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 - Melting Sky

Pages: 1 ... 83 84 [85] 86
1261
Looks like a nice solid start this time.  :)

1262
My guess is that caravan guards will hunt any creature they can reach on the map that is marked as hostile regardless of whether it has been rendered harmless via restraints. I assume that neutral creatures will be left alone unless they attack first?

Chained wild animals are *not* rendered harmless--they will still actively attack "friendly" and "neutral" units, including traders, caravan guards, diplomats, and some mischievous critters. I had a surplus of wild cave crocodiles, so I tried chaining them up by the entrance to deter the local monkey population. I had to remove them after one trader unnecessarily led his wagon over the crocodile--the crocodile attacked the yak, the yak dodged, the wagon scuttled, and the traders promptly turned around and left.

Oddly, chained wild animals ignore enemy units, and fail to detect ambushers.

It's a shame I never got around to chaining up that cave dragon out front. It would have attacked the caravan on the way in and alerted me to the issue before it cost me the one animal in my collection that actually mattered. From what I have seen, chained enemy combatants can't harm dwarfs unless freed or have I just been lucky so far? My dwarves have repeatedly wandered into the rooms where I keep my captured war beasts chained up without any incidents. The only problem I have seen so far has been between chained prisoners and factions from outside of my fortress.

I wonder. How does the faction the caravan belongs to view it when their caravan gets attacked or killed on your land by creatures that belong to groups other than your local dwarves? In other words if goblin invaders kill a caravan is it looked upon as negatively as if your dwarves do it or does the game take the circumstances into account? I wonder how they view it if one of your prisoners does the killing? Does a POW gain an association with your own fortress after capture in addition to maintaining their original allegiance to the society they came from or does their association with the original enemy faction remain their only one?

I guess for all intensive purposes it doesn't really matter in this current situation since we will be executing every last one of those filthy humans for their willful destruction of priceless dwarven property and for undermining the future security of the fortress and our people but it would be a good thing to know for future fortresses.


1263
As far as questions of what a vampire does with an unconscious hostile in my limited experience with my own vampire, she won't feed on an unconscious foe during battle. She is often the first person to entire the dodge catch pit beneath the trapped catwalk entrance to my fort and thus often encounters wounded and or unconscious foes and I have never seen her try to feed on them. Then again the pit battle situations are always chaotic and usually involve multiple combatants. Perhaps it would be different if she was alone with a single opponent that was already unconscious. The game may also look at being knocked unconscious and sleeping as different states. I really have no clue on that one.

I may try to make Buttercup a couple of immortal hammer dwarf buddies to keep her company just to see how it plays out although at the moment I am distracted with taking vengeance on some rather rude human guests who destroyed my fledgling jabberer domestication project by murdering the only female I had managed to capture during the last siege. In our fort we do not take kindly to foreign guests undermining our future security by randomly killing our hard earned spoils of battle. Their deaths will not be pleasant ones. What was particularly offensive is the fact that dwarven lives were sacrificed to ensure the safe passage of these heathens through our lands during past sieges and now they repay us with such treachery.

1264
DF Gameplay Questions / Re: Dumping a weapon in with pitted prisoners?
« on: March 09, 2014, 09:43:05 pm »
I had a huge hauling problem caused by improper use of bins and wheel barrows which left me with hundreds of hauling jobs that never got done which included cleaning up all the goblinite from the floor of the trap dodge pit that most of my enemies end up in. The pit is designed as an all in one trap dodge collection pit, arena, training room, pitting destination and drowning chamber so to make a long story short I ended up pitting unarmed caged prisoners into it for my military to train on and despite being surrounded by various pieces of goblinite none of the goblins appeared to arm themselves before getting cut down. Having said this they were attacked pretty much immediately which may have prevented them from putting on their gear but I did find it odd that they didn't try to grab a weapon right off the bat.

1265
DF Gameplay Questions / Re: Automated Annoyance Disposal System?
« on: March 09, 2014, 09:29:26 pm »
That is a very interesting glitch I was not aware of. Depending on the final lethality of the fall onto the spikes my suggest could actually end up causing more problems than it solves.

1266
Hmmm, I like the sound of that. I'll lock them inside while I construct the execution machine, let the merchants go mad and attack each other and then after the guards have been forced to put down their own friends like rabid dogs I will begin the falling corpse ballistics experiments. I bet I can even find a way to light the corpses on fire first but then again that might make the clean up a little more dangerous fun than intended.

1267
Yeah, I guessed that the reason he killed it was likely because it was an enemy POW. I still do not take kindly to guests killing each other in my fort, particularly when a rather useless guest kills a very valuable one. The reason he was able to reach it was that the door to its room was jammed open by a nest box that got dumped there probably by some inept hauler or the guy who was deconstructing it. The door was there as a means to isolate the jabberer if need be rather than to keep guests of my fort from murdering it as I didn't think they would do such a thing but it would have incidentally worked to prevent the incident had some lazy dwarf not jammed the door with junk. My other exotic pets all remained safe behind the working doors to their cells. It does nothing to change the fact that I will be killing that guard and everyone he knows as painfully as I can. I always knew that air lock I built around the trade depot might come in handy someday. At the time I was thinking about keeping enemies out with it rather than in but it works well both ways. :) 

Thanks for the heads up about the reason the jabber was killed. I was already pretty sure I knew why he went after it but its always nice when people take the time to explain things to others and now I have confirmation of my suspicions. My guess is that caravan guards will hunt any creature they can reach on the map that is marked as hostile regardless of whether it has been rendered harmless via restraints. I assume that neutral creatures will be left alone unless they attack first?

It's a shame I don't have an army of chickens. I really like that idea.

I wonder how high of a drop it would take for a jabberer corpse to kill a human? Time for some science.

Quick question. If you wall in enemy combatants will they eventually die of thirst or hunger? It will probably take a while to put together a properly circumlocutory execution machine and I wouldn't want my guests starving to death before I can kill them in proper dwarfy fashion.

1268
I invited some dirty human traders into my fortress to do business and one if their swordsman ran deep into my fort to kill my only female Jabberer. She was harmlessly chained up next to a nest box. I think its time to show this swine and his comrades how dwarves treat unwelcome guests. My dreams of war jabberers is no more.

Now I just need to decide a fitting death. Magma seems far to kind an end for this fool.

1269
DF Gameplay Questions / Re: Deep sleep
« on: March 09, 2014, 01:40:02 pm »
Gotta love the stuff people come up with in DF. It attracts an interesting player base for sure. This is a really neat idea although I'm not sure there are any real applications for it, but the thought of turning some vampire dwarf into a obsidian version of Han Solo is great.

1270
Thanks for the heads up up. She has yet to ignore her squad orders during a siege but its good to know they can do that. I keep a very close eye on her and she is kept far from any sleeping quarters but I imagine keeping track of more than a couple of vampires at all moments during a siege could become a real problem. Incidentally I found an easier way to confirm a vampire than I had been using which was going through all of their profiles and thoughts and then watching the suspicious ones to see if they ever mention eating in the legendary dining room or drinking good booze etc. I noticed while making my vampire a room that she will never allow me to assign her a bed. The assignment just doesn't take.

1271
Ouch, those evil biomes are no joke.

1272
DF Suggestions / Re: Good regions being painfully good
« on: March 09, 2014, 03:59:08 am »
Hmm, there are some interesting ideas in this thread. I think there are a lot of ways that good regions could be made more interesting and fun without ruining their feel. In good aligned forest biomes you have things like mischievous pixies could make things more interesting by doing stuff like instigating parties out in the woods or teleporting around and randomly pulling levers and stuff. You could have ents that look just like the normal local trees except every once in a very long while they will move and if you try to cut one down or set one on fire it could react unhappily and defend itself. Various nature spirits could be incorporated similarly for instance a water spirit in a river or waterfall that might be provoked to respond if the dwarves repeatedly wipe out all the aquatic life in the body of water etc. You could even make the response more creative than a simple brutish attack and have the angry water spirit flood the river.

1273
It's not that I don't like the idea of cage traps as they are the only way to capture beasts for training and domestication, which is one of my absolute favorite things in the game. Who doesn't love breeding some crazy army of outlandish war beasts to unleash upon the enemy or give to little dwarf girls as a pets?

It just feels so anti-climatic when some civilization destroying mega beast ends its century long reign of terror  by stepping in a shoddy cage trap made of sticks. It would be cool if there were still ways to catch the great trainable beasts. I just think it shouldn't be so insanely easy. I don't have any experience with modding the game but from what I understand cage traps are hard coded. It's not something that could be modded easily.

1274
DF Gameplay Questions / Re: Automated Annoyance Disposal System?
« on: March 08, 2014, 06:58:42 pm »
If you don't want to bother digging down 20 or so floors you can make the pit much more lethal by installing some menacing spikes at the bottom.

1275
To make a long story short, a highly skilled vampire Hammer Lord immigrated to my fort a while back. She killed two peasants before I tracked her down with a bit of detective work and killed another two while I experimented with humane ways to keep her alive without letting her harm my poor little mortal fortress folk that she is so fond of snacking on.

Anyway she now lives in a very nice little personal sanctum near the entrance of the fort where she can spend eternity in relative comfort aside for never being allowed to feed again and only getting let out to brain any unwelcome visitors. The inevitable booze withdrawal has set in now that shes been around for a good while and although it certainly has slowed her down she still seems quite functional as a fighter and is relatively happy despite her thirst due to her deluxe room and masterwork armor and weaponry that she ogles on a regular basis.

This brings me to my questions for those who have done a little vampire science.

Does the booze withdrawal just keep getting worse and worse or will it reach a steady state at some point and how bad are the side effects? More to the point, do the long term side effects of being a vampire with booze withdrawal outweigh the benefits for a dwarf whose only purpose is to serve in the military? Will the withdrawal finally drive them all mad or can they live with it long term? I've been thinking about feeding some of my other hammer dwarves blood spiked water to give Buttercup some sparring buddies she can hang out with and lead into battle. She must be very lonely with only her war dogs to keep her company and the thought of having a small squad of immortal hammer lords just amuses me to no end but I would hate to convert some of my trusting little dorfs into immortal blood suckers only to find that in the long run it cripples them so badly that they have to be put down.

Pages: 1 ... 83 84 [85] 86