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Messages - CancerousCthulhu

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1
DF Gameplay Questions / How to get a Dwarf out of a tree?
« on: August 04, 2016, 01:52:07 pm »
Basically, what the title is. Is there any way to get a dwarf out of a tree once they climb it in a panic, other than cutting the tree down and hoping they survive the fall? I have a marksdwarf stuck 2 levels up in a tree with multiple injuries. Any way to save him?

2
DF Dwarf Mode Discussion / Re: Updating to Win10 broke fullscreen
« on: August 26, 2015, 04:39:41 pm »
Instead of using F11, try it with the max icon in the window bar and see if that makes a difference.  Not sure what the difference might be.
It will maximise, but that leaves the windows bar around it, rather than fullscreening; It also doesn't show the odd graphical bugs when resized thus.

Changing print mode, auto vs manual resolution and fullscreen, BLACK_SPACE, etc did nothing. What's more, zooming out from default makes the outlying text even further away, as though it's a bug with the rendering engine, rather than simply being the wrong resolution.

I got a clean copy of df, no addons, same issue.

I am seriously considering rolling back to windows 7.

You had Windows 7??? Clutch that shit for dear life. Windows 8 is terrible, Windows 10 is worse. STAY WITH 7.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 16, 2015, 06:14:12 pm »
What if the bottom of the pit is staffed, or lined with spike traps?

If you put upright spikes, be careful. You might just create a shaft of enlightenment and lead to a legendary+50 gobbo.

4
DF Dwarf Mode Discussion / Re: Fun Fact about HEALTH CARE
« on: August 16, 2015, 03:29:59 pm »
I had several dwarves with legs exploding into gore and such. Minecarts are dangerous business, I tell you.
Anyway, it mostly didn't take very long for them to heal.

Only when one of the dwarves had an overlapping fractur in one finger (!) he spend months in the traction bench.
Eventually he constantly required diagnosis, causing my doctors to get a lot more diagnoser-skill, while making the "medical history" screen for him quite spammy with the "Evaluated"-message. (Also had a few cleanings due to his finger nail being smashed...later I made nails, cartilages, hair, etc. heal via modding...wish I could make nerves also heal very, very, very slowly...)

Anyway, I'd assume it took that long not because it was "mangled beyond recognition", but because it was either a complex or overlapping bone fracture. That's when the traction bench is used, and the dwarf seems to stay in it for quite some time, until the fracture is healed.

I'm all for the nails, cartilage, and hair to heal, but nerves (at least irl) literally do not. If they're destroyed completely (like when a sensory nerve is cut in DF) then you're just out of luck. But, play however you want, this is my two cents.  :P

5
DF Dwarf Mode Discussion / Re: Military Training OP?
« on: August 13, 2015, 06:01:18 am »
Well, then. Bad juju was apparently summoned to put me in my place. I hadn't spec'ed my military to deal with undead (7 dwarfs, only one hammer dwarf who wasn't fully trained yet), so naturally necromancers siege my fortress in the fourth year without there being a tower as one of my neighbors. 37 undead just ravaged my military and then my fort, as I forgot to link a lever a while back. gg no re

Well... zombies also get tripled physical stats.  Most zombies lack armor (armor/equipment/held items all fall off a parson when they die), so its not too bad.  However... tower zombies have triple physical stats, armor, and immunity to pain/organ failure.  On top of that, they have necromancers behind them that will reanimate severed limbs (and fallen dorfs).  You -really- shouldn't use edged weapons (or spears) against tower sieges.  Axelords can do alright... if they don't get swarmed AND you separate the necromancers from the main force. 


Also, hammers aren't that great against undead.  They are like the bastard child between a spear and a mace in DF: they are blunt (breaks bones and more effective with weight... silver hammers> steel ones/platinum artifact hammer > fucking everything), but all of that weight is concentrated into a small surface area (tiny hammer head).  Thus, hammers penetrate the crap out of armor and often lead to one-hit-kills on hte first round when they smash helmets through people's skulls.  They rely far more on the organ damage than pulping to incapacitate foes.  This is why you use maces against reanimation.  The mace keeps the zombie intact, but also breaks all their bones and pulps all their muscles.  The zombie is rendered unable to move/finally dies.  Think of smashing them into (rotten) jam. 

Also, a squad of macemen alone is the worst weapon to field a full squad of.  They are underpowered in that mace hits should liquify internal organs and shatter bones, quickly killing someone.  However, they usually just bruise up skin/organs/muscles.  After the target passes out from pain, the maceman then spends far too long pulvering the victim before they finally die.  During this time... he isn't attacking anyone else.  Swords, spears, axes, hammers all kill quicker and are thus preferred (for living targets).  A special note on spears- very large enemies (megabeasts, titans, colossi, FBs) have skin/fat/muscles too thick for other weapons to pierce and reach the organs.  Spears, on the other hand, are long enough to pierce through all of a hydra's flesh and reach its heart.  Otherwise, your swords/axemen will be decimated trying to lop off all of its 12 heads+arms/legs while your mace/hammerdorfs waste time bruising so much superficial tissue.  In general, the weapons all have their different places in your arsenal.  Axes are the best at dismememberment, hammers work best against armored opponents, spears kill large beasts the best and are great for organ damage in general, maces are great to incapacitate for other soldiers/best for undead, and swords are a great all around weapon (personally I never use them though.  Axes are more dorfy and dismember better, and hammers are better against sieges/equipped enemies).

Although... traps are probably your best defense.  Not simply cage traps, but hte ones you have to engineer yourself.  Drowning chambers are excellent mass-slaughter devices.  Also, if you are dealing with amphibious/aquatic/undead invaders you can try to engineer a freezing chamber.  I'm not sure if anything other than demons can survive being frozen.  An obsidian-chamber is always available as well, but will destroy all the non iron/steel equipment and clothing (which could be a blessing, as it also destroys the bodies).  You can fling/drop socks on invaders, drop them 20+ z-levels, create a ballista corridor ~150-200 tiles long that shreds attackers.  You can set up a looping track of lead-filled minecarts... or you can just create a series of airlocks to break up enemy forces to ensure your militia is never out-numbered (I did this to fight the circus)

Yeah, I was being terribly lazy with this fort and decided to go for infrastructure over defenses, due to the fact that, for four years, I've had no conflict with any of the surrounding civilizations, nor was there a tower as my neighbor when the fort began. I'm pretty sure that the five necromancers that migrated through my embark location actually set up a tower to my west while my fort was running, because the siege came with 3 necromancers and a very well equipped horde of undead. ie. Nothing less than fully iron clad elf corpses (And elves already have better average stats than humans or dwarfs, just saying). My two legendaries put up a good fight, until dodging into a murky pool and drowning themselves.

6

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?

According to this wiki article the maximum is 93750 but then there's this, for example:

Spoiler (click to show/hide)

Of course Dwarf Therapist could report the sizes wrong, somehow.

Hm. I don't know how to figure out which is correct. I'm sure some snooping in the raws could figure this out pretty quickly, though.

7
DF Dwarf Mode Discussion / Re: Military Training OP?
« on: August 12, 2015, 04:27:54 pm »
Well, then. Bad juju was apparently summoned to put me in my place. I hadn't spec'ed my military to deal with undead (7 dwarfs, only one hammer dwarf who wasn't fully trained yet), so naturally necromancers siege my fortress in the fourth year without there being a tower as one of my neighbors. 37 undead just ravaged my military and then my fort, as I forgot to link a lever a while back. gg no re

8
Oh, and congratulations to Kogan Gatesaviors for being the Dwarven Boarding School of Copperfell's first graduate!

Spoiler (click to show/hide)

Kogan is one of the migrant children so he's had less time to hone his skills than the fortress-born students will have. There are some true monsters coming up in few years.

Here's his final score card:

Spoiler (click to show/hide)

His attributes went up quite a bit during the training; most of the skill-related attributes are already maxed out:

Spoiler (click to show/hide)

He has seven kills in his name, six troglodytes and one troll. I'm going to compare the final kill counts as students graduate. I'm also going to monitor their size when they grow up as it looks like this kind of training breeds some huge dwarves. Kogan is at very hefty 92 910 cubic centimeters and there are some ten year olds who are way over 110 000. In comparison my burliest militia veteran barely clears 90 000.

I'm pretty sure that last bit is... utterly astounding. Aren't dwarfs supposed to only be about 90,000 cubic cm as the very maximum peak of dwarven largeness?

9
DF Dwarf Mode Discussion / Re: Military Training OP?
« on: August 12, 2015, 03:39:11 pm »
Yeah, my axelord cut off the giant's lower lip and made him fall unconscious. Three head chops later and the giant was nothing but a month-long hauling task for some unlucky dwarf.

10
DF Dwarf Mode Discussion / Military Training OP?
« on: August 11, 2015, 08:45:50 pm »
So, my militia captain of three years who has never seen live combat and has been only sparring and training for that whole time 1v1'd a giant, and the giant never got a hit off. Why is training so terribly effective?

11
0.40's updates have been so strange. Why are necromancers running about, anyway?

12
So, I've had 5 Human Necromancers (so far) be spotted in the north end of my embark area, then continue on their merry way to the west, ignoring wild animals, dwarves, and even corpses that were in their way. Each one has had a profession (the latest was a Human Weaponsmith Necromancer), and each one came from the east and headed west, never going anywhere near my fort entrance, or my easily accessible outdoor refuse pile. My question is: What in the world is this? Why are necromancers migrating through my fort?

13
DF Dwarf Mode Discussion / Re: Danger! Hidden Fun Stuff!
« on: August 09, 2015, 07:53:08 pm »
Ach! Get the raven corpses!

14
DF Dwarf Mode Discussion / Steel vs. Candy Pick
« on: August 09, 2015, 05:43:48 pm »
In my current fort, I plan to train a legendary miner and make him the leader of a military squad, as picks are one of the best weapons in the game for fortress mode. My question is this: Is a steel pick better as the added weight would add to the penetrative aspect of the damage, or would candy be the better for the much sharper edge, and better all around material values?

15
DF Dwarf Mode Discussion / Re: Immigration Not Working
« on: August 05, 2015, 10:54:06 am »
Well, this is a rather odd situation. My civilization has leaders, I get caravans, I export loads of wealth each year thanks to a master chef and an abundance of quarry bushes, and this year I did get the formal message of "The fortress attracted no migrants this season." What is this? I want to have more than 25(now 24 thanks to a werepangolin that caught my woodcutter with his pants down) dwarves. There's truly no reason that I can see for not getting migrants.

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