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Messages - wierd

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18781
DF Dwarf Mode Discussion / Re: Collapsing a Necromancer's Tower
« on: February 17, 2012, 02:32:44 pm »
The results:
Spoiler (click to show/hide)
My Mason gets caught in some unusual substances.
Spoiler (click to show/hide)
The aftermath:
Spoiler (click to show/hide)
Mason is alright though with just a broken hand.

Note to necromancers everywhere: watch out for dwarven sabotours. Avoid the temptation to pull strange new levers that have mysteriously appeared, where none were previously. If you her a "whack! Tink! Whack! Tink!" Sound coming from the walls or floors, mobilize the undead army immediately.


18782
DF Dwarf Mode Discussion / Re: Collapsing a Necromancer's Tower
« on: February 17, 2012, 02:07:13 pm »
Embarking on a tundra Necromancer's Tower. 8)
Edit:
 :'( The wagon spawned inside the tower.

It was cold outside, damnit! (LOL!)

18783
DF Dwarf Mode Discussion / Re: Dragged to hell
« on: February 17, 2012, 01:58:14 pm »
He probably fell in the magma and choked on smoke coming from his own body. Even without a corpse, they will still get the the decay of a friend thought.

You just gotta find out what made him fall in there.


If he fell in the magma, it would show in the gamelog. (Had that happen with 2 people falling in through their magma glass furnaces after being magmacrabbed.)


18784
DF Dwarf Mode Discussion / Re: So my dwarves are letting a child die...
« on: February 17, 2012, 01:52:21 pm »
Take a "hard working" dwarf, and disable **all** labors except healthcare.

He should get the "recover wounded" job.

Like cleaning, dwarves only do it when there is literally nothing else to do.

(I wish there were dedicated labors for those tasks. That way "clean" would be a D menu item, and "ambulance service" would be a medical labor.)


18785
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2012, 01:49:13 pm »
I had to savescum recently, after the magma glass furnace operators were beat in the head with flaming basalt by magma crabs.

I am in the process of constructing a 300x300 tile chamber that I will flood with magma via a fortification slit. That should keep the flaming constipation chuckers from throwing deadly dookie at my workers. (The ensueing tantrum spiral created 5 berzerk dwarfs which I was not prepared to handle. This should prevent that from happening.)


18786
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2012, 09:34:32 pm »
Construction of the necropolis project is underway.

Fortress and founded community have custom chosen names.
Site: ghostkeepers the towers of holiness
Community: the harvester of souls
Civilization: the iron of land

Construction of initial tombkeeper settlement is progressing nicely, with a population of 57, and a temporary cap of 60, with children disabled.

Embark is directly on top of a volcano, with the vent conveniently in the dead center of the embark.
5x5 embark.

The actual necropolis will be constructed in 4 additional towers surrounding the embark site, combing together to form one giant one overhead, and as high as the map will allow.

Access to the necropolis will be through the tombkeeper complex. All towers will be connected via a single extremely long corridor that leads up to the top. The topmost chamber is where the necromancer is intended to be installed.

Currently invaders are off as the complex gets constructed. Invaders will be re-enabled after the final incarnation of the tombkeeper complex and necroplis towers are ready for corpse preparation/interment.

Wish me luck!

18787
Interesting observation:

Raw stones and clay show up for cutting and encrusting in the jeweler's shops now.
This is prbably a bug, but I thought I would share.

18788
DF Dwarf Mode Discussion / Re: Anyone run into zombie bees yet?
« on: February 15, 2012, 06:17:19 pm »
But do zombie bees make zombie bee honey?

Hmmm....

(Will wait for dfhack and runesmith to update, then will perform sciency goodness.)

18789
DF Dwarf Mode Discussion / Re: Werepig Child Attack......
« on: February 15, 2012, 03:09:05 pm »
Side effects include emo werepigs and sparkly vampire clams.

18790
DF Dwarf Mode Discussion / Re: So, what are we calling the new version?
« on: February 15, 2012, 06:33:03 am »
Remember to eat your plump helmets! ;)

18791
Every time I see "giant hamsters" I am reminded of ultra peepi from invader zim....

I am more curious about this dwarf using a bracelet as a weapon... is this a misc item user attack, or has something strange happened in this release?

Also, this guy has more bling on than a 90s rapper.

18792
DF Dwarf Mode Discussion / Re: .34.01 Weaponization Thread
« on: February 15, 2012, 06:08:39 am »
Saw a giant hamster.
Didn't see them in the raws.
Those things are alot nastier than I would peg a hamster for.

You have clearly never encountered ultra peepi

18793
DF Dwarf Mode Discussion / Re: .34.01 Weaponization Thread
« on: February 14, 2012, 11:22:13 pm »
That was the idea.

______
X#:Nl
------

Where x is the floodgate, # is the landing pad, : is the fortification, N is the necromancer, and -_l are walls.

No muss, no fuss... hoardes of zombie kitten fun!

18794
DF Dwarf Mode Discussion / Re: .34.01 Weaponization Thread
« on: February 14, 2012, 10:39:13 pm »
I have an idea...

Take your ordinary kitten fountain. You know the kind.. rains kittens onto a spike trap?

Well! Remove the spike trap.  The room where the kittens land is 1x1 tile, surrounded by 2 walls.
It has a door that leads to the landing pad from the outside. It is closed by a floodgate. Across from the floodgate, is a vertical bars wall, or a fortification. it allows another 1x1 tile room surrounded by walls to have clear view of the landing pad.  In here, we install a caged necromancer.

Now. The !fun!.

Kittens fall from above. Some die on impact. We pull a lever to release the necromancer from his cage. He sees the dead kittens, and raises them as evil killer zombie kittens. These kittens make short work of the ones that manage to survive the fall. If they fight each other from being trapped in the 1x1 room, the necro can see the corpse, and raises it again.  Critical density is therefor avoided. An infinite number of killer kittens can be stored/generated with this room.

When desired, open the floodgate and release the kittens.

18795
DF Dwarf Mode Discussion / Re: I am very happy with the elves/humans
« on: February 14, 2012, 06:40:06 pm »
No silly! He obviously loves them so much that doesn't want them to ever leave.

He has prepared special quarters for them with all the water they can drink inside. In time, he might even arrange a special wizard for them to be friends with!

The more the merrier!

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