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Messages - wierd

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18916
DF Dwarf Mode Discussion / Re: 193 dwarves and not a single appraiser.
« on: February 01, 2012, 02:56:06 pm »
I hate exposing lots of underground passages while hunting for ore.

As such, so I can be sure to satisfy stupid nobles and their freaky fettishes for pewter armorstands, I tell the trade liason that I want all the metal bars they can give me, and buy it up like candy.

Despite spamming the hell out of it, and always giving them a large trade balance, they never seem to increase in size.

18917
DF Dwarf Mode Discussion / Re: !!FUN!! for the next release
« on: February 01, 2012, 02:25:02 pm »
Iirc, toady discussed the difference between necromancy and mummies.

Mummies "properly" reanimate the original soul, iirc. (Eg, mummy reanimating a dead mummy, will result in two fully functional mummies. But a necromancer reanimating a dead necromancer will just have a shuffling corpse. This could probably be tweaked in the raws.....)

Personally, I want the ncromancer. I want there to be *some* (small) hope of clearing the new tower of the black death by the adventure mode thrill seekers who would challenge the site. Filling it with mummies would be a cheapshot, even if mummies would be more in character for the place.

The story on the previous page was pretty awesome, but not quite the theme I was going for. Think more 'i am hopeless, and will never amount to anything! My only hope left is to join my ancestors in death!" Type mentality, with a hermetic order of tomb builders who are all too willing and able to entomb them.

(Research, for instance, "living buddhas" from japan. A now illegal practice....)




What the writer put down would be more in line for what happens... AFTER...

As for getting necros to show up.... that's science in and of itself. I expect they will prefer evil and sinister surroundings. I think an obsidian tower rising from a rank swamp with sinister/evil/haunted surroundings would be the ideal place for this place.

I also had a curious idea on just how to build it.  There should be 3 interconnected towers arranged in a triangle. One for animals, pets, and FBs(is possible). One for dwarves, and one for all other visiting sentients.

The site should operate under the premise that "all beings who come to this holy place, come to leave this mortal world behind, and embark in the great ark to voyaage into the next." This means all merchants and siegers (even dwarf ones) and diplomats are fair game, and should be drowned/killed, so that corpses can be properly entombed.  This should start all out war with the other civs, and should keep things quite interesting.

Allowing the diplotmat to speak with your leader before execution is optional.

18918
DF Dwarf Mode Discussion / Re: !!FUN!! for the next release
« on: February 01, 2012, 01:21:00 am »
This could become an epic succession game!

A properly caged necromancer ensures he can be released on schedule, and in the proper location for maximum carnage. (Build his cage at the very top of the necropolis, and have a single, winding hallway lined with bodies as the only way down.)

Iirc, animals can also be reanimated.  This can make things much more dwarfy.

(Mass spawn wardogs, assign to a migrant as pets. Kill the dogs in a drowning trap. Kill the migrant when he goes bonkers. Build coffins for the the migrant, and for the dogs.)

The very idea is to maximize body count as much as possible. Trained war animals would add to the fun.

18919
DF Dwarf Mode Discussion / Re: !!FUN!! for the next release
« on: February 01, 2012, 12:35:06 am »
I was thinking more "people come here to die, we just help them into the afterlife" motif.

As such, here is what I have in mind:

Row after row of singe tile bedrooms, no doors.

When migrants arrive, they claim a bedroom inside the necropolis. When they go to sleep, they get walled in.  They subsequently die of dehydration.

Once dead, the obstructing wall is removed, and so is the bed. A coffin is constructed, and the body placed inside.

This ensures the bodies are whole, and not damaged or mangled, for optimal reanimation.


18920
DF Dwarf Mode Discussion / Re: !!FUN!! for the next release
« on: February 01, 2012, 12:27:45 am »
Considering that migrants are to be historical chars instead of insta-genned like they are right now, the world dwarf population will have to be quite large for this idea to bear fruit.

This means at least 1000 year worldgen, if not longer.

I can set this as a challenge for myself, set worldgen length to 1990 years, and give myself 22 years to initiate the zombie apocolypse in time for obsidian 2012.

(Though I might need longer to build a suitably horrific necropolis to endanger the entire world.)

18921
DF Dwarf Mode Discussion / Re: Armor making convienence(halp)
« on: February 01, 2012, 12:18:57 am »
Press Q, navigate over the forge.
Press A.  Navigate the menu until you get your desired type of helmet. Press R.
(Do this until every type of armor has been given a job entry.)

Pressing R after each build order sets it on "repeat", and instead of leaving the list after completion, it gets pushed to the bottom to get run again.

This way the armorer will fashion a helmet, a breastplate, 2 boots, 2 gauntlets, a shield and a weapon, then start over again. He will do this until he runs out of raw materias.

18922
DF Dwarf Mode Discussion / !!FUN!! for the next release
« on: February 01, 2012, 12:06:32 am »
The recent thread asking what to do about unwanted migrants has given me a hellishly wicked idea.

The next release is due to have necromancers and mummies, both of which can animate corpses and body parts.

My suggestion in the previous thread to make a memorial megaproject is in dire error! It needs to be a genuine necropolis!

(That is, a small settlement of "tomb builders", and right next door, the sky piercing house of the dead. It needs to have literally thousands of dead dwarf bodies preserved in quality coffins, packed in like sardines, and as deep/high as the map will allow.)

When the house of the dead has run out of vacancies, the itinerant necromancers are permitted to go inside.

The resulting !!fun!! Should be shared here on the board, as an adventure mode challenge.

I should point out that once the tombbuilder pop reaches 25, ***ALL*** migrants will be liquidated, and incorporated into the necropolis. The init file will set the max pop at 500, and child pop at 0.

The idea is to create a "dawn of the dead" catastrophe.

18923
When life gives you migrants, make a memorial megaproject.

Bonus: make them all on constructed floors, supported by an unstable support with a lever.... when you run out of space for more memorials, pull it and see how many ghosts return.

18924
DF Dwarf Mode Discussion / Re: Armor making convienence(halp)
« on: January 31, 2012, 11:31:19 pm »
What's so hard about using the manager?

X30 copper breastplates
X30 copper highboots
X30 copper highboots
X30 copper gauntlets
X30 copper gauntlets
X30 copper helmets
X30 copper greaves
X30 silver warhammers
X30 silver shields

Done. All the goodies for 3 squads of 10 hammerdwarves.

18925
prior to uncapping the population of my current megaproject fortress, I maintained an approximate population of 65 dwarves, after setting it at 50. The 15 additional were born on site.

If you set it below what your current population is, then migrants should be effectively disabled.


18926
Dear zeitgiest of drillmines,

Having at one point in my life, long before I was raised to my most deserved position among the nobility, been a common dwarf like yourself, I have had ample opportunity to observe these so called "unfortunate accidents" that you and others like yourself so euphamistically referr to. I have taken upon myself to never pull any strange lever in any room that has any of the following characteristics, no matter how lavishly furnished:

A mysterious sulfury smell.
Uncharacteristically warm in temperature.
Freshly carved or laid stonework, especially if it looks out of place.
A faint but lingering odor of charred flesh, blood, or vicera.
A mysterious cloying dampness.
A faint smell of mildew.
Is very distant from my bedroom or the food stockpile.

You will not be tricking me into releasing a hellish hoarde of shriveled crundles into the room with me, or into inadvertantly drowning myself, or into performing an unfortunate smelting accident.

Now kindly get to work making me a crystal glass bed and a slade armor stand to go with the crystal glass window I wanted. I intend to host some important guests soon, and I can't stand that they might discuss that wretched mayor's brass armoire instead of my far more appropriate and sublime furishings.

Perhaps the mayor would be interested in pulling that lever? He's not terribly important anyway, you petty rabble will just elect another to replace him, like always.

Luxuriously yours,
Baron of drillmines

18927
Set maximum pop in the init file?

Adjust the allowable children pop to 0?

Or, do you just enjoy the sensless carnage? :P

18928
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: January 31, 2012, 10:08:20 pm »
If you can do this prior to the unfortunate deaths of any dwarves, even the tortured blizzardman could be tamed later.  It would make a great thing to chain up at the main gate.

(Oh, you think that little copper dagger will help you little kobold? I don't think so.  How about you, pedophile goblin with bags of candy? Think the promises of sugar will work on the megayeti? Didn't think so...)

18929
DF Dwarf Mode Discussion / Re: 193 dwarves and not a single appraiser.
« on: January 31, 2012, 09:38:26 pm »
Its been my experience that as long as the broker has some level of appraisal skill, including dabbling, the stocks screen will populate.

I tend to ignore appraisal and book keeping when preparing for embark for this reason. I just lock the book keeper up until he's done.. (set on highest and just wait), and pick the most pathetic candidate of my inital 7 to be the broker. Usually the one I also groom to be the expedition leader and mayor.

I tend to spam textiles as the initial cashflow generator, since you can quickly drown in "cloth crafs". (Trains both the craftsdwarf with nonconsumable and unlimited quantity cheap ropereed fabric, but also gets the clothier up to snuff before breaching the cavern and collecting webs.)

By the time my anvil shows up I have plenty to eat and drink, and usually have at least <=cloth crafts=> level of quality, and can easily make my purchases to get fully operational.

18930
DF Dwarf Mode Discussion / Re: 193 dwarves and not a single appraiser.
« on: January 31, 2012, 09:24:44 pm »
Pick somebody at random as the broker and give him an office.

When the pointy eared menace shows up, send the broker to look over the ghetto woven baskets, wooden cutlery, and hippymade fabric.

Have him trade a a few low priced baubles in exchane for some prickle berries or something. Do this about 3 or 4 times.  He should become a dabbling appraiser.

Afterwards, confiscate everything and activate the magma defenses.

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