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Messages - Daff

Pages: [1] 2 3 ... 5
1
I usually just butcher any mephits I get. Naturally that only works if they're not pets, in those situations you need to be more creative. ;)

Also about the whole absolute zero thing.
The survivor was a jade dwarf with "She is very rarely sick and quick to heal" in her stats, but there was atleast one legendary steel dwarf amongs the dead and I think atleast one moss dwarf, so... Well I have no idea what the difference in healing rate etc is between a a steel dwarf and a quick to heal jade dwarf.

2
I don't know what's wrong with the trap, it's a simple machine really just a pump tower connected to a pipe with a hatch over the bridge. The hatch is controlled by a lever with a note saying "flusher".
There is also a seperate lever on top of the walls on the surface, next to the door to the "pipe" filled with water, pulling the lever shuts down the water pump by closing a hatch on the intake tile. Can't remember what I wrote on the note on that one but all the levers I made atleast had notes giving some idea of what they do.

The flusher, depot flusher, bridge control and depot door levers should be next to the large stairway on the level with the dining room and residential areas, just south of the dining room.

All of above might have been changed / fucked up by those after me so...

Heh think I'll download the last save to see what's happening.

Oh and put me to the end of the turn list again, I could take another try at this place now that it has grown a bit.

EDIT: Took a look around at melkor's last save, everything should be in working order, please see the Notes view. There are quite a few around.

3
There's also one that flushes the depot and one that closes the depot doors as well (unless someone has changed them after I made them) :D

4
The one legendary dwarf had the frostbite damage spread to his left lower arm, left hand, right hand, right lower leg and the right foot and all assorted fingers and toes. The damage seems to have stopped there and has not spread for atleast 6 months now but neither does it seem to heal.
The others exposed to the absolute zero attacks died shortly after, I have no idea why this one survived. He was completely covered in the liquid thingy that the attack sprays around and seems to have washed himself sometime after the attack but I don't think the washing was what saved him since it didn't happen fast enough...

Sorry if I'm ranting. I'd just love to be able to repeat whatever did protect the one survivor.

5
I just had a run in with a voidmaster... I had a squad of 6 axedwarves in cobalt gear, 2 of them legendary in skill and a high master with the rest between skilled and professional.

I managed to hurt the voidmaster enough for it to fly away. Now I have one legendary axedwarf left with frostbite on her right arm and the rest frozen to death after some absolute zero got splashed around.

So how to treat frostbite caused by the illithid spewing freezing cold stuff around? Any tips on dealing with these bastards?
Also any idea why the single dwarf survived with just her arm getting frostbite while the rest got it all over their bodies and died?

EDIT: Seems like the frostbite is spreading on the surviving dwarf, just taking a bit longer than on the others.

EDIT2: A low skilled armorsmith claims a forge in a fey mood... I get rather exited when he drags one of my few mithril wafers there amongst other things and I hope for some kickass artifact armor. The result: "Fikukison Atham Tharnas, Fieldplan the focus of Slayers, a mithril shoe"

A shoe... hooray.

6
So who's up next and what's taking so long? :D

I reaaaally want to see where this is going!

7
Shard thorn, can be brewed into a crappy booze (value 1) or milled into rust coloured dye(value 20).

8
The green glass spikes were meant to be used to line the bottom of the pit after I discovered the fall wouldn't kill demons (and possibly other nasties).

The point of the crappy weapon traps is just to knock people off the bridge or to have them dodge off the bridge... anyway.

Nice to hear we finally got an anvil and nice to hear the flusher works. I was a bit anxious about it.

Also the wall at the magma pipe... well I can be a bit paranoid, especially without a proper military around. There are flying nasties that spew poison you know.


Now play more so I can have fun reading about it :)

9
DF Modding / Re: Dwarven Hive .001 - Concept, ideas.
« on: May 04, 2011, 10:02:36 am »
Love the idea, lets hope you can pull it off. :)

10
They are magical happyfunmetals that are produced with alchemy, sun gold seems a bit better than iron and moon silver is slightly better / equivalent to steel.

Atleast that's what I think someone said some pages back in this thread. Can't remember and no time to check right now.

11
Right, time to hand over the fort, sorry for taking so long, had to redesign parts of the flushing mechanism I constructed and there was a small demon siege as well. The demons were handily defeated at the entrance bridge by our militia and traps. On to the pictures and overview!

20th Limestone year 553

Here's the status screen of the fort.
Spoiler (click to show/hide)
We have plenty of food and drink, large farms and some livestock for cheese and yarn. I have more or less neglected the micro management of our workforce for almost a whole year, but the fortress does pretty much run by itself for now. Bunnies and kittens and the occasional horse have been butchered for meat, along with random animals arriving with migrants.

The surface area near the entrance is seen here. The two smaller walled areas are a pump tower in the north and a mill in the south, the mill can only be accessed from underground.
Spoiler (click to show/hide)
The entrance "bridge" is a 1 tile wide solid piece of ground with retractable bridges on either side, under the bridges is a pit that currently has some demons at the bottom, who didn't quite die from the fall.
The centre of the bridge has weapon traps with spiked wooden balls and serrated glass discs to knock enemies down to the pit, followed by a few cage traps.
Glass spikes are in construction to be placed at the bottom.
There is also a flushing mechanism that dumps water to the middle of the bridge that just got built, it has not been tested. It should continuously pour enough water that anyone trying to pass will be pushed down to the pit, the pit drains to the caverns and the entrance hallway has drains to prevent the fortress from flooding if the water spills that far.

Here you can see the farm area and in the north part of the entry tunnel and the trade depot.
Spoiler (click to show/hide)
The trade depot entrance has floodgates and can be sealed, there is a pump on the surface to drain the depot room should any flooding occur.

This area is a few levels below the farms and the stockpile and has the dining room in the middle upper part of the picture with food storage next to it and the main workshop room at the bottom.
Spoiler (click to show/hide)
Please note the levers around the large central staircase

Residential area on the same level as the dining and workshops. Bedrooms on the left and what I planned on becoming the throne room in the future on the lower right side.
Spoiler (click to show/hide)

Lastly a picture of our catacombs, currently having some room for more coffins.
Spoiler (click to show/hide)


We do also have an area built for magma powered furnaces and thingies of all kinds, but the lack of an anvil has for now prevented the starting of a metal industry. No caravan has yet brought an anvil. We also have an armorsmith who just got a fey mood...

All levers have a (N)ote attached explaining their function, this was done to prevent accidental flooding.

The militia is a bit threadbare and the first squad is whatever was slapped together by melkor (most of the surviving original dwarves with various weapons and armorpieces) and the 2nd squad is made up off two marksdwarves, neither squad has any training facilities. Overall they have been supprisingly effective, try to face the enemies at the bridge with the pit and traps and the bridges retracted. Most enemies will then be falling down and dodging traps and thus won't get to gang up on your poor dwarves.

Oh, our blood spider was killed by an illithid ambush a while back, we now have a scorpion guarding the gates :D

And finally the file itself: Foundboulder

And now I will retire to a quiet life of ledgers and smelting, try not to break the fort ;)

EDIT:
If you decide to breach the caverns at some point you should be carefull, there are 2 forgotten beasts running around and one of them is made of salt and spews poison.

12
2nd Galena year 552

We got some new migrants again, boosting our population to 38 dwarves...
Where am I going to put all these bastards!?

PS. If you're missing a part of a picture there should be a scroll bar on the bottom of the image.

1st Limestone year 552

We have manufactured our 2nd artifact Enkosgemesh, Takenconflicts!
Spoiler (click to show/hide)
It's shiny!
Spoiler (click to show/hide)

There is an Ezrakim caravan visiting us. We'll see what they brought if melkor wakes up and gets to the depot some day.

22nd Sandstone year 552

More migrants on the horizon, again.

We have dug out a considerable area as catacombs to bury our dead in, no more burying the honoured dead in the stockpile room!

Soon we'll also have working magma kilns and glass furnaces, no metal to be found here. The land is barren.

A new underground trade depot has been built, complete with a mechanism to neutralize any "hostile" traders, I am also having work done on our surface parts to better protect ourselves from enemies.

Overall it has been very quiet around here after the cyclops... almost, too quiet. I'm sure we are about to be sieged and eaten sometime soon, must prepare!

28th Timber year 552

We have struck the fabled metal, Armok be praised!

I have ordered some new traps to be made, once word of our discovery gets around we'll be under assault from all sorts of cretins.

27th Slate year 553

We just had a large migration arrive, population is up to 72.

I have one last project I want to finish before retiring to a quiet life of catalogues and smelting, more of that later. With pictures and a general overview of the fort.

13
2nd Granite year 552

I have arrived at Foundboulder, the fort seems to have been designed by a drunken goblin, but we do have a working farm and plenty of storage space.
I have decided to start developing the industry with focus on magma powered metalworks and perhaps some sort of defenses would be in order...

-Daff II, overseer


EDIT:

6th Slate year 552

A massive migration has arrived, boosting our population to 34, some of the new dwarves might even be usefull.

The miners have dug an underground pasture area for our cattle and are currently enlarging it to support the influx of new animals.

Spoiler (click to show/hide)

EDIT2:

21st Slate year 552
Spoiler (click to show/hide)
The first artifact of Foundboulder has been created,Ashmoniger, Shadyriver!
Spoiler (click to show/hide)

16th Felsite year 552

Sylvan elves have shown up to trade, we'll see what they have to offer us...

11th Hematite year 552

We have traded logs and food from the elves along with a tame bloodspider that will be place in the entrance tunnel to guard against enemies.
Several thieves have been discovered lurking around the surface.

14th Hematite year 552

Oh noes!
Spoiler (click to show/hide)

The cyclops is dead, we lost some dwarves but no one important I believe. There is also some rumours about a mighty beast roaming the caverns... Good thing we have sealed them...

14
Sorry about the delay, I got really drunk yesterday and didn't play DF. I'll get on to it today :)

15
Alrighty, downloading the save, expect to hear from me later today. (It's 9:04 here atm)

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