress.
« on: May 09, 2009, 08:27:49 pm »
You didnt do what you think you did.

When a ceiling collapses it leaves behind rubble where it lands, which the games calls "Open Space". This is what the water pit is sitting on.

15
DF Dwarf Mode Discussion / Re: Damn Gobbos
« on: March 30, 2009, 03:55:51 am »
My first ever ambush consisted of 2 sqauds. 1 had axes, the other whips. The migrant wave before the ambush, I had drafted 10 imigrants out of my total 30 dwarves (all the immigrants) and had them spar to become legendary wresters. Then, I armed then with masterpiece, or the quality below it- obsidian swords, decent bone armor, and wood shields, and had them spar more. They were at all at the "swordsdwarf rank" when I got the ambush message.

The goblins pushed by fisher into a pool of water he was fishing at. Then, they attacked my woodcutter, who managed to kill 3 and cut the legs off of 2 of the mace goblins.

I quickly mobilized my military and drew up the bridge; as this was my first combat I just thought "hey, set the actions all at once!". Only 1 dwarf from the military crossed the bridge before it was pulled up, and 3 fell into the moat. It was connected to a brook, so they all made it out alive but behind the wall.

I check in, and see my 1 dwarf charge the mace squad to save the woodcutter. By this time, the woodcutter has lost BOTH legs, but he was Superdwarvenly Tough, so he was passed out and not dead. I should note that he and the fisher were both drafed so I could have them run away from the ambush, but it didn't help. So, my legendary wrestler/ swordsdwarf with a masterpiece obsidian swords runs in. He massacres the sqaud without so much as a scratch, and when there was only 1 macegoblin left the whip squad charges in. They proceed to circle my dwarf, but he still beats the shit out of them. He started the battle with the second squad in a "tired" state. He kills all of the whip goblins incuring some moderate damage to his upper body, but he passed out due to extreme pain. I thought they were all dead, I was wrong.

I check the fisher, and it seems that 1 goblin fell into the pool with him, and he killed it somehow. My legendary fisher killed a legendary whip goblin. It must have been stunned in the water, but the entire murky pool was filled with blood. I look up, and notice that same legendary macegoblin that was rescued by the whip sqaurd, limping toward my passed out swordsdwarf; leaving a trail of blood behind it. Then, my drafter fisher runs in; wrestled with it and makes it overexert itself and they both pass out.

My woodcutter was rescued, and so was the fisher and militrary dwarf. All were rewarded with platinum plated engraved rooms to recover in. The woodcutter never woke up, he slept for 5+ years with no sign of recovering. The fisher recoved from his loped off arm and mangled other arm, but was ambushed and killed the next ambush. After that, all the seigers were SLAUGHTERED by the 10 dwarfs; even up to 6 squads could be dispatched by 3 well trained, well armed, moderately armored legendary swordsmen/wrestlers

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