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Messages - Umi

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166
DF General Discussion / Re: How do you cheat? If at all?
« on: March 06, 2010, 03:02:43 pm »
I removed aquifers.  All the best land was on them, and I never actually enjoyed that type of challenge...

167
My interpretation on the creatures of DF are similar to the other posts, but slightly different.

I think dwarves were the first creatures, made in tandum to the Earth (Or planet that they are on) megabeasts and demons.  That is why they are always underground.  It is their place of origin.  Neutral mortal creatures that work with the earth.

Then came elves.  The elves came from the trees and consider them their ancestors (Would you kill your grandma?) and protect them fiercely.  If they die naturally then they will use them to avoid waste and so they can treat the dead wood with respect and dignity instead of someone else who would use it as firewood.  They dislike dwarves and humans because they don't have the proper show of respect when crafting the wood and it shows.  The fact that they allow humans and dwarves to chop down a couple dozen trees before declaring war is an amazing compromise in their eyes and see humans and dwarves as stubborn and disrespectful.

The cannibalism is not evil or good, purely efficiency.  Why waste fresh meat and bones?  It's not about honoring some god.  They just don't like waste.  (I frankly have the same real life view (Not that I actually do it, the illegality of it is pretty steep...)

Goblins were elves that were corrupted by demons or megabeasts.  They respect strength and are general jerks to everyone.  They feel they have to throw themselves at others and the survivor is the one most deserving to live.  They also tend to be cowards and run when they get scared.  They tend to have low self-esteem due to their convincing themselves they shouldn't be alive after battle.  The demons manipulate this to stay in power and further reinforce this belief.  The goblins willingly accept their leadership not because they like them, respect them or even want them to be in charge but because they feel they have no choice.  Rather pitiful really.

Humans were dwarves that left the earth near the beginning and learned to work the land and forgot how to work the earth.  They are almost always on friendly terms with dwarves because they are kindred spirits, but not kindred enough to never have war with them.  They just generally agree on stuff and have no need to fight.  They also like to drink with the dwarves a lot...

Kobolds are bastard children of interbreeding.  Rejected by everyone and to dis-formed to have a consistent means of income they tend to resort to stealing.  It isn't out of malicious that they steal, merely necessity.  If a concentrated effort to teach them how to provide for themselves was made by one of the races then they may stop stealing and become a more respectable race, but until then they have to steal to survive.

Demons are manipulative demi-gods.  They were cast out of the heavens for being too weak or getting on the rwrong side of one of the higher gods and were banished to earth.  Since they can't get back they want to at least be in control on earth.

Ya, I tend to feel more sympathetic to most of the creatures and try not to think of them in black and white or good and evil...

168
DF Adventure Mode Discussion / Re: Most BS Deaths
« on: February 15, 2010, 04:49:48 pm »
Anytime the crossbowmen get a lucky shot and manage a headshot on their first bolt....>_>

169
I asked a town leader about her family and she said her husband was her uncle, brother and son.  I'm not even sure how that is possible...>_<

I tried to kill her, but I was a new adventurer and she crossbowed my face...

170
DF General Discussion / Re: Shashshur
« on: February 11, 2010, 09:52:16 pm »
Put a caged dragon with two chained/caged goblins next to it in the middle on top of the final layer of HFS

171
DF Adventure Mode Discussion / Re: A few questions
« on: February 08, 2010, 09:34:37 pm »
I can't help with much as I am a newbie adventurer myself, but I do know how to eye gouge.
You have to grab their face with an empty hand, not arm or item, hand.  Then it is an option to go on a pinching frenzy on him or gouge an individual eye.
Hope that helped.

172
DF Community Games & Stories / Re: The Dwarven Vault Project.
« on: January 27, 2010, 04:10:37 pm »
If there a any free dwarves, can I have it?  "SteeJan"

173
DF Suggestions / Re: An idea for Goblin siege upgrade.
« on: September 03, 2009, 08:07:31 pm »
As got the bombers, it doesn't have to have gunpowder, there are a lot of explosive, easy to get, materials out there.  They could have a barrel of oil (Or rum for the lulz/to anger the dwarfs) strapped to their backs and move twice as slow as normal soldiers.

Explosion =\= gunpowder

174
DF Suggestions / Re: An idea for Goblin siege upgrade.
« on: September 03, 2009, 06:36:53 am »
Maybe the anti-trap ones have a 100% success rate at deactivating the traps while normal ones have a 50% chance of activating the traps on themselves or deactivating it?  They can still do it, but it is a risky affair.

175
DF Suggestions / Re: An idea for Goblin siege upgrade.
« on: September 02, 2009, 04:57:33 pm »
Like I said, organized strikes.  As soon as they appear on the map have a small group go an dispatch them.  Have an anti-special-unit squad of elite dwarfs that can be sent to eliminate threats like the special classes before they make to your fort.

176
DF Suggestions / An idea for Goblin siege upgrade.
« on: September 02, 2009, 04:51:28 pm »
It sounds kind of obvious to myself, but my search didn't bring up any results, so here it goes...

In the last Talk session he mentioned having the goblins being able to overcome any static defense.  My idea was for there to be other classes of goblins.  Obviously there is still the regular grunts, but in addition there be specialized goblins that are like soldiers but they have other "skills" for dismantling defenses.  Here were some ideas:

Explosive goblins-Suicide bombers, they have a bomb strapped to them and can't fight worth crap.  They run at a normal speed, but when they get to their destination they explode and destroy any nearby walls (Maybe anything within 5 tiles of it), cause a lot of smoke and injure any dwarfs nearby with severe burns.  Not a very common type, but they could severely hamper the "wall ourselves in forever and never be hurt" strategy.

Trap Experts-Fight like normal soldiers, but they also can disable traps once they see someone else get got in one.  If they flee then they retain their knowledge and are even more lethal next siege.  Fairly common, but move in their own squads.

Sappers-Like real life sappers they burrow underground to weaken walls.  They could go up to a wall and "sap."  This would destroy the wall in front of them and make a hole in the ground under the wall.  they don't just insta-destroy it.  It may take a good 30 seconds to a minute.  Rare class, one or two tops per siege as they could do a lot of damage. 

Siege operators-If siege weapons are introduced then they could be the operators of them.  Can't fight and only enough to operate what is brought as the siege weapons would do a lot of damage as it is.

Builders-The can bridge gaps with pieces of wood, but they work slowly.  They would work in tandem with the sappers to breach walls.  Once again, not a whole lot per siege.


I think this would be a good idea because then it would encourage you to deal with the problems quickly.  It would also require organized strikes to take out the special classes.  This would work very well if a tool to allow specific targets gets implemented.  It would also prevent random grunts from being able to randomly learn advance siege tower operations or being able to dig as well as a dwarf.  It would also keep the damage to property to a minimum.  If just any grunt could destroy a wall or dig then they would destroy your fort's layout in minutes and no defenses would keep them out.  If it is like this then they would be forced to protect the important classes and there would only be a few goblins doing the damage.  Plus, with suicide bombers instead of diggers, the damage would be bad enough to potentially breech, but not bad enough to permanently disfigure your fort.

Another class idea I had that is unrelated to the sieges is this:

Assassins-They can bypass traps like kobolds and move in groups of 3-4.  They are essentially suicide strike teams.  They sneak into the base (Possibly give the a one tile explosive so that they can make an entrance if needed) and try to kill the first noble of legendary they find.  This would give purpose to the guards and require higher vigilance.  If they are caught before finding a target then they go on a rampage and kill anything can until they are put down.  Basically they are slightly better than usual soldiers that have good stealth and try to kill high level figures.

This would work well if you could assign guards to anyone.  Then when a dwarf elevates to legendary in their craft then they need to be assigned guards.

Sorry if all these are old crappy ideas, my search didn't bring anything up so I thought I would post it.

177
DF Dwarf Mode Discussion / Re: Your most badass dwarf ever
« on: March 23, 2009, 01:03:10 pm »
Eh, I haven't had many long lasting forts so mine isn't that great...

I had one of my starting seven dwarfs named Dominik.  He was my hunter woodcutter, but there wasn't much wood on the map so he spent most of his time hunting.  The problem was that most of the time there was only unicorns on the map.  I didn't expect him to last long.  He spent all of my 25 starter bolts on a groundhog and then proceeded to wrestle over 30 unicorns to death and countless other lesser animals.

One day I decided that I wanted to watch him for once (I'm normally to busy micromanaging to concentrate on one dwarf) to see how he could so easily wrestle unicorns into submission without any wrestling experiance.  So I'm watching him chase down the chosen unicorn ready to pause frequintly to see how the battle goes wound-wise.  He finally drives the unicorn down after a long chase and begins the fight.

Up until now he never had taken any damage before at all.  This time he was slaughtered.  He got his foot bit off, his arm broken, left upper leg mangled, bottom lower leg mangled and both his hands badly wounded.  Then his upper chest brakes and he collapses to the ground.  I quickly get the military out to try to save him even if it would be years before he fought again.  They come and use their crossbows to chase the unicorn away.  A hauler came and carried Dominik to his bed.  He then dies shortly there after to blood loss.

I had the military (All 8 eight of them) go out and hunt the unicorn down.  He already had a punctered lung and didn't get far.  Currently Dominik is in the gold vein I had mined out and I now have designated as the cemetary.  When I get my city done being carved out he will get one of the noble tombs for his bravery.  I learned a valuable lesson that day.  Don't watch your good hunters hunt.  They only do well in secrecy...

178
DF Dwarf Mode Discussion / Re: To survive the spiral, or abandon?
« on: March 20, 2009, 09:22:59 am »
"LOOSING IS FUN!"  :)

179
DF Dwarf Mode Discussion / Re: To survive the spiral, or abandon?
« on: March 20, 2009, 07:19:21 am »
Ride it out.

Ride.  It.  Out.

And for Armok's sake, make a video.  This is gonna be good.

^This!


Plus, you have an elf bone artiffact shield!  What could go wrong?  Ok, a lot.   Get someone that doesn't have any friends or family and go isolate them with that sheild.  That sheild is to live no matter what!

Then record for profit!

180
You could assign a workshop  to one specific dwarf (A legendary for instance) and have it make only specific goods (High level swords for instance) by pressing (P) on the workshop on the (q) screen

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