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Messages - jei

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1
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Had one among my vampire skulls.. after I defeated a bunch and decided to start collecting skulls.
I'm now planning to have a steady diet of them. After I retire, how will I supply myself with their meat?

Also made a note: demon meat and dragon meat seem to be awfully heavy. Demons' the most. Then dragons. Been eating their hearts at least, now sustaining myself mainly on demon and dragon meat, as my fort doesn't have my favorite meat available, and one has to try all sorts of exotics as well. Hope I get demon muscles with this meat.


2
Killed about 300 goblins in their sleep by chopping off their heads, or 3 forts. It all started due to a misunderstanding that they had stolen stuff that I had left lying on the ground. But it seems the stuff has just evaporated. None of the nearest gobo forts had any of it. I just hope whoever took it doesn't go and play around with the vampire blood and weapons covered with it. Would hate to cause a vampirebola-epidemic. I have been finishing off vampires left and right and collecting their skulls, so I really hate to have lost my collection of vampire skulls.



3
DF Dwarf Mode Discussion / Re: Vampire dwarves versus Necromancer zombies?
« on: September 11, 2014, 08:29:01 am »
No no no no no!!! Necromancers are supposed to be reclusive, not a new civilization.
They could easily be both. I think Toady should unfix this and also have necromancer and wizard towns.

Damn, I'm going to generate my necromancer town with the old game version... Current game offers
nearly no fun at all and is way too easy. I've played now 11 years and no save-game scumming or
cheating has been necessary. I'm a bit disappointed.

4
Hallo Menschen! I love you all, first off.

Secondly, I have quite a conundrum for you. I had a siege of about 70 goblins and 10 trolls, and thankfully we rid the land of their ilk. For now at least. But the problem is that there are so many corpses and bits of corpses laying about. Normally, not a problem, as in previous versions, merchants just come into my fortress no problem. They just step over the goblin chunks. Not this time. This time, the merchant freaks out, his wagon "poofs" out of existence, spills his belongings on the ground in one neat pile, and then the rest of the merchants and guards say "Screw this, let's get the hell out of here." What's weird, is that I didn't see any bodies on his side of the map. There was a pool of blood in that area from where we battled the goblins and trolls, but no corpses or body parts. Not even in the trees (I checked).

Now, as funny as this once was, it's starting to piss me off. I love free things, I do, I do, but I would like to trade some of my baubles and other crafts. Do any of you fine people know the solution to my conundrum? I'll give you +10 internets if you do.

I dunno about solutions, (maybe wash away the blood?), but I had merchants turn tail and run for it, wagons and all, when they saw a little bit of blood on the floors from a few goblins. Admittedly, I was going to flush the caravan straight into a volcano, so it saved their lives, but still.. A bit of blood on the walls should not scare off the greedy bastards with guards, like that. My execution chamber is quite humane and quick in that regard.


5
DF Dwarf Mode Discussion / Re: Milking GCS?
« on: September 10, 2014, 02:13:21 pm »
If you somehow manage to cage a web-spewing clown: Clown Webs are actually fireproof.
I wish. My spider queen took an arrow in the knee and I had to retire her for now, to think of better factory structures.
But great idea, thanks.

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DF Dwarf Mode Discussion / Re: Milking GCS?
« on: September 10, 2014, 07:26:33 am »
It requires a bit of micromanagement, but in the end it's definitely worth the effort. Since I got this sorted out, I've been making masterwork silk clothing constantly
Yeah, it's like winning the lottery, endless-money-wise. Which is why it's always one of my fortress' goals.

Also, don't forget you should be able to use it to capture and cage FBs too, with GCS-web-covered cage traps.
(Or is it still possible?) At least last time I played, webbed cage traps drew dwarves into them, even from farther
away, and if GCS was spitting, a couple times through the fortifications too.

A lot of micromanagement to get FBs into those traps though.

And beware of crossbowmen. Last time, one casually put an end to my GCS with a single shot.

I don't want my own to make the GCS their enemy any more, if I can avoid it somehow. Too many well trained crossbowmen,
and losing an endless-money-making-GCS kind of hurt last time, after getting used to living in endless luxury... especially
since this is a mineral poor galena-only territory.

Stationing an unarmed military dwarf behind fortifications in sight of the GCS seems to do the trick without much trouble.


7
DF Dwarf Mode Discussion / Re: List of all Vermin Fish
« on: September 09, 2014, 03:47:39 pm »
Pike, least I've got 'em.

8
DF Dwarf Mode Discussion / Milking GCS?
« on: September 09, 2014, 03:39:56 pm »
Can GCS be milked or is it still usable in silk factory by other means?
I got one, let it out behind fortifications, but the bastard isn't spitting any silk. :/

I used to have massive silk industries in previous versions of the game a few years ago.
Though, I think I pitted the bastard then and it was mad as hell. Started spitting right away.
This one was just levered out of cage. No dwarven contact thus far.

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 08, 2014, 02:59:42 pm »
Spoiler (click to show/hide)

Now, Magma crab triplets. Sorry for the bad picture. Wondering what to do with them.

10
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 08, 2014, 02:23:19 pm »
Spoiler (click to show/hide)

11
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 30, 2014, 06:44:35 am »
I had found a nice embark site, right next to a 12-or-so Z level waterfall.  In setting everything up, I put my trade depot in the corner next to the waterfall and the cliff face next to it.

I go about my business of getting the rest of my fort set up and after a time the outpost liaison shows up.  I do business with him and it takes a few minutes for me to realize I've received no notification about the caravan arriving.  Time passed, still nothing.

Seasons passed and the human and elven caravans arrived.

Then I started getting notifications that the dwarves were being bothered by a ghost.  And more ghosts.  Checked my units and found no one missing.

Finally, in doing some construction down at the level of the bottom of the waterfall I realized what had happened.  The original caravan had somehow managed to fall into the river and drown.  Every single one of them, their animals, and all their goods down at the bottom of a raging waterfall.

I'm in a situation sort of like that one. I had diverted my river so it was flowing at 3/7 for a while. I had traffic-restricted the area for my dwarves, but merchants don't seem to care as much about that. They decided to take a dip there as they were leaving, then promptly decided they were stuck. Possibly because the river is back up to 6/7. Either way they seem like they can swim well enough to not drown, but refuse to move. One merchant has already gone insane and was put down by his allies and it's only a matter of time before the others turn. I may build a memorial 'bridge' for them to commemorate their stupidity.

This reminds me of one fort whose entrance I built next or behind a waterfall. The caravans didn't use the entrance, they preferred to dive into the waterfall (or fall in), then dive inside the fortress through the sewers and walk back upto the Depot. Of course sometimes even left via the river as well, by swimming.  Naturally, all their goods were lost while jumping into the river and diving, or leaving. But I still thought it awesome. Hard core salesmen.




12
DF Dwarf Mode Discussion / Re: Ghostly dwarf died of dehydration
« on: August 30, 2014, 06:39:43 am »
Okay, so, i just had a LARGE die out in the arctic.  I just got the message "Cerol Leberseth" Ghostly miner, has been found dead of dehydration.  So, how in the hell has this happened? did my complete lack of foresight in insuring that all of the dwarves can drink really reach into the afterlife?

Maybe it was a ghost vampire?

But, anyone have hints as to why some dwarves in my fort are going on random rampages and killing random passers by? I suspect some kind of curse or evil spirit at work. I have like 50 dead animals and ten dwarves all within relatively short periods of rampaging. Imprisoning the culprits just seems to move the curse/malady to someone else.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 26, 2014, 02:43:41 pm »
Goldthrone is likely to fall soon, my entire fort is succumbing to werehedgehog infection. I wouldn't mind so much if I had an easy way to control them and see who was infected but hey that's the FUN :D   If it falls I shall reclaim for the glory of Godom Axesweat, Queen of the Mountain homes.

I may have a tip for that, as I just recovered from one werebeing infestation, by doing nothing. I just had my normal defence strategy in place: quality cage traps practically everywhere to catch rampaging dorfs and other beings. And, of course, good quality cage traps are such a pleasure to look at while you pass them by in high traffic areas. Still, it was a bit upsetting when suddenly my dorfs started getting caged and I didn't immediately catch the reason. Good thing though that I had just got them in place...



14
Best working general strategy has been what I call "20 adamantine axes."

Mainly axes, because swinging adamantine usually cuts off an appendage or a body part, more so than a sword. These harsh days I only make axes of adamantine, nothing else. Maybe a sword too, if I have a skilled swords dwarf.

Some FBs, like snails, usually die easier if you deny them access to water.
Others are easier to fight in shallow water area or pool, where fires are extinguished and poisons wash off.


15
DF Gameplay Questions / Re: Cave spider silk factory
« on: May 09, 2013, 11:13:13 am »
t. I don't even think that my design has a valid path between my spiders and my bait, all doors are forbidden and the mongoose is pitted from a level up. - If a wild wolf doesn't work for you try pitting a goblin as a bait.
I can verify that now. GCS reverted back to wild and started to attack a chained tame giant raven, through fortifications with no paths to the Raven.
Dog on the other side is in peace, though he can be pathed to.

I left the corridor to the Raven open to dwarves, with no traps on it, so far they've been getting the silk from there,
and not getting blown through the fortifications though there's traps on the other side and the GCS is spitting quite a lot at them.

It seems it may be quite a rare stumble, if one gets pulled by the web through fortifications to a web covered cage traps.
But they don't seem to be pushed by webbing to similarly web covered cage traps.

Anyway, hoping to get some FBs caged next, or failing that, HFS caged.
I would like more GCS's though... Both trained and wild.

As for worrying about cats killing GCS, I think I once did have a hard-ass cat that killed one.
He had earned a name, or did by doing so. Hunted all the spiders extinct... nowadays I don't let the cats out until I have caged a GCS.

...And seems that it was a bad idea to allow dwarves to the adjacent 1-fort-away -corridor to collect the silk, as one just shot the spiders' brains out..
2 forts away(with spiderannoyer-pet corridor) seems to be safe, thus far.
...
And I must add, that I don't recommend any traps on the 1-fort-away adjacent corridor, next to GCS, as they seem to only cause trouble if any dwarf
comes close to them or you need to switch the animals the GCS is attacking.  Again, beware hunters and military doing the job.

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