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Messages - Cheshire Cat

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346
DF Dwarf Mode Discussion / Re: Best Fortress Random Name
« on: March 04, 2009, 03:02:05 am »
currently i have "freindlyworks", and my government is called "the flickering treaty", which i like a lot. like a little candle flame flickering in the dark.

a long time back i had a dwarf parent civ called "the tomb of adventuring". as much as the weird random names are interesting, its great when it actually throws something relevant and cool at you.

347
DF Dwarf Mode Discussion / Re: Armorsmith training
« on: March 03, 2009, 10:33:32 pm »
i also enjoy getting really strange artifacts, so i let most of mine run however, but i do try to select the materials if a weaponsmith or metalcrafter gets a mood. if i have a stockpile if steel or adamantium, then i really dont want an artifact tin sword if i can help it.

and stacking the odds in favor of useable artifacts is good, but it does not allways pay off. in my current fort every non moodable skilled dwarf has armor, weapon, or crossbowmaking skill, yet just like martin i still get children mechanics and miners things going fey. in my current fort of 210 dwarves ive only gotten one artifact weapon that was a possession, and one artifact armor made of turtle shell, and the hammerer killed that dwarf right after he finished because he was the only enabled armorsmith when a mandate came down for low boots, and he was busy making his turtle shell gauntlet all year. i tend to stack things and then train armor and weaponsmiths anyways, its better then having your soldiers facing the goblins naked.

348
DF Dwarf Mode Discussion / Re: Goblin explosion
« on: March 03, 2009, 10:15:20 pm »
oh. you tamed gorillas. i now imagine chainmail wearing spiked knuckled war gorillas courtesy of the crazy dungeon master. this game has so much interesting potential.

349
DF Dwarf Mode Discussion / Re: Standing Amries vs. Draft Armies
« on: March 03, 2009, 10:01:49 am »
training miners and woodcutters a bit in wrestling sounds a great idea, especially very early game.

also, arming a whole horde of unskilled dwarves with spears is pretty good, but champions do worse with spears then other weapons, especially when facing large numbers. spears get stuck very easily, and unless the spears owner has chanced an instantly fatal organ pierce, then he just stands there twisting his weapon for round after round while everything around him beats him to death. i was horrified to have my little group of five champions, with over 100 kills each, go down to a standard group of goblin swordsmen after i trained and equipped them with spears.

vanilla df hand to hand combat champions with good wrestling, armor, shield and wearing plate will kill anything easily. you only need to set a tiny number of dwarves to train, start in wrestling with shields and armor before weapons to avoid injury, and stay away from picks and spears. to take on ranged just hide them around a corner inside your entrance and wait for the enemy to come in close.

350
DF Dwarf Mode Discussion / Re: Spirits of fire
« on: March 03, 2009, 09:50:40 am »
that ruler picture is so great.

.. if dwarf fortress 1.0 is like people are saying it is, does that mean that when i want to format my harddrive the UN will come crashing into my house to charge me with attempted genocide against the sentient creatures that exist only in the world in my DF folder?

351
DF Dwarf Mode Discussion / Re: Armorsmith training
« on: March 03, 2009, 09:44:58 am »
hmm. ive in the past been very lucky and gotten good armor/weaponsmiths through fey moods. but this time around no such luck. so i made a million iron bolts. which i am still trading away to buy out all the caravan goods. its incredible how much a stack of top quality iron bolts goes for.

i had an armorsmith at legendary through making iron caps, but the hammerer killed him for failing a mandate. both the hammerer and the noble got a titan in their bedrooms for that. im going to try training up another using bucklers as ametsale suggests.

also, do equip your military with basic level chain and plate, it is so much better then having them run around without it for a few years. you can forbid all their junk after you have gotten ahold of some good stuff to make them change it. ive found that my bone carvers and leatherworkers allways hit legendary very fast, and good bone or leather is underrated.

am i understanding ametsala right in that chainmail does not use fuel? because if thats the case, its amazing and i dont know how ive functioned without knowing this. it also seems oddly unbalanced.

352
DF Dwarf Mode Discussion / Re: Strange artifacts!
« on: March 03, 2009, 09:33:37 am »
the chrysopraise is just a large gem. all artifacts get one decoration in the base material, so it gets one decoration in chrysopraise. ive gotten 2 gem artifacts so far in my current fort, a perfect saphire and a saphire ring. the ring was called "the rage of killers" and it menaces with spikes of saphire. ive hidden it away in an iron bin in my kings tomb so i can come back and get it as an adventurer and punch people in the face while wearing it. talented gemcutters will sometimes make large gems or gem crafts as a byproduct, which can give you neat things like solid black diamond cups.

as for artifacts, i have a lay pewter shoe which has a picture of a goblin being killed by a sasquatch. just one lay pewter shoe, ive forgotten which workshop it came from.

my first artifact  in my current fort was a steel anvil with bands of steel. otherwise unremarkable, its name however is is great, " whirledbrides the valley of haunting". one of the few times ive gotten a nice name for an artifact.

there is also a turtle shell toy axe called "fearbeatles". it has lots of spikes and a picture of the dwarf who made it coming to live in my fort. i like to imagine a small dwarf child running around mashing large roaches with this.

my most recent artifact had me stopping a miner from making an artifact weapon rack out of bituminous coal using forbid. the silly little guy claimed a workshop right in my raw adamantium stockpile room, so i got him using that instead. it ended up with the name "the ominous joy". now if only i could put my adamantium artifact axe in it.

finally, i have a tonne of other interesting artifacts with extremely funny names, but the crown of all of them was in my second ever fort when i got an aluminium spear. not that awesome, but a few years later i got a cave spider silk thong. with an image of the aluminium spear on it. in raw aluminium. that was incredible.



353
DF Dwarf Mode Discussion / Re: Apocalyptic Machine
« on: March 03, 2009, 08:16:01 am »
if your pit had a roof on it you could easily preserve a natural stone or soil layer as part of your tower to farm and even grow trees on.

my ambition has been to make a fort out of a giant cast block of ice on a glacier with magma. to avoid obsidian forming and preventing the place from collapsing you could have the entire thing on a stone base, and run magma under the stone floor. ice in contact with a warm stone surface will melt into water, bringing down the entire fort and leaving nothing but a warm bubbling lake in the middle of the icefields with nothing but a few floating crushed bodies and artifacts to show for it. for a real challenge you could pipe magma around the entire fort in stone channels, melting the entire thing strategically before the bottom ice layer goes and the entire thing comes down. or you could have it leave the towering network of stone pipes in place, like some kind of horrible frozen elder thing freeing itself from the ice.

still, the dropping an entire tower fort into a giant pit sounds like the crowning champion self erasing fort. puts me in mind of dwarves building a big ark to take them to the earths core, filling it with food and farms and animals, then finally closing up and pulling the switch to take the daring leap into the mysterious unknown.

EDIT: also, the movie is awesome. do you have a save file or a before and after map archive you can share?

354
in the past this would not have worked. i think it was around 3 versions ago pumps suddenly got a whole lot more powerful suction, i remember clearly because transferring my save to the newer version broke my fortwide water system.

reasons were the pumps were drawing a lot more water a lot faster, so there was no longer enough water flowing into the system to make it work, and because the water level was consistently lower all my underground resovoirs suddenly filled up with tower caps.

this is pretty funny to see this going as a tower without any kind of containment. looks like i no longer need to be careful when i make my pumping towers now, seems like they will go without being sealed up.

355
DF Dwarf Mode Discussion / Re: Goblin explosion
« on: March 03, 2009, 07:52:07 am »
how do you get that many goblins in one cage? or am i misunderstanding you and you are pitting them in there or something?

ive found through getting megabeasts to faceoff with my fortresses entire pet population that when something fights that many creatures, no matter how weak and silly they may be individually, the big single creature allways loses. normally due to passing out from exhaustion and being set upon while on the ground. im assuming the exceptions to this would be a bronze colossus, as it does not get tired, and a dragon would probably be hilarious.

356
haha, that wagon is hilarious. as is your account of the human traders. my caravans have allways been universally boring, even when ambushed the guards just kill everything.

did you examine the wagon? wagons are considered creatures by DF, and sometimes they actually get their own legends entries for doing mighty deeds. it might have had really high agility or something, although the idea of wagons with stats is a little mind boggling.

357
DF Dwarf Mode Discussion / Re: Duke has discovered floorplans!
« on: March 03, 2009, 07:14:27 am »
i have some books with nice glossy floorplans for old roman ruins ive been thinking of turning into forts for a while now. ill have to dig around and find them, i hope i havent lent them away and forgotten them.

theres probably plenty of equivalent old archeological floorplans out there, its difficult to find ones that show a complete site you could use as an exact fortress blueprint though.

edit: mr duke and mr castellan, these sites are really good. im totally making the 200 ton AquaSafari class science vessel out of steel blocks and having my dwarves live in it. maybe if i fill the fuel tanks with magma it will take off.

358
this is really good. only time i ever tried an aquifer map was on a seaside. i decided to use pumps to get to the stone, and despite my lack of stone mechanisms managed to accidentally created a perpetual motion pumping machine that flooded my entire fortress out. without access to my booze stockpile all my dwarves suddenly started dropping dead from thirst, as i hadnt realized seaside aquifers are salty. the last few survivors went melancholy and were wiped out by unicorns.

so its great to have an easy to understand manual for getting through to do some mining.

also, on a map without enough soil layers, could you use constructed walls made from the stone blocks you get from the caravans to the same effect as the soil squares you dropped in your example?


359
lol. make a meeting area or designate a table a meeting hall, then all the migrants should go there to hang out, including the nobles. sometimes if you get military ones they hang at the edge of the map till you give them a squad leader to run to. they eventually go do something when their migrant flashing x status goes away.

edit: also, looked at your fort. its fantastic. laughed at the underground pool full of bones and crossbow bolts.

360
do the creatures come out tamed though?

if they dont, that is awesome.

can you smelt megabeasts? what about demons? or fish?

.... can you smelt wizards?

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