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Messages - Onul

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1
DF Dwarf Mode Discussion / Re: Do magma pipes refill?
« on: September 21, 2008, 01:42:50 pm »
Only 37 dwarves?

Build an altar at the top and start raising that death toll, you. .... good grief that is an epic tower, nice work; I'm envious and in awe. ;_;

2
DF Dwarf Mode Discussion / Re: Megaprojects
« on: September 21, 2008, 02:43:55 am »
So I've been thinking. I'm going to build a dwarven society with castes. Waterdwarves, bred from the silent depths of the deeper mountainhomes and the water that lay beneath. I'll be building on a rocky area with z-level variation and a permanent water source. If I can, I'll get a lake and a creek. The fortress will be assembled in two tiers. The outer tier will be for the lesser caste. Save raised islands for workshops, stockpiles and other necessities (I don't know if dwarves will accept waterlogged beds; experimentation required), the entirety of this tier will be kept at no less than 3/7 and no more than 5/7 water depth. This tier will provide the bulk of the industry for the fortress.

The second tier of the fortress will be for the greater caste. The rooms will be of a far greater value, stone walls smoothed and engraved, masterwork furniture, a zoo, a number of meeting halls--a life of finery and subtlety. The workshops here will be primarily artistic, to give the greater dwarves freedom to express their souls. Again, save the stockpiles and necessities, the fort will be kept flooded--at a depth, this time, of never less than 5/7 and never above 6/7.

The purity of a dwarf's soul will be judged by his unity with the Almighty Deep, the Sea that Spawns us All. (They may only transmigrate into the greater caste upon attaining the ability to swim and swim well, at which point they are discretely shuffled into the second tier.)

If this is successful, the next step will be to adapt. Not the dwarves--they have adapted to the water. No, they're going to adapt the world, and the Great Sea will be All. (Map will be flooded with a few 'docks' and minor roads to permit traders--and siegers.)

3
DF Dwarf Mode Discussion / Re: Fortress Names
« on: September 05, 2008, 11:27:23 pm »
'Exitceilings'? Reminds me of a monologue.

"My brother is dead. He's not here anymore! But on my back, and in my heart, his spirit lives on!
I will drill a hole into the heavens! Even if that hole becomes my grave--as long as I break through, I will be victorious!
Who the hell do you think I am?! I am Simon! I am not just Kamina's brother! I am me! I am Simon the Digger!!"

Second line is the first thing I thought of when I heard 'Exitceilings'. As it stands, the only nifty thing I've gotten out of random generation was the fort title 'Razorwoman', which brought to mind William Gibson's book Neuromancer.

4
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 05, 2008, 04:41:24 pm »
1. Improved Hauling.
2. Fire source other than magma.

5
DF Adventure Mode Discussion / Re: Extreme luck + GCS = ???
« on: May 17, 2008, 01:10:00 pm »
quote:
Originally posted by xpCynic:
<STRONG>[epic snip]
...I have no idea what just happened.</STRONG>

Awesome just happened.


6
DF Adventure Mode Discussion / Re: Floating Fort?
« on: May 17, 2008, 01:06:00 pm »
quote:
Originally posted by Zironic:
<STRONG>It's easy, make enough boose and food to last you a while, then wet some stone floor and make a farm. Micro-manage so you always have an equal plant to boose ratio that doesn't consume barrels. As for the Disatopian society outside, create a lava fall and char them to less-than-cinders.</STRONG>

Fixed. =)

7
DF Dwarf Mode Discussion / Re: Improving my defenses
« on: May 18, 2008, 04:56:00 am »
1.
Draft a dozen or more dwarves to learn mechanics. Give them all shops of their own. Count how much stone you have in that quarry, there. Halve it. Build that many mechanisms.

Now carpet the outside of the map with stonefall traps. The goal is to hear that the Siege has been broken at the same time a Siege is declared.

Methinks banded layers at any edges of the map siegers may enter from would work.

2.
Carve out a new cave. Fill it with levers.

Dozens of levers. Literally dozens.

Begin undermining the entire map, save your fortress. Build supports as you go. Channel out areas over each support in some geometric pattern or other, and then build bridges to allow access between the resulting islands. Looking at the area of worldspace outside your (decidedly magnificent) castle, I'd suggest maybe thirty islands, at a minimum.

All the rows of bridges will be linked to a single lever--that is, a quarter of each perimeter ought to be toggleable up or down, accessible or not. This will allow you to selectively bottleneck invaders, within reason.

Build, then, a second layer of switches, behind a closed, locked door for dramatic effect. These would be used to collapse individual islands. This is loosely taken from Kagus' pit trap design. Obviously, using this as opposed to simply trapping your foes at a distance is less desirable because it's a once-off sort of thing, unless you feel like sending your dwarves out there to go build floors for two seasons.

I suppose you could also use firesafe supports and flood the undermined area with lava for the sake of overkill.

3.
Build a lava fall over your main gate.

4.
Dig channels back and forth across the area outside your fortress. Flood these channels as best you can with magma.

Proceed to build an absurdly large number of bridges on as many squares as possible. Set them to raise in different directions, so long as there is a magma channel in the direction they're being raised. Link them all to a single switch, allowing you to launch a good percentage of the field's denizens away in arbitrary directions, and possibly into a magma channel.

... you did MEAN unreasonable, I hope.

[ May 18, 2008: Message edited by: Onul ]


8
DF Dwarf Mode Discussion / Re: Abandoned fortresses.
« on: May 18, 2008, 04:25:00 am »
Far as I can tell, nothing disappears unless it rots out of existence.

I had a skeleton great white shark destroy a seaside settlement of mine. I immediately reclaimed it. When I got there, the crops had grown out full, and the corpses of my original settlers were not yet rotted out.

Everything that wasn't tied down or affixed to things was rearranged, though.

[ May 18, 2008: Message edited by: Onul ]


9
On the note of Terrifying-grade seasides, it seems prudent to mention that a Skeletal Great White has risen from the sea, invaded my fortress, eaten all my war dogs, and will probably devour my sleeping dwarves one by one in a matter of minutes.
Edit: They made the mistake of waking up. It's rather hard to defeat something that just tears your guts out and moves on.
Edit2: I put my remaining four dwarves on duty in hopes of taking it down. My woodcutter, the only armed dwarf, threw a tantrum. The other three were killed immediately. The shark is now systematically destroying all my doors.
Edit3: Annnnnnnnnnd that's a wrap. First civilization I've lost to a creature. Bloody undead shark.

Case in Point: Terrifying Seaside is fun.

RECLAMATION!
[ May 17, 2008: Message edited by: Onul ]

[ May 17, 2008: Message edited by: Onul ]

[ May 17, 2008: Message edited by: Onul ]


10
Trying to find difficult locations is oftentimes a bit of luck. If you want a reliably difficult area, however, build on an ocean or a glacier. You won't necessarily get difficult enemies, but survival will become somewhat more challenging.

Haunted/Sinister/Terrifying areas can sometimes be harder, but they can also be just as easy--my first fortress in a Terrifying area didn't have much but the occasional skeleton come after it. Once I dug a moat and built a bridge, the threat basically became null.

My current project is finding a terrifying/haunted/sinister ocean shore in hopes of fending off the rumoured undead whale.


11
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Hard Mode
« on: May 16, 2008, 04:00:00 am »
^ They should, but do not as of yet, afaik.

Also everything about this idea is awesome.


12
DF Dwarf Mode Discussion / Favorite use for an underground river?
« on: May 12, 2008, 06:52:00 pm »
'ey all. I'm newish to the game--been playing off and on for a little less than a week. I got the game basics nailed down fairly quick.

(Apologies in advance for the wall of text...skip reading it, if you like. =) )My most recent and most stable fort's area has a N/S-running river on its east edge. My fort is set into a hill on the west edge of the map. I've spent the past game year digging a tunnel underneath my fort from the west edge of the map to the west edge of the river's wall. I had to pump several ponds empty to do so, but now that I'm at my moment of truth, I know I can make it worth it, but...

I've thought about digging a new complex below the river's z-level filled with crafty grates and switches and hatches that would allow me to put a giant automatically drainable/refillable pond over my dwarves' heads--which would be, if I'm not mistaken, an impenetrable siege defense.

---

What do you folks like using rivers for? Other than drowning nobles and cats.


13
DF Dwarf Mode Discussion / Re: And then there was ONE
« on: May 16, 2008, 04:58:00 am »
^ You can micromanage without staring at the screen...just alt-tab back and forth every few minutes.

14
DF Gameplay Questions / Re: Adamantine Shields
« on: May 17, 2008, 05:52:00 am »
Naked dwarves with big hats are deadly, so.

Go from there.


15
DF Gameplay Questions / Re: What's the best way to setup traps?
« on: May 16, 2008, 03:50:00 am »
If all else fails, mine out 90% of a rocky z-level.

Drop down one and do the same thing again.

Assign all of your dwarfs the Mechanic skill. Open up like five more Mechanics workshops.

Spam traps over 90% of the map.

...


This may take several months.


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