Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jamini

Pages: 1 ... 58 59 [60] 61 62 ... 65
886
DF Dwarf Mode Discussion / Re: My extended dwarven family
« on: March 04, 2008, 01:49:00 am »
Very old fort?

887
DF Dwarf Mode Discussion / Re: Adventure Park: Strike the Earth!
« on: February 13, 2008, 11:14:00 am »
Is there still space on the map? If so, I would like to sign up (even if it will take several weeks, from the look at the last turn order on the previous thread.) Either way, I am looking forward to seeing the results of this "Park"

888
DF Dwarf Mode Discussion / Re: Idea: The Dwarven Terrarium
« on: June 08, 2008, 02:44:00 am »
Hmm, as an added safegaurd you could add in a "piping" level full of water below a level of the workshop with a well, and a single tile of farm on muddied stone where that craftsdwarf can farm a single plump helmet in case of emergancies.

I like it.   :D

Edit:

Even better!

The terrarrium need not contain only one dwarf! You could create craftsman "clusters" that consist of one dwarf each who work with stone, wood, leather, bone, metal, and gems. (reducing the number of dwarves depending on the needs of your fort, obviously) This could save you on micromanaging food and alcohol to groups (however, the supplies stockpile would need to be slightly bigger to accomidate multiple dwarves.) Indeed, while your dwarves are not busy this will have the added effect of improving their mood (friends, lovers, and eventually children), and since they are totally protected against invaders also provides a fail-safe should your fortress military fall.

I'm going to try this!

[ June 08, 2008: Message edited by: Jamini ]


889
DF Dwarf Mode Discussion / Re: What would every fortress want?
« on: April 03, 2008, 09:31:00 am »
Fortified Towers: I enjoy building structures 3-15 stories high with fortifications on them. Not only are they good for defense, but they look nice.

"The Pit": On any fort with a chasm/magma/pit I find that having a permanent way to destroy items (and kill dwarves) is nearly always a neccecity.

A large grated Resovior: Safe, drinkable, fishable water is always a plus in any fotress. Build a 5x5x5 Resovior, cut channels in the top, put in a well and grate over as much as you can and you never need fear injuries.


890
DF Dwarf Mode Discussion / Re: Claim your records!
« on: April 03, 2008, 09:24:00 am »
Longest Running Fortress: 9 Years
Highest Population: 110 souls
Longest time with economy: 5 minutes
Most dwarves killed in a skeletal whale attack: 52
Lowest fortress population (Excluding single-dwarf challenges and "procreation" fortresses.): 1 (Ogres move fast 0.0)
Shortest game: 5 minutes (x4 Chasm and a cave, and my wagon started on the other end than my dwarves.
Shortest Dwarf Survival Time: 10seconds (Latest fort, started on a stream. My miner started directly next to the water and immdiatly had his arm broken by the carp and dragged underwater. Fortunatly, he didn't even have time to get his pick.)
Tallest Tower: 20 z-levels.
Furthest fall: 25 z-levels.
Most Elephant Deaths: 5
Most Elephant Kills: 7
Most observed monsters killed by carp: 12
Most Legendary Dwarf: 4 (Miner, Bookeeper, Engraver, Mason)
Most Childeren Born: 5
Most Childeren Born to a single family: 3
Total HFS found: two
Total HFS played with: three

[ April 03, 2008: Message edited by: Jamini ]


891
DF Dwarf Mode Discussion / Re: micro vs. macro management
« on: May 26, 2008, 03:04:00 am »
Make 5-15 of them siege operators and put them to work clearning stone. Once they hit perfectly agile take them off an use them as haulers.

Craftsdwarves, textiles, masonry.

Engrave every square inch of your fortres that isn't a bedroom for a commoner (for tax purposes)

Military, Fortress Gaurd, Royal Guard.

Pump out a 10x10 area in your aquifer (if you have one) manually and wall it off. Granted, you'll need to watch them for cancelations, but it's satisfying to do.

Mechanics, melting goblin junk, glassworks.

Strip-mine the lowest four levels of your map with the vertical shaft method. After it's clear (of metal ore. Not neccecarily dwarves) flood it with magma.

Build a legendary Tomb for each and every one of your dwarves. Just because you can.

Build a massive death-trap in all of your tombs.

Teach your dwarves to fly! (with a drawbridge, 15 z-levels into the sky).

The list is endless.

[ May 26, 2008: Message edited by: Jamini ]


892
DF Dwarf Mode Discussion / Re: The Obisidian Tower of Idotsus
« on: May 24, 2008, 04:31:00 pm »
oooh! I didn't notice you had so many captive goblins!

Instead of statues, make them masterwork metallic (gold/steel/platinum/aluminum) decorated cages and put a goblin in each one. Let their screams try to warn off any goblins who are foolish to siege your tower! What is worse than abusing the bodies of the dead, then using the living as decorations?


893
DF Dwarf Mode Discussion / Re: The Obisidian Tower of Idotsus
« on: May 24, 2008, 04:20:00 pm »
quote:
Originally posted by Narushima:
<STRONG>I don't think it would work too. You'll need to fill each tiles with 7-deep magma. Even if you have enough magma, this should take something like forever.
How do you power your pumps ?</STRONG>

3-deep magma is enough to solidfy a square into solid rock with water.

I would think he would use waterwheels fed by a floodgate linked to a lever. :/

Personally, I agree that you should engrave every inch of the outside, while leaving the inside perfectly smooth (excepting the rooms for nobility.) Every fifth floor however, you should carve out a small 1 tile room for a masterwork (and only masterwork quality!)steel or gold statue that faces the outside world on every face of the tower. Obviously this little aclove should be engraved and have no obvious egress into the tower.

Also, the top floor should have a Museum with all of your artifact buildings built inside, and all of your artifact crafts/weapons in individual stockpiles without bins.

[ May 24, 2008: Message edited by: Jamini ]


894
DF Dwarf Mode Discussion / Re: dig here... no! wait!
« on: May 26, 2008, 03:17:00 am »
quote:
Originally posted by Wood Gnome:
<STRONG>

now that i think about it, this would probably be an immoral way to dig through aquifers, if i wanted to put them back into the game (i hate drowning)    :o

Aquifers are a source of so much! Infinate water, infinate food (fish, farms, fishfarms), comfort, a use for machines, Architecture skill, training (screw pump up your muscles!), and water sources for injured dwarves. (A well placed over a saltwater aquifer can be safely used to care for injured dwarves in the current version.)

Granted, they can be a bitch to get though if your on a map that does not freeze. (My current fort had a conglomerate layer, meaning two-z-levels of aquifer. I spent over a year making a 5 tile wide breach in it. And I think I'll have to do it again in order to have a proper rope-reed farm near the rest of my planned fortress), but seriously aquifers are awesome. Once you know how to handle them piercing one becomes a non-issue.

Besides, multi-layer aquifers make the coolest dwarf(kobold)-made waterfalls.


895
DF Dwarf Mode Discussion / Re: Most obscure legendary?
« on: June 04, 2008, 02:09:00 am »
I had a Grand Master Organizer in my first entry for the DF tourny (which appears dead now). Another year and he would easily have been Legendary in that skill.

I also have had a Master, nearly Grand Master Architecht.

The trick is to have "everything" you want built done through the work orders menu, and to have your noble do nothing but keep books, manage orders, and make friends.


896
DF Dwarf Mode Discussion / Re: Bay Watcher Arena V2.0!
« on: May 08, 2008, 10:55:00 am »
I present the world's smallest megabeast: the pixie mage.

code:

[CREATURE:PIXIE_MAGE]
[Tile:94]
[BABY:2]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:ANY_WETLAND]
[BIOME:GLACIER]
[BIOME:TUNDRA]
[BLOODTYPE:B]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:
NECK:SPINE:BRAIN:5FINGERS:6TOES:MOUTH:2WINGS]
[BOILING_POINT:10200]
[BONE_BOILING_POINT:10250]
[BONE_COLDDAM_POINT:8978]
[BONE_FIXED_TEMP:9900]
[BONE_HEADDAM_POINT:10180]
[BONE_IGNITE_POINT:10220]
[BONE_MELTING_POINT:10200]
[BONE_SPEC_HEAT:409]
[BUTCHERABLE_NONSTANDARD]
[CAN_SPEAK]
[CAN_LEARN]
[CHILD:6]
[COLOR:1:1:1]
[COOKABLE_LIVE]
[HEATDAM_POINT:10160]
[IGNITE_POINT: 10180]
[COLDDAM_POINT:9300]
[CURIOUSBEAST_ITEM]
[DAMNBLOCK:50]
[DIURNAL]
[VESPERTINE]
[DRAGONFIREBREATH]
[FIREIMMUNE_SUPER]
[EQUIPS]
[EXTRACT   :pixie dust:1:1:0]
[EXTRACT_BOILING_POINT:10097]
[EXTRACT_IGNIGHT_POINT:10087]
[EXTRACT_STUN]
[EXTRACT_PERMANENT]
[EXTRACT_SIZE:5]
[EXTRACT_COOKABLE]
[EXTRACT_VALUE:75]
[FANCIFUL]
[FAT:1]
[FIXED_TEMP:10030]
[FLIER]
[FREQUENCY:3]
[GLOWTILE:118]
[GLOWCOLOR:2:1:1]
[GNAWER]
[GOOD]
[GRASSTRAMPLE:0]
[LAYERING:15]
[LEATHER_IGNITE_POINT:10100]
[LEATHER_BOILING_POINT:10090]
[LEATHER_MELTING_POINT:10080]
[LEATHER_COLDDAM_POINT:9280]
[LIGHT_GEN]
[LITTERSIZE:1:6]
[LOCKPICKER]
[MISCHIEVOUS]
[MODVALUE:1]
[MULTIPLE_LITTER_RARE]
[NAME   :pixie mage;pixie magi;pixan]
[NOSMELLYROT]
[PARALYZEIMMUNE]
[PENETRATEPOWER:50]
[PET_EXOTIC]
[POPULATION_NUMBER:40:50]
[PREFSTRING:mischief]
[PREFSTRING:beutiful wings]
[PREFSTRING:magical nature]
[SAVAGE]
[SIZE:1]
[SPEECH:elf.txt]
[SPEED:450]
[SWIMS_LEARNED]
[SWIM_SPEED:1200]
[TRIGGERABLE_GROUP:2:20]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:2:GORE]
[SPECIALATTACK_INJECT_EXTRACT:5:5]
[ATTACKFLAG_CANLATCH]
[ATTACK:MAIN:BYTOKEN:RIGHT_HAND:reach forward with a flaming spell:
reaches forward with a flaming spell:4:18:HEAT]
[ATTACK:MAIN:BYTOKEN:LEFT_HAND:reach forward with a freezing spell:
reaches forward with a freezing spell:4:18:COLD]
[ATTACK:MAIN:BYTYPE:THOUGHT:cast a burning spell:casts a burning spell:2:25:BURN]
[ATTACK:MAIN:BYTYPE:THOUGHT:telekinetically throw debries at:telekinetically throws debries at:5:10:PIERCE]
[ATTACK:MAIN:BYTYPE:THOUGHT:crush with a magic spell:crushes with a magic spell:9:11:BLUDGEON]
[ATTACKFLAG_CANLATCH]

[PERSONALITY:ACTIVITY_LEVEL:40:76:100]
[PERSONALITY:ADVENTUROUSNESS:40:75:100]
[PERSONALITY:ASSERTIVENESS:0:39:65]
[PERSONALITY:CHEERFULLNESS:25:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:40:60:100]
[PERSONALITY:IMAGINATION:60:75:100]
[PERSONALITY:ORDERLINESS:0:45:65]
[PERSONALITY:CAUTIOUSNESS:0:5:40]


I'm pretty shure the damblock and damage on it may need to be upped a bit in order to actually deal damage. However, I still want it to take slightly more damage than most megabeasts in exchange for the speed (450!) and specials (Dragonbreath and a permanent stun extract) it has.

[ May 08, 2008: Message edited by: Jamini ]


897
DF Dwarf Mode Discussion / Re: [SPOILER] HFS defense
« on: March 24, 2008, 11:02:00 pm »
I chuck my nobles down into the pits to reveal demons and then have marksdwarfs shoot 'em down though carved fortifications.

Two birds, one dwarf.


898
DF Dwarf Mode Discussion / Re: Real food, or plump helmets
« on: March 19, 2008, 09:01:00 pm »
I'll have to look into it. However, I actually do like the plain white mushrooms. Even if they are bland.

899
DF Dwarf Mode Discussion / Re: Real food, or plump helmets
« on: March 19, 2008, 08:55:00 pm »
Aren't portabello mushrooms spiced up when they are cooked?

I've got no experiance with them.


900
DF Dwarf Mode Discussion / Re: Real food, or plump helmets
« on: March 19, 2008, 08:44:00 pm »
I'd imagine they would taste fairly bland. Most mushrooms do. Think Cauliflower bland.

Blek.


Pages: 1 ... 58 59 [60] 61 62 ... 65