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 - wierd

Pages: 1 ... 1249 1250 [1251] 1252 1253 ... 1271
18751
DF Dwarf Mode Discussion / Re: Thats one hell of a canyon
« on: February 21, 2012, 06:12:55 pm »
"Mr Ascit, how many hits does it take to get to the clowncar center of a magma pop?"

18752
DF Dwarf Mode Discussion / Re: Do vampires get artifact moods?
« on: February 21, 2012, 05:55:09 pm »
We accept only *REAL* vampires in this fortress!

Sparkly posers need not apply! Only *real* manic/impulsive vampires will be accepted!

Spoiler (click to show/hide)

(One! One boulder of Orthoclase! Two! Two boulders of Orthoclase! Ah Ah Ah!)

[This message brought to you by the Children's magmavision sweatshop.]

18753
DF Dwarf Mode Discussion / Re: Forgotten beast silk clothing!
« on: February 21, 2012, 05:15:18 pm »
But you have to get a clown that shoots silk out of the flower on his lapel instead of the more common fire and face melting juicey extracts.

How would you safely collect? The kitten method?

(Kitten waterfall drops kitten approx 2 zlevels to the silking room. This stuns the kitten, but doesn't noticeably harm it.  The kitten falls near the edge of the containment chasm, clown sprays the silk, and kills the kitten. Some of the silk oversprays the containment and onto the collection surface. Kitten release is suspended with a hatch lever. Dwarves safely collect fire and magma immune silk?)

18754
How did they fit him into the syringe? Is that what kids are calling it these days?

Oh wait! You mean he perforated his career!

My bad...

Mr NecroratoHead needs to be put away in his box when you aren't playing with him. You don't want him to lose any pieces now do you?

(Quiet whispers. I am sure MrNecratoHead needs his eyeballs intact. How else can he raise his minions to unlife, if he can't see what he is zombifying? He might zombify the booze on accident. We clearly can't have that.)

18755
DF Dwarf Mode Discussion / Re: Do vampires get artifact moods?
« on: February 21, 2012, 04:46:58 pm »
Mine too. Emo dwarfs never discover the wrist slitting potential of shar objects, or develop a desire to kill themselves.

Instead they seem to go on the anorexia diet.

Vampires do not require food or water, so.... they would just wander around.


18756
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 21, 2012, 04:38:40 pm »
Had to restart my necropolis project, due to the save corruption update fix release.

New embark site is directly adjacent to a necro tower.  Invaders off to avoid premature necrospecial interactions.

Back to square 1.... glassworks industry is barely functional. Farming and booze production is stable. Initial barracks completed.

Stage1 fortress construction is underway.

18757
DF Dwarf Mode Discussion / Re: Do vampires get artifact moods?
« on: February 21, 2012, 04:32:01 pm »
If they do, it would bring up some intrigueing questions..

If vampires have artifact moods, do they have the ability to have multiple moods, due to multiple assumed identities? (Eg, as historic figures, they assume new identities. When they do, are they able to have a new mood?)  If so, could the apparent connection with the "nickname" system allow you to reset the moodable flag on a nonvampire? (The nickname system sees to be employed in creating the cover identity for vampires, which is why you can't rename them.)

This is clearly a job for !!SCIENCE!!

18758
Vampires would make the ideal beekeeper logic drones.

The closed circuit design would ensure they never escape, and the phantom hive bug will ensure they are purpetually occupied. That they never eat, drink, or sleep, and are strongly resistant to damage means that they will reliably power the repeater endlessly.


18759
DF Dwarf Mode Discussion / Re: Ghost arrives as migrant
« on: February 21, 2012, 02:50:35 am »
A more interesting question...

Do these ghastly haunts spontaneously do labors, and or, can they also be "re-killed"?
 (If they can be rekilled.. do you get a ghost of a ghost?)

18760
This causes other problems though.

Vampires will prefer to drink booze from the stockpile to maintain their cover identity, rather than drink nasty well water. (Even if it does taste like delicious dwarf.)

It has been reported that they will purposefully reduce their efficiency to suit the cover story if burrowed, and forced to drink water instead.

So, either we purposefully reduce their efficiency (isn't this why we are trying to integrate them safely into dwarven society in the first place?) To keep them from eatuing urist McCatlady's 15 worthless children and creating a tantrum spiral, or we keep the efficiency, and risk said spiral...

Proposed experiment:

Part 1: determine if booze can contaminate a well. (Drop a barrel from a very high place into the well, destroying it and spilling the contents inside?)

Part 2: should a well be so contaminated, does the watered down booze satisfy the booze dependency?

If both conditions are true, dropping all three of the source vampire, the normal dwarf, and the barrel of booze into the bloodletting trap should have 3 noteworthy effects.

1) dwarves drinking the nasty water will only have a bad thought, but won't experience a loss of performance associated with withdrawl.

2) dwarves who drink the nasty water will become vampires, boosting their stats.

3) vampires trying to hide that they became vampires will be sated by the normal dwarf blood in the water, preventing uncontrolled feeding.

I do not have any vampires, so I cannot fully perform this experiment.


18761
Efficient workshop placement with custom stone stockpiles and locked doors will also ensure the desired outcome.

(Place a large stone stockpile in the same room as the mason and craft shops, then seal the doors when dwarfypants McMason enters to start the job.  When he looks for materials for the repear, he will only see the desired stone in the stockpile as pathable, so that's all he will use.

Pita, but it works reasonably well.

18762
DF Dwarf Mode Discussion / Re: Safe Magma Tapping in 0.34
« on: February 20, 2012, 12:36:21 pm »
I found that if the "poke hole" is also a 1x wide channel with the slope wall that leads to a floor one zlevel up which is the preferred exit path, even a moron miner/mason will be able to escape unharmed.

This is how I got magma out of the volcano and into my magma glass furnaces safely.

Personally, as an addendum to this plan above, instead of diagonal mined tile next to the floodgate, turn it into a fortification. This will keep fire imps and magma crabs from pooping bassalt and flaming flatulence on your furnace operators.

Better idea:  Forget that, and instead build the impassable tile of your workshops over the channel to power them.  But *GASP* this means you have to plan ahead and build your workshops in an efficient pattern or you need a very large room - with magma under it all for them.

I stil had magma crabs poop basalt on my glass makers, despite doing exactly that earlier. I had to savescum and reinvent the magma powersource for my furnace rooms so that it used a fortification instead of a poke hole.

18763
DF Dwarf Mode Discussion / Re: Safe Magma Tapping in 0.34
« on: February 20, 2012, 01:31:42 am »
I found that if the "poke hole" is also a 1x wide channel with the slope wall that leads to a floor one zlevel up which is the preferred exit path, even a moron miner/mason will be able to escape unharmed.

This is how I got magma out of the volcano and into my magma glass furnaces safely.

Personally, as an addendum to this plan above, instead of diagonal mined tile next to the floodgate, turn it into a fortification. This will keep fire imps and magma crabs from pooping bassalt and flaming flatulence on your furnace operators.


18764
DF Dwarf Mode Discussion / Re: Did magma change?!
« on: February 19, 2012, 02:30:45 pm »
Does it appear that magma is now pressurized?

I can confirm that magma is indeed faster, but does not suffer pressure. If it did, my glass furnaces would be vomiting magma.


18765
!!Science!! Opportunity!

"Kill" a wagon in a terrifying/evil biome!

See if you can have zombie wagons!

Pages: 1 ... 1249 1250 [1251] 1252 1253 ... 1271