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Messages - Immortal-D

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331
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: January 06, 2019, 08:49:52 pm »
Tough call.  Sparring- safer but slower.  Danger room- risky, but potentially massive skill gain.

332
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: January 06, 2019, 08:26:57 pm »
Slight necro, but I made a very interesting (if useless) discovery in my current Fort.  If Dwarves are sheltered from stress for a long time, then exposed to a sufficiently high concentration of stress in a single burst, they can actually change from maximum happiness to depressed in 1 tick.  I used DFHack to reduce stress by the maximum amount, then had to hide from my first siege for ~1.5 years.  Eventually the invaders brawled with a pack of critters, resulting in numerous body parts scattered across my front lawn.  The map also rains Vile Sludge like 8 months of the year.

When the invaders retreated and I allowed everyone outside, a few Dwarves were paralyzed by terror; a combination of the body parts and accumulated sludge rain.  If they had been between early happiness and low stress, the stress hit of this event would have sent them into the unrecoverable 'haggard and drawn' state, effectively instantly.  The only reason I didn't have a considerable number of Dorfs become hopelessly depressed is because I artificially reduced stress by the maximum amount prior to exposure.  As it stands, I still had to pause all of my projects to build some emergency happiness boosters around the Fort.

333
DF Dwarf Mode Discussion / Re: Relicdips
« on: January 05, 2019, 09:22:44 pm »
This is, without a doubt, the most ambitious construction project since Undergrotto.  Have you needed to increase the map's vertical limit after you started?  Climbing over magma and the frozen Miners gave me a laugh :)  I have no idea why this hasn't seen more attention, but as someone who also enjoys building statues, I am amazed by what you have done here.

334
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: December 31, 2018, 06:47:36 pm »
I realize upon rereading that the last half of this adventure should have seen us killed several times over.  I feel like it's become an epic struggle between MottledPetrel trying his best to keep us alive, and the the community doing exactly the opposite.

335
DF Community Games & Stories / Re: Taming the Terror
« on: December 29, 2018, 11:11:30 am »
Bravo!  Are you using DFHack to remove Stress?  Challenges like this are effectively impossible with the current Stress system.

336
DF Community Games & Stories / Re: Losing Is Fun - Interactive Web Comic
« on: December 26, 2018, 08:09:22 pm »
As you get dragged out the door, quickly grab the nearest weapon you can find

337
Try selling them to the next caravan.  Either the cage's contents (the visitors) will be dumped and walk away, or you will earn enough money to buy some cheese.  Either way, they won't be your problem anymore.

338
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 12, 2018, 09:38:16 pm »
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.
Self-operated danger room?

Yea, is it possible to do a little more !!SCIENCE!! ?, does this traumatic event train any skills or attributes?
The Fort in which I made this discovery is semi-serious, but I will definitely create a test Fort to get more data.

339
DF Dwarf Mode Discussion / Re: Embark underground
« on: December 09, 2018, 02:38:18 pm »
The only way to block access to the surface is by doing so yourself.

340
DF Dwarf Mode Discussion / Re: Embark underground
« on: December 09, 2018, 01:53:39 pm »
A lot of these pictures have faded, but the save still works; http://www.bay12forums.com/smf/index.php?topic=50916.0  This is the gold standard for a Cavern Fortress.

341
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 08, 2018, 07:41:51 pm »
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.

342
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 06, 2018, 08:36:08 pm »
Tavern brawls can generate Curses if the Tavern & Temple share a tile.  You can also get Cursed by knocking over a bookcase in a Library-Temple combo.

343
Holy crap, lol.  I honestly wasn't even sure how well the save would play after 1 turn without the modded install, though it looks like the new invaders are working at least (not sure about the custom crafting & gear).  My favorite part of this is "The moving world, problems and solutions", lol.  I feel like the answer to both of those is 'magma'.  I applaud both Ghills & Applet for getting the fort back on track, and making excellent progress on stockpiling our libraries :D  I'm insanely curious to see the descriptions on a few of those scrolls.  I guess I should finally update the OP to start tracking progress and such.  Which I will do tomorrow, b/c sleep.  However, if anybody wants to continue trying to bring this library back from the dead, the turn list is open.  I might just take a second round myself, though I know I died earlier.

344
DF Dwarf Mode Discussion / Re: Fortress design and story time
« on: November 29, 2018, 08:53:49 am »
One tip; In DFHack, enter "digcircle filled 24" (radius number).  Enjoy.

345
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 24, 2018, 08:30:57 pm »
It's now time for "Good idea, bad idea"

Good idea :
Naming your dorfs after other forumites when you're comfortable with the game

Bad idea:
Naming your dorfs about your family members when you've just started and feel curious about magma
I actually laughed outloud, thank you for that.

In lighter news- With equal parts magic and determination, I have created the ultimate vacation destionation; a land so tropical it will melt your face.  If the local wildlife fails to entertain me, I have no doubt I can rely on my neighbors showing me a good time. I even commissioned a special engraving to encourage peace. There is just one downside. Upon closer inspection, I have discovered that the site of my new Beach Fortress resembles a magical sneeze :-\  Sadly, my impression was all too prophetic. Within the first minute, my Dwarves had this report. Copper with a minor chance of silver, gemstones that will jack up my wealth like crazy (Bauxite contains both Sapphire & Ruby), and some form of vomit rain (effects unknown).

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