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Messages - Killgoth

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1
Just a minor point: the United States has never been a democracy. We are a Constitutional Republic with the specific intent that mob-rule not be allowed.

2
General Discussion / Re: What are you doing for Christmas? (2023 edition)
« on: December 28, 2023, 06:14:43 pm »
Worked Christmas Eve and spent Christmas Day with my family.

Hope ya'll had a Merry Christmas and have a happy New Year!

3
Life Advice / Re: Where is the prospect of learning how to be a Pharmacist?
« on: September 22, 2023, 05:19:02 pm »
.

4
DF Adventure Mode Discussion / Re: Eat your Mushrooms
« on: August 29, 2023, 05:21:43 pm »
I love that this thread is still going.

Nothing else to say :)

5
Yup. Necros are bad. Never let them in, unless you plan on walling them for eternal bookkeeping or something. Never let them roam free or, Chernobyl.

WTF?!
They're Great!*
IFF you force everyone to become a necro.

You would be amazed how well a fort of 20 necros does, since you no longer need an active military.
The undead will protect you forever.

It's a lot of work, takes forever, and so much harder than making a vampire fortress using a well, but it's a FUN!
Also makes trade much more difficult.
And raids... well, your legion of undead can't do those.
And there is the NO_DRINK problem to consider.



*(for massive challenge and FUN)
Why not just have a vampire fort with a necro mayor/baron/undying-emperor?

6
You know what would be fun? If a vampire could satisfy their need for alcohol by drinking the blood of a drunk creature.

7
DF Gameplay Questions / Re: Tavern Deaths and Medical Concerns
« on: November 19, 2019, 01:53:35 pm »

Also, dwarf healthcare is largely physical: Cleaning, binding wounds, setting splints, excising rotten tissue...They don't have CPR, which means once someone's lungs are destroyed or nerveous tissue for spine mangled they'll suffocate.

 Can you imagine if dwarfs invented iron lungs?  You could have a fortress of 300 hundred where 280 of the bastards were on life support and the remaining 20 were tasked with maintaining their life support and too busy to visit the bar.  What an end to a fort.

9
DF Gameplay Questions / Re: Caravan not packing
« on: August 30, 2019, 09:14:53 am »
It may be a pathing problem.  Press "D" to see available pathing.  Green area is clear for the caravan to move through, red indicates a block in the path.  It is quite possible a tree sprouted while the caravan was staying.  Chop down trees or mine any boulders that are blocking the way out.

They will eventually go insane if they can't/don't leave.

10
Bunch of anti-male sentiment above.  Just kill all female cats that come to your fort.

11
DF Dwarf Mode Discussion / Re: Invaders and Tree Root Systems
« on: March 20, 2019, 08:34:56 am »
Good advice I will be adding to my DF knowledge for the future.

As for now, and after some thought, I'm going to cancel every workshop job in the fort, define new stockpiles for critical supplies such as food, drink, armor and weapons in the nearest sealable rooms / tunnels, and then remove all existing stockpiles of such gear. If the military can hold the gobbos long enough, my jobless populous might be able to evacuate enough gear to allow us to restablish ourselves deep down. Then I can also try to reach various sealed off areas to rescue dwarfs and get the forges restarted. I'll need new burrows too as the Siege burrow is compromised.

This is doable I believe.

Now I want to know how the battle turned out

13
I haven't played the last few versions, but isn't there an option on the military screen about wearing armor over clothes or instead of clothes?  Try checking/unchecking that option.  Pretty sure you want them to wear the armor instead of clothes. (but again it has been a while, so try playing with that option)

14
DF Gameplay Questions / Re: Transport "Caged Guests" to Depot?
« on: February 05, 2019, 03:24:36 am »
Dig a tunnel straight down to hell.  Build a tiny retractable bridge over the hole on level with your fort.  Set a dump site on the bridge.  Dump all your caged trolls on the bridge.  Send them back to hell.

15
DF Gameplay Questions / Re: Safely Transfer Megabeast Prisoners?
« on: October 25, 2018, 10:11:43 am »

You could always build your pit.  Then build the cage in the center of your pit.  Attach the cage to a lever outside of your pit.  Seal your pit/wall it off.  Then use the lever to deconstruct the cage and release the Colossus into your pit.

Then the Colossus would be hostile to everyone and be able to move around the entire pit and attack anyone/anything that falls into it.

That was plan A, but I realized that wouldn't give me any method for retrieving goodies from the smears of goblin paste or rescuing citizens who blunder into the hole accidentally, at least not without dealing with the colossus.

It wouldn't save the citizens who blunder into the pit, but you could simply seal the pit with a single-tile wide raisable bridge and a several tile long single-tile hallway filled with cage traps.  Then just re-cage him whenever you want to clean out the pit.

I know it might be simpler to have him chained, but if you are experiencing problems getting him to aggro goblins or have dwarves shoot at him, it could work as a backup.

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