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Messages - Nagassh

Pages: [1] 2 3 ... 7
1
DF Dwarf Mode Discussion / Re: Mayors and Elections
« on: May 18, 2013, 04:39:13 pm »
Before any mayors you can assing an expedition leader, so he can take the lead.

I wish I could, my nobles screen is completely empty - I can't assign anyone to anything.

2
DF Dwarf Mode Discussion / Mayors and Elections
« on: May 18, 2013, 03:38:14 pm »
So, an unexpected zombie biome resulted in my starting 7 being reduced to two, who managed to wall themselves in, one had a tantrum, killed the other - went insane.

Thankfully, migrants have shown up before she died - the fort has prospered, albeit avoiding the surface world - but there's a minor problem.

It's been years and no one has elected a new Mayor, which means I can't assign anyone to any positions (no military, no record keeping / assigning tasks).

Is there any way to "force" an election / Mayor, be it ingame or via file editing, or will one turn up eventually? If this continues then it may end up being better to just reclaim the place, which would be a shame.

3
DF Dwarf Mode Discussion / Re: Cave Spider Web > Everything
« on: March 11, 2012, 05:32:27 pm »
I'm confused as to why you would ever kill one. Far more entertaining to capture.

4
Traps work, as do locked doors provided it's not a zombie kobold.

Get one of those down before they get inside and you'll be safe. I've survived for years now with 100 undead for every 1 combat effective dwarf, but I found even that might be enough - in a save I had to save scum from I let them loose and one recruit with a silver battleaxe, some copper armor and mediocre combat skills was able to rack up over 100 kills before he was dragged down. The biggest problem is how unhappy being assaulted by the undead makes them.

Naked fighters will get dragged down very quickly by punches to the head though.

5
DF Dwarf Mode Discussion / Re: Completely wounded migrant?
« on: March 11, 2012, 05:23:42 pm »
I've had the occasional goblin in an ambush squad with these exact same wounds.

6
DF Dwarf Mode Discussion / Re: LOLOLOL, oh crap...
« on: March 08, 2012, 10:14:23 am »
Oof. Very well might be aquifer.

You know what that means? You have to create an awesome cliffside scaffold to get around it. Or, you know, just take the opportunity to create a metropolis entirely out of buildings hewn into the cliffside and bridges and other structures spanning the chasm :D

Markarth is a dwemer (dwarven) city hewn into the cliffs of a valley in skyrim.
I say we try to remake it, df style.

But the dwemer were just dorfy-elves. That said, building a city into the side of a cliff / waterfall does sound pretty badass.

7
DF General Discussion / Re: Animal taming fix!
« on: March 07, 2012, 07:53:03 pm »
I'm glad it's finally being fixed, and it sounds like it's going to be a really interesting addition.

I just lament the death of the dungeon master, he was always one of my favorite nobles. I wish I could have had one under the current noble system, where I could draft him into the military and lead a horde of tamed beasties into combat.

8
DF Dwarf Mode Discussion / Re: Got my first evil rain
« on: March 07, 2012, 10:00:58 am »
The first evil rain I found was some red slime that caused a fever, but nothing else.

The second one caused intense pain and bruising throughout the body, including internal organs, eventually death.

The current one I have to deal with causes flesh, bone, fat and muscle to rot. Hasn't resulted in a death yet, but it's not nice.

Best thing you can do is dig into the side of the mountain / down into the ground asap and never leave.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 06, 2012, 10:25:52 pm »
328 zombies roam the side of my volcano. They're having enough of an impact on FPS that it's time to deal with them. There's a small section of the map that doesn't seem to allow corpse reanimation that I've thought about using as a killing field, unfortunately it also rains goblin blood (or for part of the year, rains frozen goblin blood-snow stuff) that causes flesh to rot off.

After finding that magma doesn't work on undead, I've began thinking about utilising the league of forgotten beasts I've walled off - if I can bait the 300 undead to the none-animating area and unleash the forgotten beasts on them, it should be an interesting fight. Last time it took around 80 constantly reanimating undead to take down one of them, which promptly reanimated itself.

10
I like the addition, but I think it would be better if vampires had a "chance" to kill their victim. It makes no sense to wipe out your food supply.

11
DF Dwarf Mode Discussion / Re: Requesting Evil Embark advice
« on: March 04, 2012, 03:51:04 pm »
I've not found the point in embarking with any military - if you can't get everyone indoors before you need a military, chances are one dwarf won't make the difference. just dig in / down immediately and seal off the exit.

Airlock the trade depo, and do it soon - it needs to double as a migrant entrance, if the zombie problem gets bad, it's almost impossible to fix. I've had 1 migrant make it in the past 40ish years, now the zombies are at almost 300.

Don't count on the caves being any better, undead-forgotten beasts are horrifying.

12
DF Dwarf Mode Discussion / Re: locking the undead in bedrooms
« on: March 04, 2012, 03:45:54 pm »
I had the same situation, although it wasn't things dying in their bed, it was me dumping corpses in bedrooms because they made easy containment areas, they were then walled up and later opened with cage traps to catch the inhabitable after around 20 years of the other sleepers having to put up with moaning and groaning all night every night.

13
Cripple goblins / elves, then see'f he can bite enough to death to get a funky title.

14
I know how you feel.

Spoiler (click to show/hide)

Getting traders in and out is practically effortless. Dig a tunnel to 6 squares before the map edge, make an up ramp on the 5th tile before the map edge, then seal off the area around the ramp with walls, raised drawbridges, and of course floors on the level above as a roof. You should have a 3x4 area on the map edge on the surface that is accessible only through your fort or that tunnel, and assuming you don't have any other caravan-accessible routes to the surface map edge, all the caravans will spawn in that spot in complete safety.

That only works if you can actually get outside, easier said than done in this kind of biome.

As was mentioned earlier, dig a tunnel under the anvil, build some upstairs and then channel the anvil into the tunnel. This can be used to get any materials on the surface that are required for fey moods too, just be careful that there aren't any zambabos in LOS of haulers to scare them off, placing a wall there to block the hole is worthwhile too.

Once you've breached the caverns, dig out huge tracts of sand / soil areas in your fort, tower caps will start growing in these and provide a meager amount of wood for the fort, make sure to save some for fey moods, try to use rock pots for storing food and booze etc.

Other than that, build airlocked trade depos at various parts of the map, lock the side to your fort and hope the traders can fight their way to said depo and then be locked in before the undead get them. Making meeting zones there / drafting all immigrants into a military squad and stationing them there sometimes gets some inside, but relying on children inside the fort is what I've ended up having to do.

Also, do NOT rely on doors to keep the undead out. It works on zombie dorfs and animals, but zombambo kobolds seem capable of opening them.

15
DF Dwarf Mode Discussion / Re: That special something...
« on: March 02, 2012, 08:22:11 am »
As standard I drive for symetry and all of my floors and walls being the same colour, at least on a room to room basis, 3x3 bedrooms and a huge dining hall.

But what makes a fort feel "special" is when the crazy RNG of DF produces an interesting little story or cool event for a dwarf. Sadly nothing has topped the DF2010 Baron I had. My mayor got killed in a goblin ambush, so I promoted the only friend he'd developed from the starting 7. He was put on mining duty, my old mayors job. A giant toad ripped his left arm off, he beat it off with his pick and washed the wound, didn't seem to think medical treatment was necesary.

He continued to be a complete badass, ended up wearing an artifact adamantine gauntlet and becoming a combat monster with an artifact steel warhammer. I spent most of DF2010 trying not to suffer from FPS death and getting him to sire an heir, he was getting very old, but never married his lover.

How the game can generate endearing characters like that is what will maintain DFs spot as the greatest game devised in my books.

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