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Messages - Vincent

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1
DF Suggestions / Different types of Seige engines
« on: February 17, 2010, 11:19:56 pm »
Y'know, there was more than just ballistas and catapults, back in day. Sure, they were the core of the seige engine force, but even then, they could throw more than rocks. I have a few suggestions for different types of siege engine and munition.

Siege engines:

Trebuchet
Can throw multiple items at once, but takes slower to reload. the advantage it'd have over a catapult is that it can take out larger numbers of enemies, at the price of giving more chance for the enemies to catch up and scare the bejeesus out of the operators.

Battering ram
Deals massive damage to anything in front of it and capable of destroying constructions, but can only deal damage one space in front of it. Can be pushed in the direction it's facing with a certain job. (This is more likely to be used as an attacking mechanism.

Dwarven Hwacha
Following in the vein of the Korean Hwacha, This is a devastating seige engine  that fires a huge storm of arrows, sure to devastate anything in its path- at the cost of being really, really slow to reload and taking up a lot of resources. Requires saltpeter to work. While it's pretty out of the question that dwarves have gunpowder, It's quite possible that they invented rudimentary explosives- The far east did it, why can't the dwarves?

Types of ammunition:

Tar ball (Or other suitable equivalent): A thing that the dwarves light on fire and fire at the enemy. It would splatter all over the place and cause a localized fire and set fire to anybody unluck enough to be caught in the blast radius. (But considering how the AI reacts to fire, it might end up being more devastating to you than them...)

Shot bag: Something that splits apart midair and hits a lot of enemies. To compensate for the potential devastation, it should go a shorter distance than normal rocks.

Corpses, chunks, skulls, or other body parts: Why not? If a goblin corpse or skull flew down out of the sky and I was a goblin, I'd shit myself and run. Corpes of their own kind could demoralize enemies, and corpses of any intelligent being or fearsome animal could freak them out to a lesser extent. They obviously wouldn't be amused if you threw kittens at them, but even then, once disease goes in this could be a devastating long-term weapon.

Prisoners: The only thing more terrifying than a corpse of your own kind flying through the air is a live person of your own kind flying through the air, screaming, and splattering on the ground. Provides an amusing way to get rid of your goblin prisoners and train your siege operators at the same time! Also, should you use a suitably fearsome beast as the ammunition, It might even survive the fall and start wreaking havoc on the guys you launched it at...

(Warning: Do not try this with megabeasts or clowns, or whatever you just launched might end up very pissed and come after you after they annihilate your enemies for you...)

Anything else you can think of: Why not? Launch sand at your enemy and watch them die of a thousand tiny puncture wounds! Launch clothes at them and watch the hilarious lemming rush to collect the "Misplaced" clothing! Launch bothersome nobles and make them useful as ammunition! The sky's the limit!

2
DF Dwarf Mode Discussion / Re: Favorite rock (layer)?
« on: January 30, 2010, 08:17:07 pm »
Dolomite and Marble are my favorites, but Slate comes in a close second because I like the look.

3
DF Modding / Re: Spellcraft Is Reborn! (v1.06)
« on: January 29, 2010, 10:04:16 pm »
Y'know what'd be really awesome?

Armor of size. Any dwarf that puts it on instantly has their SIZE value increased by one. of course, that might cause problems, because Then the poor dwarf couldn't wear anything.

Even more fun would be an amulet that periodically increases size, since size of acessories doesn't matter.

Of course, a fun prank to pull on the elves would be to give them a amulet of shrinking to give to their nobles.

Not sure if this is possible, but it'd be fun.

4
DF Adventure Mode Discussion / Re: With Friends like these...
« on: January 29, 2010, 06:22:22 pm »
Thing is, They were standing right next to me doing nothing while they were beating me to death, and they were all from a entity not of the elves'. They fought just fine when we're ambushed by wolves, so what gives?

5
DF Community Games & Stories / Re: -Scorchinghatchet- Succesion Fort
« on: January 29, 2010, 06:15:54 pm »
Sign me up for this Succession nonsense, if it isn't too late already. This place has a severe lack of tower.

6
DF Adventure Mode Discussion / With Friends like these...
« on: January 29, 2010, 04:36:17 am »
So I recruited a crapton of allies in adventure mode (playing as a speardwarf because of the piercey goodness), a mixture of Humans and dwarves. I had 2 spearmen, an axedwarf, A marksdwarf, another speardwarf, a lasher, and An axeman. The only Quests around were to kill kobolds, most of which were dead anyway because they'd settled right next to a chasm and a GCS was having fun making a meal out of them. So I decided to kill some elves.

However, there was a problem once I started my rampage. I noticed as I stood twisting my spear that my Allies were just standing about doing nothing- only the axedwarf got off his lazy ass and attacked another elf (He was murdered quickly because nobody else helped him). I'm certain my little raid would've gone better If my allies had assisted -- but why didn't they? Surely, they don't need a reason to stab some elves?

7
DF Gameplay Questions / Re: Friend having trouble-- dwarves starving
« on: January 28, 2010, 01:08:08 am »
I think putting a plot on for all 4 seasons renders it inoperable. I tend to have 2 fields, one for summer/winter and the other for spring/fall, allowing for plump helmets every season and fallow in-between.

8
DF Suggestions / Re: Oil
« on: January 27, 2010, 01:30:08 am »
Another Semi-related Idea would be Vegetable oils. Vegetable oils would be identical to petrol in every way, save a few crucial differences:

1) It would be extracted from plants like, say, canola. Say, Just enough to cover a tile from 10 canola bunches, 20 bunches for 1/7, 40 for 2/7, 60 for 3/7 and so on up until 140 bunches of canola to produce a tile full of Canola oil. (Obviously, this is waaay less efficient than oil.)

2) It wouldn't be lethal to swim in (unless it was on fire)

3) A dwarf could use it in cooking, say for a "Fry" job (Fried Alcohol roast, anyone?)

4) It wouldn't be nearly as valuable.

5) It wouldn't produce as much light when burned in a lantern or other light source. Additionally, It would produce more smoke.

6) Burning copious amount of crude oil would get the elves cheesed at you for raping the earth or polluting the atmosphere or something. Crude smoke would also suffocate trees, and if you have huge boiling pits of oil or something, Humans would be less inclined to trade and migrants would be less inclined to come (Because it's hard to breathe or because nobody wants to trek to a place that looks like an evil citadel). Vegetable oil would not pose these problems.

9
DF General Discussion / Re: Dwarfcheivements
« on: January 05, 2010, 12:08:26 am »
Gar, I forgot to check.

10
DF General Discussion / Dwarfcheivements
« on: January 04, 2010, 11:59:10 pm »
I seems every game has an acheivement system nowadays, even when they really don't need one. So, I figure, why not? It certainly won't hurt, and we might even get some humor out of this!

Use the TF2 Acheivement generator located Through this -<<+link+>>-.

A few to start:











11
DF Dwarf Mode Discussion / Re: Items you now include in the embark.
« on: January 02, 2010, 07:15:01 pm »
I usually take:

Copious amounts of alcohol. My dwarves ran out of booze once. NEVER AGAIN.

Lots and lots of turtle, since it's cheap and the shells are useful.

And ususally, gems. Setting up a crafting shop early on and making loads of Gem-encrusted, Marble-Detailed stone Crafts nets you an anvil easily.

12
DF Gameplay Questions / Re: Cat leather is inadequate
« on: July 01, 2009, 02:37:43 pm »
Now that I think of it, His babbling for metal lasted longer than it did for leather. He must've wanted two or three types of metal. Irony is, I was going to go to smelt some galena before he went emo so that I could make some silver statues for the entrance.

He's long dead and I've since gotten another mood, a leatherworker, who ended up demanding shells and going insane because this fort's in a hot savanna where all the pools dry up.

Oh well, thanks for the help.

13
DF Gameplay Questions / Cat leather is inadequate [SOLVED]
« on: July 01, 2009, 12:57:27 am »
So i'm starting a nifty new fort, and things are coming along swimmingly. There's an exess of migrants recently, but i can roll with it. Suddenly, some random metalsmith is posessed, the only metalsmith I have besides the peasant wood burner.

Now, he claims his shop and gathers up some iron. He then stops in a deadlock. I check the workshop, and he askes for leather. No problem, I made a workshop and tanned the hides my new hunter kept bringing in.

However, The smith seemed not to register the leather. Odd, I thought. So I designated some useless animals (kittens) for butchering, and their hides were tanned as well. Nothing from the metalsmith.

Desperately trying to keep my only smith from flipping out, I bought several bins of assorted leather from the humans that had recently arrived. The smith wanted nothing to do with that, either, and ended up going melancholy looking for leather while there was a leather stockpile in the same room.

Not that i'm particularily dissapointed (It was a posession after all), but is this a bug, or do dwarves have some unreasonable high standard of leather quality for their hammers?

14
DF Suggestions / Re: New kinds of beds
« on: May 23, 2009, 08:23:29 pm »
I like these ideas. Having different beds other than standard wood would really help. To expand on the bedroll idea, Hunters could carry tents as well as bedrolls. When they want to sleep, they construct a bed with the bedroll. If they have a Tent, they erect a 3x3 tent with a roof and only a single space inside. Of course, it could be destroyed. Having both would make it so the dwarf doesn't get unhappy thoughts. Sleeping without a tent would cause something like "Was forced to sleep outside" and sleeping without a Bedroll would give the standard sleeping on grass/dirt/mud/stone message. I'd also imagine tents would be difficult to set up on top of solid rock or bare sand.

15
DF Suggestions / Re: Dust, mould, cobwebs and decay.
« on: May 23, 2009, 08:01:27 pm »
Of course, This should be affected by the new occupants of the fort if it was taken over. If goblins take over the fortress, old dorf furniture should be strewn across the landscape, old wooden walls should rot, et cetera, but workshops et cetera should still be operational- Goblins use tanneries and forges, too.

If it's a megabeast moving in, They should only inhabit a "Lair", where the dust and whatnot shouldn't accumlate. The old food storage could be ravaged by the beast's diet and the old bedrooms and whatnot could be left alone. Damage done by the beast should be there, too- Toppled statues, rubble from collapsed walls, destroyed furniture, etc.

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