Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Wolfius

Pages: [1] 2 3 ... 48
1
DF Dwarf Mode Discussion / Re: Dealing with the unkillables.
« on: April 28, 2010, 04:31:58 am »
What would happen if you lowered the ignition or boiling point of whatever material it was made out of?

2
DF Dwarf Mode Discussion / Re: Making it harder
« on: April 13, 2010, 08:49:32 am »
Undead dwarfs with there equipment still on would be even cooler.


Heck, imagine an army of undead goblins slowly growing around your fort as ambush and siege squads add to their number, your military doing their best to prevent immigrants and caravans from joining them.

3
DF Dwarf Mode Discussion / Re: Making it harder
« on: April 13, 2010, 08:27:56 am »
Oh my.  You'd have to dump their bodies into a magma shaft instead of just burying them in a regular graveyard. 

Sounds awesome. 

Or wall up their tomb. Or use them as traps.

"Urist! The Goblins have brought trolls! They've broken through the doors, and half the guard are still hospitalised!"

"Are they passing the catacombs?"

"Yes, but..."

"Unseal the Hushed Casket."



Of course, dropping invaders into a zombie pit, well, that's just a self-stocking trap, that is. The more you drop the more that rise.

Or leave the slaughtered gobbo siege out to rise and harass the next wave.

4
But that would mean having to go close to this.



Elephants have nothing on them.

No, no, the other bear. The one that's been guzzling the booze.


Actually, getting animals drunk - maybe even to the point where it poisons them to death, and beyond - and harvesting their blood to make exotic, high-value booze, seems quite dwarfy and reminiscent of a certain variety of high-price coffee iRL.

5
DF Dwarf Mode Discussion / Re: Magma Up or Dwarves Down?
« on: April 12, 2010, 07:07:29 pm »
Well, you could use burrow restrictions(or just walls, airlocks, etc.) to split your dwarves into near-surface and deep mines populations. With a drop-shaft, sending loot down is a simple matter of dumping up top and reclaiming it down in the mines.

You could even do your trading up there, either making the goods up top, or transporting high-value item from the mines. Then drop the loot down the shaft.

6
DF Dwarf Mode Discussion / Re: DF2010 Giant cave spider skil farm?
« on: April 12, 2010, 12:38:40 pm »
...that makes baby Armok cry.


Well, that solves the Lethal Rain mystery.


7
DF Dwarf Mode Discussion / Re: Making it harder
« on: April 12, 2010, 11:06:58 am »
You could rely entirely on your military for defence, but for now I'd personally wait until some of the bugs are worked out. I've a hospital full of soldiers because one or two guys are hogging all the weapons.

8
Drop Bears wouldn't drink booze. They drink the blood of victims with a side of poisonous and highly flammable leaves.


The average Dwarf's blood-alcohol content is high enough that it probably counts as booze.

*thought*

Harvest that bear's blood! A new and exotic booze awaits within it's circulatory system!

9
DF Dwarf Mode Discussion / Re: How are you dealing with combat?
« on: April 12, 2010, 01:14:57 am »
So I was just having them kill a hoary marmot, and one of my dwarves had got it in his head to use two training swords (WTF) instead of the artifact frakking steel mace that he was assigned to use...

I see this a bit - assign a steel battleaxe, guy's running around with 5 in his right hand, along with three training axes. And attacking things with one of the training axes.

Still murdered them, I guess naked steel weapons are too merciful for his taste. Goblins are lucky he doesn't have access to any spoons.



...and as soon as he had beaten the marmot into the yellow range with blue internal organs with the training swords, and it started flitting between unconscious, stunned, faint, and other such states, all the other dwarves in the squad just froze in place and STOOD THERE, even the ones who were only 3 squares away...

Which is exactly what they were all doing when I had ordered them to kill the titans (who were similarly wounded due to wrestling with civilians and fighting dogs, at the time I had given the titan kill orders).

Maybe it has something to do with them thinking unconscious = not hostile or something? I know I read something about this befor, but it might have just been speculation. Sorry.


My own problem is marksdwarves not carrying any bolts. They're allocated, in stock, have quivers, and I looked inside the quivers, too. I'm stumped.

10
DF Dwarf Mode Discussion / Re: How are you dealing with combat?
« on: April 12, 2010, 12:39:56 am »
How on earth do you get your military to attack?  They're armed (as far as I can tell), I've given them the Attack (k) order through the Squad screen, and they started to move, but in the COMPLETELY OPPOSITE DIRECTION! Argh!

Now they run up a bit, then run away, then run up, run away, over and over again.  And to make it worse the Goblins refuse to move closer, so they won't:
A)  Move over my bridge that I could pull to end this thing
B)  Move close enough that my dwarves might accidentally fight them.


So how do you engage?


Check to make sure they're not trying to Pick Up Equipment, or some other such nonsense. If so, lock the door to the armoury.

Otherwise, try issuing move orders instead. I once had a hiccup with a kill order(tho they usually work like a charm, it did result in the Gobbo war leader escaping :( ), and I read someone else claiming he can't get kill orders to work, but can use move orders to get them to where they'll auto-engage. I usually use move orders anyway, myself.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 12, 2010, 12:32:58 am »
In other news, I have mica and galena sitting in magma and refusing to melt. I wonder if it's just going to take a while, their melting points were changed, or something else is going on?
Melting points have changed. Wiki

Ah, thanks. Thank Toady for the (h)ide setting, then.

12
DF Dwarf Mode Discussion / Re: Does Pitting Even Work Anymore?
« on: April 12, 2010, 12:11:24 am »
From what I've read, you're both right - pitting dangerous critters in previous versions seems very hit-or-miss, with some people consistently lucky or unlucky(funny how that happens). Either way, straight pitting seems something best done surrounded by cage traps and/or with soldiers at hand.

Or even by a fully armed and armoured soldier.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 12, 2010, 12:04:02 am »
I often use ramps when I'm digging near the surface so I get nice clean walls, but I neglected to check if the very thin grassy area (it was only three or four tiles wide!) on the Z-level above my camp had any trees on it. I just wish he hadn't vanished so many noble positions.

Channeling leaves ramps now. It's essentially the same as traditional ramping, but designated and mined from above. Which means they can't dig out a tile with a tree on it, which means no collapses.


In other news, I have mica and galena sitting in magma and refusing to melt. I wonder if it's just going to take a while, their melting points were changed, or something else is going on?

14
DF Dwarf Mode Discussion / Re: Woah, I just did something amazing..
« on: April 11, 2010, 11:47:59 pm »
Is there a use for blood yet? Can you dump it in a pond and make a pool of blood?


Not that I know of, although you can make blood cookable by adding a single tag to the raws.

You do know that slavery in illegal in dwarven society according to the raws right?
Code: [Select]
[ETHIC:SLAVERY:PUNISH_CAPITAL]


It's only slavery until the Supreme Court Hammerer rules them non-persons.

Then it's merely animal cruelty with a delicious byproduct.

15
DF Dwarf Mode Discussion / Re: Does Pitting Even Work Anymore?
« on: April 11, 2010, 11:00:40 pm »
Only thing I can think to suggest is a lever-operated cage in an enclosure next to the pit, with a retracting bridge over it. Getting them to move off the safe cage tile might be tricky, however.

You might also try lever-cage -> pressure plate -> long retracting bridge -> cage trap(for safety/reuse if it doesn't work), with an open end to bait them over the pit, specifics depending on bridge response time VS critter run speed.

Pages: [1] 2 3 ... 48