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Messages - Cheshire Cat

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271
DF Dwarf Mode Discussion / Re: Post your goriest battlefields here.
« on: March 26, 2009, 07:57:49 am »
hmm, i dont have any images, but the time i finally cracked and pitted the 200 or so animals off my giant tower of doom into the huge pit underneath was stupid. the shaft went through a few main areas of my fort so i could throw rubbish in at any level, and all the heads and limbs and miscelaneous organs.... bounced.... and ended up in every room on the way down, leaving little trails of blood. had to get half the fort to clean to avoid the miasma.

until that point i was allways trying to be nice to my animals and prisoners. those battlefield pictures you people have are epic.

272
DF Dwarf Mode Discussion / Re: Unusual dwarven hunting?
« on: March 26, 2009, 07:18:53 am »
i dont usually hunt, i mostly attempt to capture every single animal in the site, and proceed to turn them into roasts and assorted trinkets.

or throw them in with a detained megabeast, sufficed to say, anyne walking along the balcony in that room comes out a little redder than when s/he went in...

Love, jakkarra

i say this often. i am so dissapointed with how megabeasts fare against domestic creatuers. if you put them in with over 50 of nearly anything, they get exhausted, pass out and get clawed to death by kittens. only things i havent tried this with are a dragon, which would likely awesomely incinerate everything, and a bronze colossus, which does not get tired.

dragons allways manage to suicide before they even reach my fort and ive yet to get a bronze colossus surviving world gen.

also, my current map has crossbow hunters regularly cleaning out all the giant cougars, sasquatches and giant eagles. theres three of them survived to legendary after i turned several immigrant waves into hunters, and these three are unbeatable. what helped i think was giving them each a million war dogs. i allways end up with way too many pets.

273
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: March 25, 2009, 01:27:49 pm »
the one and only time i got a legendary elf leading a siege he ripped me to bits. it was incredible. he didnt even have legendary in any weapon skill that i could see, he was just a "recruit". i ended up catching him and setting him loose in my combat pit. he dodged like 5 champions on his way out of the pit, severely injuring several of them, before running at utterly insane speed through my entire very large, complex fort, causing mayhem along the way. he eventually ran into the little line of cage traps that got him the first time near the entrance. i think i ended up dropping him from my mega tower of doom still inside his cage, i really didnt want to let him out again, even disarmed.

elves + super agility + iron armor/weapons = craziness. and i love the interesting things that world gen kidnapping/enslaving/invading can throw up.

274
DF Dwarf Mode Discussion / Re: Your most uber "Duh" moments
« on: March 22, 2009, 09:33:37 am »
Pfft, culling the weak out of your millitary by training accidents is an honorable tradition. Besides I usually just can't be arsed to furbid/dump/reclaim the steel or silver weapons between sieges.

nice cavein.

ive sent my military out plenty of times to fight, forgetting they all have silver and wood weapons. it isnt as bad as you might think, it seems to make things more fair. as in, my champions were still ok but a lot of the less skilled got mashed. without realizing ive had squads of champions running around with silver axes for years at a time. now i make them all legendary wrestlers first, and screw the weapon swapping. seems to majorly cut down sparring accidents and i dont have to do the horrible weapon micro.

275
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: March 22, 2009, 04:02:14 am »
someone had a thread just recently about how their king arrived and due to a complex history of invasions, was an elf. yet they started the game at war with a different elf civ who started attacking them right off the bat.

unrelated to civs and such, ive been filling a 30z level dam for 2 ingame years now, and as the water falls in it seems to create little waves that run across the surface, reflect of one wall, then come back. as i have the show water depth thing turned on, this is showing up as little 1/7 squares travelling back and forth, or if the top z level is nearly full, i get squares of 6/7 in an otherwise 7/7 layer moving.

276
DF Adventure Mode Discussion / Re: Adamantine bow?
« on: March 22, 2009, 03:57:28 am »
I just had an idea.  What if you could make a hammer out of adamantine filled with something heavy like lead?  Sounds too me like it'd make a better hammer than a solid steel one.

ive had that idea in my head ever since toady mentioned stuff about the new materials properties going in, and how light blunt weapons will not be as good as heavy one. it surprises me somewhat that it would not be going in pretty quickly, as i would think it would be pretty straightforwards to add. it could be a decoration, ""weight blunt weapon with [material]", or you could choose two materials to craft the item in the first place. then again, toady may be saving that sort of thing for a rework of weapons and other such items, where perhaps we will get other historically accurate stuff like composite wood/bone/sinew bows.

277
DF Dwarf Mode Discussion / Re: Your best engravings
« on: March 22, 2009, 03:50:12 am »
curious defence indeed.

i think myroc's one is also great. making elves scream is indeed a very constructive business.

278
DF Adventure Mode Discussion / Re: Is this odd?
« on: March 21, 2009, 04:43:12 am »
yeah, you cant get meat off animals and fish yet. or fur or leather. toady has dev notes talking about putting this in, so you can go hunt, skin and cook random critters for food and income. you may even be able to make your own leather armor and stuff. no word on whether this will extend to butchering an elf civ, skinning, cooking and eating the inhabitants, then making hats and coats out of their cured skin. though if i know this game then its going in.

currently if your desperate you can search the ground for vermin like bugs, lizards or rats, which can be eaten whole and alive, or you can (T)ravel to a town and buy/steal food. quest locations also often have food lying everywhere, as nasty creatures like giants who have been raiding human civs will take their food and items, which you can recover. funnily merchants dont buy live vermin, complaining that they squirm too much. you can still throw them for damage though.

and fish drown outside of water. so like bromer said a small pond probably dried up while you were nearby. careful not to fall into dry ponds as you cant climb out.

279
DF Adventure Mode Discussion / Re: Unluckiest Battle
« on: March 21, 2009, 01:08:29 am »
haha. that would be so much better then the original bear mascot. i mean, im not going to go around starting fires in the wild if the forests have skeletal grizzly bearman running around ready to knock my head off.

if you want to be less vulnerable as a SoF take out the [severonbreaks] bit. that ways your head wont come off when you get a fractured neck or skull. although a fractured neck or skull may just be fatal anyway.

280
DF Adventure Mode Discussion / Re: Greatest Human Hero Ever
« on: March 21, 2009, 01:03:16 am »
funny how people mod in mithril as an ore. if i remember its origins in lotr it was actually a very special alloy of silver that only a few races knew how to make. guess its D&D with its mithril meteorits and stuff invading peoples heads.

281
On another note: How come every single fortress i have visited contain tentacle demons? It annoys me.

by far the easiest way to make sure that your fort is filled with nasty things to fight. other ways might include killing off your dwarves then succumbing to a goblin invasion, or catching as many things as you can, making sure they have names, and then caging them around with levers to release them. you could also create forts built by goblins, lots of them should hang around after abandon.

and test the fixing up a town town thing first. the word on the forums a few versions ago was that embarking on a town would break all the shops. there are only 2 towns in the world, as i remember, so dont break them. i was orignally thinking of adding a big underground sewer esque place to the larger town and putting nasty things in it for my turn, but breaking the shops wound not be worth it.

282
DF Dwarf Mode Discussion / Re: I hate glaciers.
« on: March 20, 2009, 11:39:38 pm »
I've had worldgens where I could find starting locations with glaciers and tropical forests in the same embark. You could always try a glacier like that.

wow. wouldnt that invlolve the entire glacier suddenly realizing that it shouldnt be there, and melting all in one go? that would be the shortest most awesome fortress ever.

283
DF Dwarf Mode Discussion / Re: Your most uber "Duh" moments
« on: March 20, 2009, 11:12:33 pm »
dont know if i posted it in this thread yet. but my first time ever setting up a barracks and trying to train a military was quite eventful.

after reading about crosstraining crossbowmen in hammers, i gave my legendary sherrif a hammer and sent him training with the brand new peasant recruits. with me watching he hit the first recruit he came across. a dwarf chunk flew across the room, out the open door, down the channeled gap near the stairwell and landed in the dining room. the recruit wandered around bleeding for a short time then fell over dead. sheriff had the thoughts "has lost a friend to tragedy recently. has taken joy in slaughter. has had a satisfying sparring session recently". examining the chunk revealed it was a dwarf liver. my sheriff smacked a recruits liver clean out of his body without damaging anything else. that was how i learnt not to set unskilled dwarves sparring with high quality steel weapons and no armor.

other horribly irritating mistake i made was putting a well in the barracks, so the wounded would have water close by. dwarves would dodge into the well while sparring and drown. it took something like 10 deaths for me to figure out what was going on, i kept scouring the river every time i got the "urist mcstupid has drowned" message.

284
DF Adventure Mode Discussion / Re: Common?
« on: March 20, 2009, 10:40:04 pm »
hasn't toady allready reduced the tendancy for jfk like magic arrow events? i can recall very old discussions about such stupidity as hitting someone in the eye, brain, heart, liver, lungs, guts, both hands and a leg before. at least skelodwarf's arrow hit everything in one body section.

285
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: March 20, 2009, 10:35:27 pm »
It is, actually!  Never doubt the Toad!
In fact, though I've never done this myself, I think it's supposed to be possible to have a child kidnapped in Fortress Mode, and then as an Adventurer, go back to the Dark Tower that the goblin came from and find, talk to, and rescue the child.

not only can you go find that child in adventure mode, but that child can actually appear leading later goblin invasions if you play long enough for them to grow up.

also, i remember reading an account of someones efforts to return children to their hometowns. aparently even finding the childs exact parent does not currently allow you to make the child leave you. you can sortof fudge it by retiring in the town. most rescued children will just follow you around like drunk substitutes, normally getting killed horribly.

my current new discovery is due to my very long lived fortress high casualty count, i very often get the message "no migrants even considered making the journey to your deathtrap this season". it seems to go on total deaths, rather then how many have died recently. i think i have well over a hundred dead dwarves buried around the place, but with a population of over 200 and something like a 15 year old fortress i dont actually consider that too excessive.

at least half of them are from the hammerer. not only have all my nobles got fetishes for steel, brass and bronze on a flux and copper free map, but my current hammerer has this odd and very annoying habbit of beating the chained prisoners to death. as i mentioned before, ive a caged titan ive been using to rectify this problem.

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