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Messages - Lozzymandias

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1
DF Gameplay Questions / Re: Do marksdwarves need to see?
« on: September 19, 2023, 02:18:16 pm »
probably not, now that I look at it... DFMA has kind of been in a semi-functional state for a few years now, post-flash.

let me describe it for you, as much as my 15 year old memory of the video allows...

Granite floor tiles lead into the fortress, where in the center of a grand hallway of engraved stone stands a number of archery targets. The screen focuses on an approaching dwarf, Ilral 'Lightning' Sarammebzuth, who presses the crossbow to his shoulder. Ilral is completely blind after terrible injuries suffered in the last siege, but he remains dedicated to his craft . . taking aim, Ilral fires a bolt.

The screen now pauses, focusing on the bolt. Some strange disturbance of physics must have occurred, for the iron bolt has leapt out of the crossbow traveling in the exact opposite direction of the archery target, shooting backwards and clattering against the stone wall behind him. A brilliant trick, indeed!

What's that? It was entirely unintentional? Hmmm....


Truly masterful wordsmithy. I will put Likot and Ral (for that is their names) into civilian squads and thry will spend their remain days teaching markdwarf skills to wood burners and weavers.

3
DF Gameplay Questions / Do marksdwarves need to see?
« on: September 18, 2023, 05:00:40 am »
My recent fortress has hit it's maturity, so we have a steady stream of forgotten beasts. The last one had a nasty vapour that caused the infamous "full body rotting" syndrome, and he managed to pass it onto two marksdwarves tasked to shoot him in the cavern gatehouse.

I had written the two affected dwarves off, but miraculously they made it to the hospital and lived long enough to have lots of surgery. I imagine they're hard to look at right now, but they're alive and walking around in full body casts. They're both blind as cave ogres now and I'm wondering they can continue their duties or do they need to get rotated out?


4
DF Dwarf Mode Discussion / Re: Creating a 1 level deep clean water well
« on: September 09, 2023, 05:43:05 am »
Sterling !!SCIENCE!! I can think of a few applications with hypercompact fortress designs.

5
DF General Discussion / Re: Future of the Fortress
« on: August 24, 2023, 02:27:10 am »
There are good workarounds for everything but the 5 f's I believe: faith, family, friends, Food and... romance.

Pretty sure food is solved. They'll accept high quality meals in place of preferred ingredients. (Units that don't need to eat are still an issue.)

Oh marvelous. I look forward to enjoying that fix soon as the linux port is done.

6
DF General Discussion / Re: Future of the Fortress
« on: August 23, 2023, 07:51:42 am »
Heya Toady

Hope you guys are doing alright.

Is there any plans to tighten up the needs system and make dwarfs a little better at satisfying their own needs if given the opportunity. There are good workarounds for everything but the 5 f's I believe: faith, family, friends, Food and... romance.

7
Continuing my adventure to Girdlefilled, a veritable New York of a metropolis. Upon landing in the town my first action was to intervene in the attempted murder of local merchant by a night troll bride.

After killing the night troll bride, I ask the merchant how he's doing. He spits in my face, disgusted that I killed "Pari Strapped suitor"

And oh would you look at that, the corpse on the ground has acquired a name.

I should have let Pari Strappedsuitor bite your goddamn arm of my dude.

8
After murdering the local crime magnate and returning with thousands of local currency in store, I decide to pay a visit to the pub, to drink some white millet beer and sleep in a bed.

The tavern keeper takes my order and fails to give me my drink. Alright, I guess I'll just take a room. Come down in the morning for another go at securing a beer for breakfast. but, horror and calamity: there was none left.

I dudnt know this was possible. Obviously I could drink but it hadn't occurred to me everyone else could. Standing in an aussies worse nightmare, a pub with no beer and feeling dry as a desert brookless embark with 7 Methodists, I tried at least to settle my debts with the landlord before putting this travesty behind me. Imagine my surprise when the crook refused all 16,000 of my stash of local human-bucks. In the end he wouldn't settle for anything less than my eaglebone signet ring. 0/5 Airbnb stars, recommend you get punched apart by last-gen boogeymem rather than risk a night at the Famed Limes.

9
DF Dwarf Mode Discussion / Experiments
« on: October 28, 2020, 05:26:29 am »
I've recently had my first big undead siege. Walking naked corpses, walking armed corpses, intelligent undead and most interesting, a range of experiments, ranging from big scaly men to horrific 8 legged llama monsters. The wiki has some information but heres a few things that the wiki doesn't do justice.

Experiments can be sentient, or non-sentient. The non sentient ones may be butcherable. Furthermore, the sentient ones come armed (or at least have the capacity to be armed)

Experiments are mostly trap avoidant, but some of them aren't. The scaly lizardmen were sentient, armed and got mangled by the traps. The llama-spiders were not and did not.

Experiments are not all immune to pain...? Not so sure about this one but i believe i recall one of the lizard men giving in to pain in the weapon traps.

At least some of them are definitely building destroyers as the wiki says

Lastly they share with Forgotten beasts and other procedurally generated creatures the unknowability of their products. As a consequence, experiment bone can end up in the wrong refuse pile, because they cannot be specified in the refuse conditions.

Any other interesting finds people have found with experiments?

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2020, 08:40:05 am »
Started a new fort with the smallest pop i've ever done yet, 60 dwarves. Games proceeding alright but i haven't paid much attention to legends before i start. Eventually it becomes clear that i'm not going to get elfin or human caravans. I check civilisations.

Okay, this is one of those dead worlds i've heard about. The Diamond Sorcers is the last civ apart from mine (and apparently there's no more settlements of my civ left so my civ probably should have died if that bug wasn't in operation), they're a horrifying dwarven necromatic cult, but they haven't bothered me so far

Annoying, elves and humans are how i get a nice diverse crop collection and more books. I begin raiding the surrounding territory for books and seeds. Plenty of books but no seeds.

Unfortunately this provokes the Diamond Sorcers. I now have a siege of 200ish undead knocking on my gates. Armed zombies, walking naked corpses, intelligent undead and horrifying llama-based abominations of nature that should never have been. They won't leave and no amount of bolts will kill them, all i can do is traumatise my soldiers while they fire uselessly from afar. Time to build a bloody big trap corridor i suppose...

11
When my cage traps produced an abundance of troglodytes I'd  build a tall tower and test the theory on the wiki that the material that a floor is made of affects the amount of blunt force damage it does when a creature hits it.

Meticulously I mostly proved that 10z drop onto a platinum floor did as much damage as regular stone. Messy clean up though

12
DF Dwarf Mode Discussion / Re: Why train animals? (And how?)
« on: May 14, 2020, 03:15:26 am »
As for the why in training war animals: they can act as an effective screen for your outer perimeter, spotting thieves and snatchers before they make it inside. The most important use though is the same as in real medieval wardogs. They're expendable. 2/3 can hold down a werebeast for as it takes to get to cover. One can be used as bait to draw forgotten beasts into traps or keep curious cave wildlife away from fortress entrances. If they lose a foot or get permenant nerve damage or a wound that won't heal, they can be salvaged with a butchers knife. Cruel, but every wounded dog is an unwounded dwarf, and a dog takes 2 years to cook up, compared to a dwarves 15.

13
DF Dwarf Mode Discussion / Re: [rant] Villains are only a pain
« on: April 21, 2020, 03:43:26 am »
Losing artifacts is as "fun" as losing dorfs. It's not the losses themselves that bugs me, but the utter lack of means with which to at least attempt to thwart them. If a loss resulted in an opportunity to chase the artifact it would be good. As it is, it's less fun than when various critters steal your step ladders (which is merely annoying). There is no "intrigue" in "yes, X stole it and left the map with it. Don't worry. X will be back to steal other artifacts until killed or contained outside of the injustice system".

You have no control over the nobles that inherit positions somewhere else and starts spewing mandates as soon as the game is unpaused.

I've got lockable doors at the inner ends of my entrance tunnels, but the outer ends are controlled by those slow drawbridge lever pulls (and with normal luck it will kill a citizen who happens to be passing through). You can't have doors at the outer end unless you plan to replace all of them after every gobbo siege (as well as the necro experiment sieges).

Pat it reads to me like somehow the thief is managing to leave your site with the artefact before a crime report is lodged, which is neither inevitable nor unpreventable. You just need some witnesses on the artifact always and a reasonably long walk from the tavern/library combined with a museum to the inner doors. Then you get a report, and you can work out where the thief (who still has it) is and redirect him with doors and hatches till your captain can catch up. It's fiddly but I haven't lost an artefact in years

14
DF Dwarf Mode Discussion / Re: [rant] Villains are only a pain
« on: April 20, 2020, 10:02:02 am »
Some pointers from my own semisuccessful measures:

First of all remember losing your artifacts is fun pat! It's a game of intrigue and you'll probably lose a bunch!

Secondly, justice Is fine as long as you can head off mandates, eother with modding as you have, or by choosing the right dwarfs for the right positions. Kings can't be helped but barons and mayor's can. Keep a list of suitable dwarves and remember to replace your mayor annually! Something of a ceremony here, a year celebration of the ignoring of democracy.

Then with the justice you have options! Keep the artefacts in plain sight in displays in the tavern and you'll get a crime to interrogate almost every time. I tend to convict the outsider of both crimes to maximise chance of a custodial sentence (whivh will get them in a cage and you can steal your artefact back.) and always make sure you have lockable doors to control the visitor flow as they leave the Fort. It's not foolproof but it's far from unworkable and most importantly it's Fun

15
DF Dwarf Mode Discussion / Re: Missing item
« on: April 11, 2020, 04:47:03 am »
I'm not sure I fully understand your leather uniform bug? If I understand correctly, you're making your military wear a metal uniform on top of further clothing? In which case the reason some items won't be worn is that they don't fit (try wearing metal gloves under leather mittens). This isn't absolute, some things can be worn over other things (chain mail and breastplate and then a cloak for instance) but if you aren't using "replace clothing" or you are telling your dwarves to wear leather mittens and metal gauntlets you are bound to get conflicts of uniform because the dwarves simply can't wear a full set of civilian cloths and a metal uniform as well

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