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 - Vicious_Unicycle

Pages: [1] 2 3 4
1
Civilizations don't need to be nearby to be goaded into attacking you. You can send out a single dwarf to demand tribute from some far flung goblin capital and they'll start sending sieges eventually. If your fortress is large enough, I'm pretty sure killing/trapping visiting diplomats can result in sieges if you do it enough. Not 100% positive though. Never tried it myself.

I believe generating more wealth will draw more hostile attention. If you're feeling confident enough in your trap, you could always start mining out that adamantine...

And, I mean, what with the villains update and all, most visitors nowadays are just spies and thieves looking to steal your artifacts and overthrow your government. I'd say preemptive summary execution is entirely warranted.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 29, 2020, 06:38:28 pm »
It's been 20 years since I embarked at Saltcanyon. 10 years since the siege where I lost 50 dwarves to a single intelligent undead armed with a plain old copper mace. And for the first time in 10 years, I'm finally getting migrants again. I'm up to 28 dwarves! I'm so giddy I hardly know what to do with them all!

I've set up a crude minecart cannon to fire unwanted refuse at one of the necromancer experiment infestation clusters. Mostly skulls, with some menacing green glass spikes thrown in for good measure. I'd love to open up the second cavern layer (get some bloodthorn, nethercap, maybe magma if I'm lucky), but for the sake of framerate, I'd rather wait to do so until there aren't 500-600 rapidly-reproducing "friendly" creatures loitering on the surface at any given moment.

I decided to finally make unicorns war trainable. But in order to prevent them from being entirely useless in combat, I also had to remove the [BENIGN] token. And let me tell you, that has turned out to be a double edged sword if ever there was one! Now I have to be worried whenever a pack of unicorns (a herd? a troop? what do you call a group of unicorns?) show up, because even civilians will insist on picking a fight with 5-10 spear-tipped wild beasts 10 times their own size. And sometimes the unicorns wander into the haunted jungle and attack a swarm of experiments. Whereupon they will get themselves killed and subsequently reanimate. So now I've got zombie unicorns to deal with.

Edit: I've decided the proper term is a friendship of unicorns.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 28, 2020, 11:29:41 pm »
For some reason they're more familiar with the FB than each other...

Imagine how that conversation must go:

"Greetings! I am Urist McDorf, it is good to meet you. What is your name?"

*abominable, earth-shaking shrieks*

"You are a pleasure to speak with."


Makes me think of the zombie dragon tavern keeper I found in legends mode. It's a shame he got struck down in world gen. I'd love to see what sort of hell breaks loose when an adventurer visits that tavern.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 25, 2020, 08:57:11 pm »
I exploited the vermin-hunting behaviors of cats to bait all the zombies milling about on the surface into my drowning pit trap. They won't drown, obviously, but now they're safely sealed away in the drainage tunnel. I took advantage of this reprieve to send out a messenger to nearby holdings. I recruited a couple of merchants (glad to see that the 'useless merchant' bug has been fixed), bringing the population up to a grand total of 14 working dwarves. I also took the opportunity to make as much charcoal as I could before a new threat cut off my access to the surface again.

Unfortunately, I got complacent. A yak corpse that I had completely forgotten about reanimated. Before I even noticed any interruptions, it killed my Chief Medical Dwarf, Zon "Sawbones" Ralsobir ("doesn't try to get things done perfectly," and "sees the pursuit of knowledge as a worthless endeavor," aren't traits I'd want in my physician, but he gets the job done). As well, a macedwarf died in the fight to put it down.

But!

I had a few tricks up my sleeve... See, the old Captain of the Guard - "Deadfoot" I called him, on account of the nerve damage in each of his feet - he was brutally efficient at his job. All these years later, even in these more lawless times, the prisons of Saltcanyon are still full of the undead would-be thieves and spies so prevalent in the vast haunted jungle that surrounds the small serene valley these dwarves call home. And a few of those prisoners are necromancers.

After a little fiddling around with pit zones, fortifications, floodgates, and coffins, I sent the military to attack a necromancer that they could see but not reach. The first attempt just reanimated a bunch of pet skeletons. The second attempt yielded no results at all. But on the third attempt, ol' Sawbones shuddered and rose back to life as a Pale Hunter!

Sadly, I couldn't get lightning to strike twice. The dead macedwarf remains dead. I'm revising my setup to what I hope will be a more effective configuration should I need to resort to this again. For now, I'm forcing the dwarves to get some R&R and hoping that they can actually start forming relationships and starting families. Haven't had a single migrant in years. Need to get the population up somehow. Might have to edit the raws to make unicorns trainable for war. Send the dwaves out to free prisoners from goblin sites.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2020, 01:26:47 pm »
I'm regaining ground against the undead occupation of Saltcanyon. I managed to get all the corpses out of the river (well, all the living corpses anyway) by draining it into the caverns. Which was a pain, because it's actually 2 rivers. Water flows on from the north and west, but only flows off in the east.

The dwarves are slowly but surely building a ceiling over the section of the fortress within the canyon itself. I thought I had gotten them enough sunlight to avoid cave adaptation, but the trail of green coating my nice kimberlite blue entry road says otherwise.

I've been under siege by precisely 3 necromancer experiment invaders for... maybe a year? I decided it's not even worth it to try and kill them. The zombies on the surface outnumber them by a lot, never leave, and can't have their pathing manipulated, which makes them the bigger concern.

I'm keeping the magma option as a last resort. I don't have enough dwarves to pump magma that far manually and machine power is risky. If lava flows into the river, the waterwheels will lose power. I'm trying to figure out if it's feasible to set up a minecart shotgun that fires out onto the surface without ever actually letting the dwarves access the surface to build anything.

I managed to get a Forgotten Beast (a shelled humanoid made of coral) to the surface, where it successfully crushed a single intelligent undead before the swarm of failed Experiments of Curo chipped it to pieces. Well, progress is progress I suppose.

I broke out the walled-in weretortoise and sent her out through the caverns to demand tribute from various civilizations. She didn't succeed, nor did I expect her to. All I cared about was making contact. If they send caravans, that means caravan guards, who may be able to at least kill the various undead arms and heads crawling around. I even had her demand tribute from the goblin capital a full 16 days' travel away. Because at this point, goblin sieges would honestly be an improvement.

I was going to send her out to explore some abandoned towers in hopes of finding a necromancy book, but she decided she needed to pick up equipment, wandered a bit too close to an enormous zombie blob and got herself killed. It's a shame I can't just have the dwarves read that native gold slab I... acquired from a visiting olm man necromancer a few years back.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2020, 02:28:21 pm »

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Man, that's way more efficient than the minecart setup I was planning. I might have to incorporate something like this now that I've reclaimed my fort's waterwheels. Got any contingency schemes in case the minecart derails? Besides the water I mean. I've been thinking of a setup that uses hatch covers to drop a backup minecart onto the rollers from above. I'm down to a dozen dwarves with little chance of getting migrants, so I gotta keep things as remotely operated as possible.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 17, 2020, 10:43:41 pm »
I smiled

I'm glad you liked it. That joke was, like, 75% of the reason I posted in the first place.

Well, it wasn't as spectacular as I'd hoped it would be, but it worked well enough.

I designated an arbitrary chunk of the caverns as a tavern to encourage the siegers to path there. Trouble is, I forgot about all the "visiting" undead spies. They pathed towards the meeting area much more quickly than any of the hostile ones. So the Forgotten Beast wound up fighting them in a cramped tunnel where its wings meant nothing. And because Intelligent Undead don't follow the same rules as regular undead, the visiting necromancer had no trouble bringing them back into the fight no matter how many times their heads got pulped. The forgotten beast only got one kill that actually stayed dead before the revenants knocked its block off. Funnily enough, it earned itself a truly appropriate title during the fight: its full name was Sodor Tombsdied the Dead. May he rest in pieces.

So now I have access to the caverns again. In addition to gathering as much wood as I can, I'm working on sealing off a section of the caverns for fortress use. Wouldn't want to be caught off guard by another forgotten beast. And I'm gonna need to be able to access the surface again anyway, so I may end up rerouting as many undead as I can into the caverns. Or sending another forgotten beast up to the surface. Who can say?

Edit: Wouldn't you know it, I was caught off guard by another forgotten beast! I managed to get the caverns walled off in time and opened up the tunnel to the surface. It got killed by one of the twice-undead gaunt stalker spies. And, fool that I am, I ran this tunnel through the reanimating portion of the map. So now there's an enormous undead thrips spewing its noxious secretions all over the tunnel.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 17, 2020, 05:40:28 pm »
I've got 17 dwarves in a fortress built for 75-100. Of those 17, 1 is a were-tortoise, 1 is a child, and 2 are chained-up mental patients I only keep around so the other dwarves can have good thoughts from bringing them food and water.

The surface is overrun by zombie sieges most of the year, and even in the few months when it isn't, there are too many stragglers loitering around for my dwarves to deal with (some of which are infectious). A few zombies have fallen into the river my fortress is built over, which means I can't access the water wheels because the dwarves cancel all tasks as soon as they get close.

The necromancer experiment infestation is completely unchecked with no one to cull the population and now there are no fewer than 3 varieties reproducing at an alarming rate on the surface. Catsplosions ain't got nothin' on these crimes against nature.

Between the undead on the surface and the web-spitting mudstone vulture Forgotten Beast in the caverns, I have no access to wood. Which means my fuel reserves are insufficient for the scale of mass production I'll need to properly render these invaders into a fine paste.

I've come up with a solution that may be able to kill 2 birds with one stone. Or rather, with one stone bird. I'm digging a tunnel connecting the surface to the caverns in hopes that the forgotten beast and the zombies will kill each other. Regardless of who kills who, the winner will be me.

9
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 16, 2020, 12:41:39 pm »
So, I managed to get my super-zombie experiment adventurer, Ustuth, back. And let me tell you, it was a process.

I couldn't get Thob, his vampire/multi-necromancer/death cultist partner-in-crime, to retire no matter where I went. So I had her give in to starvation (Thanks to Rumrusher and Mathel for the tip/testing!) after hiking all the way back to a camp I set up earlier to ensure all their artifacts were at least scattered in a place I could find them. This was without using the "Travel" option, mind you. Traveling made the game crash. By the time I reached the camp, she'd become a Legendary+5 Crutch Walker.

Then I started up a new dwarf adventurer, Endok, and added Ustuth to the party. I turned Endok into a vampire (Ustuth still had a mug of cursed blood in his inventory)  so we wouldn't need to stop for food or water and traveled over to the camp where Thob's corpse would be. A camp which was overrun with my god, so many animals!. I had Endok read a book Thob had written containing the secrets of life and death (the very secrets originally passed down by Thob's own deity, no less) and raised Thob as a Fetid Hunter.

But Thob was no longer in the party, and can't respond to conversations anymore. And on top of that, when I saved, the game crashed. Which caused Thob to vanish just like Ustuth did (meaning my guess about the bug being caused by getting encased in ice was incorrect). So I had Endok give in to starvation and started an adventure with Thob and Ustuth.

If I'm gonna have to deal with the vanishing adventurer bug every time I resurrect a party member, then I may have to keep Endok around so he and Thob can alternate who gets to starve and who gets to resurrect. Which is a hell of a workaround.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 15, 2020, 10:12:52 am »
Speaking of intelligent undead, I just got hit by a full-scale undead siege. My minecart trap only managed to take out one of them before it derailed. I toggled some drawbridges to keep the rest out so I could reset the cart, but there was one intelligent one left in the area I needed to access. So I decided to unlock the doors and let it blunder into the cage traps at the end of the trap hall.


This was a mistake.


Somehow, it just ignored the cage trap. I double checked, the trap was loaded. But it just waltzed right past it. So I figured, alright it's just one revenant. I've got three squads. What they lack in skill, they can make up for in numbers.


They could not.


It was a massacre. Damned thing was crushing dwarves left and right with just a copper mace, all the while launching icicles at the errant stray cat or chicken. The dwarves couldn't lay a finger on it.

Now, this fortress was never in any danger of crumbling per se; I've got a were-tortoise Cask-of-Amontillado'd down in the living quarters. But so help me, if that thing had gotten into my unicorn ranch... I don't know what I'd do. Luckily (insofar as anything in this situation can be considered 'lucky'), the cage traps in the entrance to the unicorn ranch did work. So the immediate threat has passed.

But now the number of dead to be buried outnumber the living left to bury them by 2:1. The ghost of a child who went berserk when the siege interrupted her artifact has already decapitated a dwarf. I just hope the dwarves can retain their sanity long enough to bury them.

So, yeah. Needless to say, this is going to put the minecart canyon jump project on hold for a bit.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 14, 2020, 09:43:07 am »
...
But all this talk of minecarts and canyons has made me realize something I absolutely must do:

Before this fortress falls, a dwarf will jump a minecart across the canyon, Evel Knievel style.

Oooo, oooo, get a video of this for us if you can!

Yeah you can't say something like that and not get us a vid.

Set it to ACDC, please.

And give Urist a fitting nickname too!
And maybe load the minecart with... a shrubbery! ... never mind that part.

Well, I can't say I know much about making videos, but I'll see what I can do. It'll be a while before I can get it fully set up anyway.

ACDC would be good, but I'm thinkin' Crazy Train.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 13, 2020, 08:28:40 pm »
It's not so much blasting them with buckshot. More like running them over with an SUV. Repeatedly. Although now that you mention it, I do like the idea of storm of glass flechettes flying through the air, slicing them to shreds... I may just have to work something out.


But all this talk of minecarts and canyons has made me realize something I absolutely must do:

Before this fortress falls, a dwarf will jump a minecart across the canyon, Evel Knievel style.

13
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 13, 2020, 02:16:09 pm »
I just tested this after reading it. It works. One adventurer gave in to starvation, the next one found his corpse.

Huh. Good to know. That will make things much easier the next time I pull this kind of nonsense.

Will scars heal/become less severe eventually (after retiring maybe)? or will I have to retire this character (or use bites/kicks to fight ;))?

Scars alone shouldn't prevent limbs from functioning. You may want to consult the health screen. If there are muscles or tendons that are still torn, then those will heal before long. If you suffered damage to motor nerves, then that will never heal without some shenanigans.

Certain divination dice may grant healing, which could fix you right up. Some of them can curse you to spend a week (ostensibly) in the form of an animal, which I know firsthand can at least heal function loss in the lower spine when you change back. Not sure about motor nerves though.

That's assuming, of course, that you can even use divination dice without functional hands. You might actually be able to, I don't remember. If not, then the only other healing option would be to become a werebeast. Or you could become a zombie. It wouldn't heal you, but they can retain usage of their limbs no matter how cut up they get.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 13, 2020, 01:31:36 pm »
Oh, I know. I've got them outfitted with silver warhammers now, and I buy armor from the merchants at every opportunity. But necromancer experiments are [TRAPAVOID], so weapon traps aren't an option.

My fortress is built right at the bottom of a canyon at a major fork in the river, which gives me access to a lot of power from water wheels, so I'm giving minecarts a try. A lead minecart filled to the brim with lead bars packs quite a punch when the rollers launch it at the highest speed setting. I have green glass spikes hooked up to a lever as well. Easier to mass produce than silver, and honestly it probably makes a better piercing weapon. I've also worked out a pit/drowning trap, since experiments can't swim at all in 0.47.04. I'm pretty sure that when Toady removed forgotten beast traits from necromancer experiments, he didn't replace [SWIMS_INNATE] with [SWIMS_LEARNED].

Still working out all the kinks, but I've managed to break one siege.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 13, 2020, 10:00:38 am »
My current fortress has been getting invaded by a marauding band of necromancer experiments. Since the only ores I have access to are sphalerite and galena, meaning I cannot make armor, I was forced to wait out the first few sieges while I started thinking up trap ideas.

The trouble is, the sieges last so long that the failed experiments started reproducing. And then their offspring started reproducing. Anything born on the map is listed as "Friendly" and won't leave when the siege ends. So now I've got an infestation of curly-haired, stinger-tailed, twisted-trunked, formerly-dwarven snake things and it is steadily growing out of control.

Since I set the population cap to 50 for this fort, and since my military kind of stinks, I didn't want to resort to combat if I didn't have to. The problem is, the experiments are congregating right up against the edge of the map, which limits my building options.

What I settled on was building a battery of ballistae aimed towards the herd, which works pretty well despite only using wooden arrows. And it turns out these things are butcherable! So now I've got a decent source of low-value meat and leather!

Pages: [1] 2 3 4