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Messages - Max™

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9706
I thought it turned off temperature changes, so magma cast into obsidian never cools off and whatnot.

9707
So...
Spoiler (click to show/hide)
You might notice that the ghost Nish was killed twice... I got one who liked crossbows and weapon racks, they made a weapon rack, and while I was moving the other to the shop and about to get Nish back up she spawned as a ghost, so I triggered the mood with her there, hoping to get a Ghostly Dwarf Bone Crossbow or something, but he just killed her, tried it again and the same result, so I flipped the ghostly flag off and she got killed and made into a crossbow.
Spoiler (click to show/hide)
That is her wielding The Iron-Skin of Keys, the dwarf bone crossbow, and Voidlessened, the pig leather shield, training at Evilshort the Putrid Dirt-Grave, the dwarf bone weapon rack, while her skeleton sits behind a door and cage trap where I'm hoping it will resurrect so I can put the cage in her room.

While I was gearing her up and putting her in charge of a squad, this happened:
Spoiler (click to show/hide)
So she's been found dead, is still missing, is equipped with a crossbow made of her own bones, AND in charge of The Turquoise Doors who are currently training at the front entrance at a weapon rack ALSO made of her bones while her skeleton sits in a reanimating portion of the map.

That got weird fast.

9708
As far as I've seen they don't, but the portion of my map which is terrifying will do the trick nicely.

Why the hell did I forget that I have a dump for interesting corpses with cage traps to catch the reanimated stuff right above the area I tried to put a farmer's workshop and designate shearing/spinning jobs?

9709
DF Dwarf Mode Discussion / Re: Minotaur labyrinth?
« on: October 24, 2014, 01:23:30 am »
Wasn't there a story from the dorf child care thread where the kids just climbed all over a captive minotaur or something and were happy for a while until it hit one and they promptly ripped it apart with their little mitten clad fists?

http://www.bay12forums.com/smf/index.php?topic=140588.msg5613424#msg5613424

Was a captive ogre, they just climbed on it for a while, it tried to hit them but they're all legendary dodgers, then they finally splattered it all over the room.

9710
DF Gameplay Questions / Re: How to Enjoy the Game Again?
« on: October 24, 2014, 01:18:08 am »
I did the 20 dorf init cap to get a fortress started and I have never been so happy with how things have turned out, and once I raised the cap to 100 I was unbelievably excited as the goblins started showing up, first 8, then 40, maybe 100 next! I might need to break out the canned magma for that party.

I did have to dial back on my usual habits with food/booze though, normally I'm racing to get bedrooms and furniture and clothes and supplies, this time the first 20 set me up so well that I'm sitting on something like 2000 booze and 1700 prepared meals, while everyone has a royal bedroom (massive engraved room with overlapping bedrooms expanded at least 4 times tends to have them count as a royal, don't put cabinets or coffers in there though, as they will never stop hauling stuff between them as each dorf claims "their" cabinet from another dorf who owns it...) and at a minimum decent office/dining room, most with great or better on those two. Giving them all at least leather armor/leggings/high boots, a shield, and a crossbow or hammer since there are undead around, got a main squad of ridiculous axe/hammer/mace lords who murderfy everything, a backup crossbow/hammer squad I'm experimenting with to see if I can get them to use both effectively while dual wielding (i.e charge in to bash stuff every time they run out of ammo instead of complain or retreat) and a squad of miners who I reserve the best clothes for since the jerks won't respect assigned armor designations, several of whom can double as woodcutters or hunters, and if need be I could deactivate mining and pull them all in for a steel pick murersquad.

No draw bridges, no trap corridors, just an entrance where I can keep the dorfs out of the magma (I have been building various methods to be able to flood the world rapidly at will) that has the first level sealed off, and the partially surrounded by fortifications section where the military train/invaders path towards to die horrible deaths at the hand of my psycho dorfs enjoy a nice cup of tea and crumpets.

It's been fun, more so now that I started getting sieges, prior to that my only issues were with undead mountain goats/eagles, and the occasional accident like when I tried to make a farmer workshop on part of the furthest southwest plot that wouldn't grow anything... only to have animated yak hair stroll out of it because that part of the farm level is in a reanimating biome... made it into a still, bring on the reanimated dwarf rum!

9711
https://en.wikipedia.org/wiki/Mu_%28negative%29

Why doesn't animated hair seem capable of harming dorfs or being harmed by them?

9712
Hmmm, I accidentally left behind a skeleton after force-resurrecting a dorf, if said dorf was super popular and I had the corpse moved to a resurrecting area with say... serrated disc traps and cages so I could end up with just their hair animated... would being attacked by that hair trigger the "was attacked by a dead friend" thought?

I ask about hair because it doesn't seem to harm or be able to be harmed, so I could try to do something like chain it up in the meeting hall, lol... a masterwork chain in a room with masterwork statues, masterwork engravinges, covered in vomit, with a miniature cousin it zombie attacking everyone who gets too close.

EDIT: OH GOD, CAN YOU BUTCHER A DEAD PET AND GET THE HAIR TO ZOMBIFY?

9713
DF Dwarf Mode Discussion / Re: What's the deal with skeletons?
« on: October 23, 2014, 11:32:50 pm »
Don't forget necromancers!

9714
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 23, 2014, 11:30:43 pm »
While I was discovering that if you manually undeath a dorf with the gm-editor, the skeleton doesn't get back up, they just... produce a new one apparently... which is fascinating and will lead to new !!Science!! soon, while downstairs the science has been a failure.

Supposedly forgotten beasts will destroy wooden supports, yet even though I lured one up to a room with two of them in alcoves to either side, once I locked the hatch he came to investigate he just went back downstairs to wander around again... how boring. I didn't want to have to lever activate them, as I love the idea of them dropping the 3x3x3 block of stone above them on their own heads... but nooooo, Mr. Beast won't have that apparently.

9715
Don't tempt me, though I'm kinda sad that I don't think there is any way I can get Nish to meet Nish without one of them trying to eat the other....

9716
Answering Arcvasti again: mu.

Question: why doesn't Arcvasti ask questions? :D

9717
Wonder if they would bury it if I designate a coffin for Nish? I'll try this in a bit, gonna copy the save a couple times so I can keep it as is at first and see if I can reanimate it as a zombie/kill it, then resurrect the zombie like I did nish and get an army of one going on, and I think the fell mood will work for giving nish her own skin as a cloak, which is horrifyingly awesome.

9718
Did not notice the phallus palace until the very end when you mentioned it, cannot unsee.

9719
Hit tab, the different color for the items means that all or some of the items of that type are forbidden, I think the lighter beige is the color for partial forbidding, but I changed the colors some so it's more yellow/faded yellow on my screen for forbidden entirely/only some items of that type forbidden.

Do you use cleanowned or autodump things? Are the forbidden items all worn to some level?

9720
Because "unhealthy amounts of booze" for a dorf is "0 booze", as they are just alchohol powered vehicles for their beard.

Why don't engravers get upset that their masterful carvings lining the outside meeting area (to reduce cave adaptation) are under what has to be a foot of vomit?

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