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Messages - weiserthanyou

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61
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2018, 01:54:33 am »
aaaand a giant bat just possibly-mortally wounded 6 people with a wooden amulet.
one giant bat just managed to do more harm than a forgotten beast that came up before i had proper cavern defenses.
with a grown wooden amulet.
5 of them are probably gonna die, and the sixth is probably gonna be a cripple with PTSD. (not another...)
EDIT: 3 dead, two in a critical condition.

62
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 06, 2018, 10:32:15 pm »
This is dwarf fortress.  Losing is fun.  Clowns are often vehicles for providing fun.  I hope you know where this is going.
Unless you're so dead-serious or insane enough that you decline their fun, remove their comedic capabilities, and divest them of their big top to turn it into a delightfully sadistic elf-prison (terraforming)

63
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 06, 2018, 08:30:25 pm »
I've finally managed to all but seal off the first cavern layer and begin colonization in my current fort, so I can transfer most functions besides aboveground farming/mass-lumber cutting/aboveground gathering down to the first cavern and the z-levels around it. The catch with this is that the guy who's apparently decided to take the lead on the project keeps cancelling literally everything because he's horrified over an event that took place going on 4 years ago. Since then i've noted that he has no friends, is a decent grower and cook, and is fairly young. Perfect candidate for my bunker LOCATED.

Also I watched a dwarf spend 6 months trying to pasture a cat where neither of them moved, even after i disabled all of that dwarf's labors and removed the cat from the pasture. At this point they've both died of thirst and starvation.

64
When I evacuate caverns due to nasty critters appearing walls are sometimes left half built and sometimes "toppled" by building destroyers ("toppled" is the term used in the message).
There is a known bug with building destroyers that if they happen to get too close to the target, i.e. adjacent to it rather than two tiles away, they get stuck until dislodged by a juicy critter to attack (at least titans/FBs, trolls might still be too docile to switch targets): they're too close to attack, but are still unable to move out to the correct distance.
Looks like what's happening. Thanks. Now I'll actually have time to build a cave-in trap against it.

65
A forgotten beast appeared and charged towards my cavern-shaft when I was still constructing the anti-FB defenses so I evacuated the lower levels and designated a wall to be built to seal off the area until my marksdwarves could return from a raid. The beast got there well before the mason, but I looked and apparently it was staying right there, not moving. I looked to see if it had somehow been stopped by the door despite being a building destroyer, but the door was accidentally left passable and pet-passable. Can anyone confirm if this is a bug?

66
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 25, 2018, 11:33:35 am »
I just discovered why I haven't been able to mine deeper for over a year, for no reason.
I built a grate and level covering the entrance to the deeper area to stop the irritating underground monsters from just waltzing up the mineshafts and into my fort. then i totally forgot because they blend in near-perfectly with the surrounding floor and I've been so busy revamping my upper levels' defenses.

*headslamming*

67
I understand the basics needed for such a crime against nature, but is there any decent way to go about this other than copy/pasting data from some other creature like my modified war-bear-mounts and making necessary adjustments?

And yes, I plan to make them exotic mounts so I have to deal with a goblin siege mounted on warwagons.

Also, what are the basics needed to give the wagons an attack similar to "toxic gas" of FB's?

68
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 21, 2018, 10:44:58 pm »
Every time I've been attacked by a SMB, werebeast, etc, I've suffered considerable civilian and militia casualties. So when a minotaur appeared uncomfortably close to where I was building the Great Wall of Mabdugvucar (the wall just got 10 feet higher!), I wasted no time in ordering a civilian alert, sealing the main entrances, preparation of such weaponry as could one-shot most enemies, etc, etc. Then my High Master swordsdwarf just grabbed a really good iron sword and tore the thing apart in like 4 blows. The facepalm: More people were injured by bridge-flinging because of AI prioritization of jobs than were injured by the Minotaur.

69
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 18, 2018, 01:28:56 am »

EDIT: nice to see careful mood prepping pay off
Spoiler (click to show/hide)
SWEET SHIT.

70
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 18, 2018, 01:27:58 am »
Apparently 1-year-old Dwarven Children can have Fell Moods. And actually nearly kill a guy. The funny thing is the guy the kid nearly killed was the Captain of the Guard, already a Crippled Badass (crippled because most of her foot was destroyed fighting a Titan and her ability to grasp in one hand was partially compromised during a fight with a werebuffalo.) She's Badass (besides being my fort's best swordsmaster) not because she killed it, but because she survived fighting it. That werebuffalo mowed through 5 militiadwarves with ease and couldn't land a hit except the one that hurt her hand. Then it transformed back into a human and she ran him about of town for the second time. (The first time she was just a woodcutter with a battleaxe who happened to be on the scene in time to run the human out again).
Anyway, I'm not sure if I wanna try to stitch the kid's fingers back together into ten pieces before I put them back on. Or if I should reappoint a hammerer and let the kid have it.

71
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2018, 03:26:00 pm »

 this is just absurdly comedic. I envision Doofenshmirtz's birth every time I see this one.

72
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2018, 03:24:12 pm »


Let's see if my lone speardwarf can gut this thing. That, or maybe one of the dozen monster hunters lying around will go and kill it.

EDIT: 7 pages of stabbing later, FB is dead.
not bad. when i had a similar forgotten beast it dropped half a squadron in a row, and apparently another 5-6 dwarves ended up dead, critically wounded and in need of dragging to my hospital, or missing.

73
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2018, 01:01:44 pm »
It's been 4.5 years since embark, and I've not yet been attacked. Given my settings and past experiences, I'm not sure why this is. I've already dealt with a werebeast (that killed my only medically-inclined dwarf who was also a legendary cook and craftsman, then scampered as a human), a titan that slaughtered half a squad in half a page of fighting, and a forgotten beast, but not a single goblin. This is unbearably anticlimactic. As I'm embarked with default savagery/civ count and the nearest goblin pit is twenty-odd world tiles away, does anyone have an idea when i can expect some excitement from without?
What's your population? Goblins don't even think about attacking until you reach 80.

I don't know how far 20 tiles is, but if they didn't show up as 'neighbors' when you choose your embark spot, they're not coming.

Best you can do now, is to raid your nearest goblins as much as possible. If you provoke them into war, they'll conveniently forget the 80 pop rule. They'll theoretically come from further away to attack you too. But might just attack other sites from your civ which are nearer instead. Raiding humans, elves and other civ dorf sites should work too.

Next thing, build a tavern and fill it with artifacts (yours or other people's). Spies may eventually spread the word to artifact hungry goblins (or humans, elves, or possibly even other dorf civs). They'll come looking for them either by theft or with an army. (Totally new feature, may or may not be working, judging from complete lack of reports on artifact demanding armies, I'd say probably not).

Good luck!
thanks!

74
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 15, 2018, 12:55:27 pm »
Wait till it freezes next and seal off the exposed Aquifer? Might take awhile, but if you want to keep playing it may be worth it.

That's my current plan, whenever this game manages to ooze into next winter. Haven't had this low FPS since the Circus came to town last time.
What FPS is considered "low" with this game? my forts usual end up around 20-30 fps with 100 dwarfs at a 3x3 embark and 2 caverns with a dip down for no apparent reason to 8-10.
Interesting. I can manage a smooth fps with 150-odd dwarfs, rotting corpses, a caravan, and way too many pets with one revealed cavern and one partly revealed. Though my game dropped down to about 2 fps for several irl hours when i had about 90 dorfs, no caverns, fewer pets, and no water drainage. (also why doesn't the water drainage of entire flooded z-levels affect my fps?!)

75
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 15, 2018, 02:50:26 am »
It just occurred to me that every single bone-related item my fort has ever produced has used porcupine bone. every. single. one. we've killed like 4 porcupines but made way more bone-related items than what 4 porcupines should be able to supply. WHAT MADNESS OF PORCUPINE BONE IS THIS?! (also 4 of the 5 artifacts my fort has produced and every masterpiece craft has involved porcupine bone...)

EDIT: HOW DOES A GUY NOT COVERED IN PORCUPINE BLOOD CONTAMINATE AN AQUIFER WITH PORCUPINE BLOOD AS SOON AS HE DISCOVERS IT?!

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