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Topics - AlienChickenPie

Pages: 1 [2] 3 4
16
DF Adventure Mode Discussion / Overkill?
« on: January 08, 2009, 02:21:29 pm »
I jumped into a river to give some fish a taste of my axe, and this was the result:

I found it weird, because I always see one body-part-disintegrating-message when I land the final blow.

17
DF Adventure Mode Discussion / Can whips be any good?
« on: December 29, 2008, 02:38:18 am »
A few of my last adventurers were lashers.
When modestly outnumbered or worse, they do very badly, as they can't cause enough damage to put the enemies out of action at a sufficient rate.
Does it ever get better? Can an adventurer with sufficient lashing skills take care of five or so wolves without relying on defensive skills more than, say, an axeman?

18
DF Dwarf Mode Discussion / Isolating and trapping a wagon
« on: December 11, 2008, 11:14:54 am »
My share of merchant trapping has been limited to elven caravans and small human caravans without any wagons.
If you manage to trap a wagon before it makes it to the depot, what happens to it? Does it go mad and die like a creature, or does it behave differently? What happens if you flood the area where the wagon is trapped?

19
DF Dwarf Mode Discussion / Joyous wilds
« on: December 11, 2008, 03:00:48 am »
I found a nice joyous wilds area in my newly generated world. The image of scores of factory-farmed unicorns held in massive stockyards and converted into a steady stream of unicorn roast, unicorn totems, unicorn bolts and unicorn soap appeared in my mind, only to vanish as soon as I read that unicorns never come to savage good biomes. Without unicorns, is there anything about a joyous wilds area that makes it unique and different from an untamed wilds area?

20
I know DF economy is but a shadow of its projected self, but the problems that often come up have a lot to do with an impoverished underclass that can't afford anything, and that's an issue that would probably be the problem with any dwarven version of pure (except for legendaries) capitalism.
What if this underclass had the ability to rebel (think tantrums, but organized and reversible), destroying property and nobles, and you had the ability to adjust different levels of pay and welfare to keep everyone happy?

21
DF Suggestions / Commissioning artwork
« on: November 02, 2008, 03:37:44 pm »
You just beat back the largest goblin siege in the history of your civilization. Hundreds of goblins dead, many dwarves too. To commemorate the victory, you decide to dig out a luxurious burial hall, filled with engravings telling the story of the bloody siege. To your great disappointment, the engravings are largely random, covering subjects from old, irrelevant conflicts through wildlife to food.
Wouldn't it be nice if you could specify one or more subjects when designating tiles to be engraved?

22
DF Dwarf Mode Discussion / Kinetic projectile trap
« on: November 01, 2008, 02:29:02 am »
I've been toying with this idea, and I'd like to see if anyone had already tested whether or not it works-
The core of the trap is a 2-tall chamber bordered by bridges on all sides. When the proper lever is pulled, all the bridges forming the walls open outward and the bridge forming the floor retracts. This chamber is flooded with water and lava to create a solid projectile, and that projectile is dropped on a solid, stable (no digging anywhere below it) chamber where your enemies are located.
The result should be a cave-in which should obliterate anyone below it and knock out anyone near.

23
DF Dwarf Mode Discussion / Universal trapping system
« on: July 31, 2008, 10:58:33 am »
Dust created by cave-ins knocks creatures unconscious, and an unconscious creature triggers a trap regardless of whether or not they would trigger the traps otherwise. This could be exploited to create a room capable of caging any creature that goes into it (unless some creatures can't be knocked out at all)
A chamber, as big as you care to make it and paved with cage traps, is connected to a two level secondary chamber containing some constructed floor held up by a single support and accessible by a bridge (which provides access for the builders but not support).
The creatures you want to trap are sealed in the first chamber, the supports are removed and the dust causes the creatures to fall right into the traps.
Kobolds, nobles, traders and megabeasts, all compacted into neatly transportable cages which can be sold to traders or made into displays.

24
DF Adventure Mode Discussion / Armor and weapon skills
« on: July 31, 2008, 09:41:20 am »
I finally started getting grinding right, for the most part. My latest adventurer got to legendary wrestler and shield user. I decided to go legendary armor user as well. The harpies I used to train my other skills were too slow, so I went to fight some wolves. I put away my shield and let them have at me. They missed me a lot, but got the occasional hit. A few hundred points before reaching grand master, one wolf got my throat and doomed me.
What is the best way to grind armor user while minimizing the risk of having my throat torn out?
Also, I noticed that I barely gain experience while using the whip, even against conscious, relatively healthy enemies. How do I gain lashing experience faster, and is it really worth it?

25
DF Dwarf Mode Discussion / Water sources in a frozen biome
« on: July 30, 2008, 12:40:04 pm »
For the first time in quite a while, I embarked in a freezing area, with the brook frozen well into the spring. There is no magma as far as I know.
Is there a way to get the brook flowing again?

26
DF Adventure Mode Discussion / Stoned giants acting funny
« on: July 24, 2008, 11:09:36 am »
I've recently started adventuring again. I made a young world with lots of volcanism, savagery and visible caves, which is chock full of caves, which are in turn chock full of giants, who have to resort to living with giant roommates.
Anyway, I've independently discovered the strategy of luring giants, disappearing behind a tree, coming back to the giant and pelting him or her with rocks picked off the ground an he stands perfectly still. It's all very easy, if a little repetitive, but there's one major problem- When the accumulating limb and organ damage starts taking its toll, the giant darts away with speeds unmatched by an unharmed giant, and I can't catch up. I can only walk helpless as I read about him lapsing in and out of consciousness.
How can I keep giants from running away while I stone them to death?

27
My current project requires water and water power, so I dug a channel to bring water from the brook. The channel is 3-wide at its widest point.
I looked into the brook and saw several salmon swimming in the channel, carefully staying in it.
The rest of the brook has no visible fish, and my fishermen only managed to fish stuff like oysters and turtles so far.

Do artificial channels really attract big fish, or is it just a coincidence?

28
DF Dwarf Mode Discussion / Farming on terraces
« on: July 20, 2008, 12:48:46 pm »
I'm trying to build a terraced farm for my dwarves.
I got the terraces dug out. There are four 4x10 terraces connected by ramps. The top and bottom ones are lit, and the other two are currently underground. It's not really a scenic farm spanning many acres, but 160 tiles are more than enough for most forts.
The next thing I'm planning is the irrigation system, as the terraces are located on a rock salt mountain which would gladly support plant life given enough water. There's a brook near the lowest terrace, so I intend to pump up the water and have it run down on all the terraces, muddying them. I have a few questions about this part, because I'm very inexperienced with waterworks.
Does anyone have any real world data about the amount of pumps needed to have 1-2 water flowing all over the terraces? Would a constant flow disturb the dwarves working in the fields? Would the water readily spread all over each terrace or just flow downhill in a narrow stream?

29
DF Gameplay Questions / Mass building
« on: July 18, 2008, 02:38:30 pm »
I didn't find any threads about this, so I'm probably missing out on something really obvious.
How do I use the expand feature to build many walls or floors at once?

30
The advanced methods used by dwarves to classify stone layers many miles away have proven themselves nearly infallible. Large dwarven settlements owed their existence to these fine methods, but the stoneseers, dwarves of science, have always been bothered by one aspect of their work- Ocean bottoms.
No dwarf, elf or human had ever gone to the bottom of the ocean and returned alive, so their composition was a mystery to the stoneseers. The only thing they had was the ooze and clay model, based on extensive observations. Several distinct types of ocean floor were identified and classified as oozes or clays by their hypothesized texture.
A change of ruler at one of the larger mountainhomes lead to the formation of the very first dwarven oceanography expedition. The chosen site was a vocanic island in the middle of the ocean. The deep ocean around the island bore promises of actual, real-life ooze, waiting to be uncovered. Dozens of stoneseers, skilled workers and plenty of high-grade tools and materials needed to create an off-shore drilling rig were gathered, and the ship set sail in early 1050.
Unfortunately for the hopeful crew, the overloaded ship was taken by a storm. Only a handful of dwarves managed to reach the island, along with a pitiful fraction of the expedition's supplies. Thousands of miles away from civilization and dispatched by the  power of a royal mandate, the survivors had no choice but to regroup and resume their mission.
The following souls gathered around an especially large crate that washed ashore:
A male architect; adventurous, sincere and candid.
A male gearhead; scatterbrained, laid back, compassionate and lacking an aesthetic sense.
A male fisherdarf; unaffected by the suffering of others, self-disciplined and an outdoordwarf.
A female Stoneseer; friendly, intuitive, unmoved by pity or urges and lacking confidence.
A female farmer; Easy to anger, assertive, energetic, helpful, a champion of modesty and seldom open about her feelings.
A female clown; Self-conscious, active, wary of crowds and appreciative of art and natural beauty.
A female ex-wrestler; Nervous yet cheerful, straightforward and reserved.
A breeding pair of miserable-looking dogs that managed to float to shore.

The stoneseer stepped up with a hollow expression on her face, and as if reading a script, spoke: "It seems that we are the sole survivors. Our first order of business is to asses our situation and set up a sustainable outpost. I'm Junior Stoneseer A.C.P. and I'll be taking down your names and professions for the expedition record."
One by one, the dwarves shared their names and professions.


This is the part where you claim the dwarves. I haven't embarked yet, so feel free to alter the professions, but keep in mind that the starting crew is not supposed to be perfect, far from it. As for the supplies, I've got the usual food and drink packed, as well as some seeds, picks, an anvil and copper ore.


Claimed Dwarves:
A.C.P. the Stoneseer
Claw the Fisherdwarf
Exoleet the Architect
Kira the Gearhead
Pook the Farmer
Rayna the Clown
Valter the Ex-Wrestler

[ April 14, 2008: Message edited by: AlienChickenPie ]


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