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Messages - Aspgren

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1381
DF Dwarf Mode Discussion / Re: Your best engravings
« on: November 18, 2009, 05:32:34 am »
Suggestion:

Find a dwarf who holds grudges. We all know we sometime run across troublemakers who have rubbed 3-5 other dwarves the wrong way. Now tell him to engrave, what exactly does he engrave in regard to his enemies?

I could have tried but all my dwarves get along so damned fine :( and the only ones who didn't were murdered by gobbos.

1382
DF Dwarf Mode Discussion / Re: Extra fun: Destructible houses
« on: November 18, 2009, 05:28:03 am »
Thats an interesting idea. I've noticed a few worldgen towns where the humie buildings were perched up on stilts, but they were constructed 1x1 larch walls on the corners.

This was on a taken-over goblin tower site with a big mountain in the middle where the humans built their human structures. So the buildings were perched up on the mountain side with the overhang supported by wood walls underneth.

Interesting idea though, OP. But it would be weird if a building destroy took out all but one support on the far corner and it didn't collapse.

Yes that would be weird  :-\ all you can do at the moment is to construct small buildings - or divide the building into smaller parts to avoid it looking TOO weird.

1383
DF Dwarf Mode Discussion / Re: Extra fun: Destructible houses
« on: November 17, 2009, 05:37:34 pm »
I feel incredibly foolish now. Okay. so skip the ramp.

The houses can for simplicity be built like this:

Top floor.  Ground level.

wwww       S      S
w....w   
w....d #>              <
wwww       S     S

S support. W wall. > stairs down. < stairs up. # grate.


This construction works, I tested it thoroughly... so anyone have any stories?

For those who wish things to be neat and tidy a constructed -central walkway- could be made with grates or hatches or bridges that lead to the different houses. I'm imagining a swamp village here.


 Bridges don't count as support.  Or a simple grate will do, but this gives you the option to trap the dwarf inside.

You have that option with everything. Levers can be hooked up to grates and hatches and bridges..

1384
DF Dwarf Mode Discussion / Re: Releasing Giant Eagle?
« on: November 17, 2009, 05:22:12 pm »
I don't understand why everyone keeps enforcing this "use a lever" thing. It's a hassle! You can just dig a 1x1 pit with a ramp out of it and dump the animal in there.

Once they throw it in it walks out on its own (in the case of eagles you don't even need the ramp) and no dwarves will attempt to throw it back in.

1385
DF Dwarf Mode Discussion / Extra fun: Destructible houses
« on: November 17, 2009, 05:14:53 pm »
I didn't find anything in the search so I'll just ask y'all.

For those who want extra FUN out of their above-ground fortresses, I thought of a nifty little thing to do. In a thread recently someone asked if supports burn and yes - they do. They're treated as furniture.

They can also be demolished by building destroyers, as a kind skeletal cougar showed me once. So here's the idea I came up with: if you build your houses on supports - and let dwarves enter and exit only through ramps. A wildfire or a gang of evil horses can tear the supports away and collapse the entire building;D which is fun.

Example:
Spoiler (click to show/hide)
Anyone done something like this? Share your stories!


Edit: I've only tried with wooden supports. No idea if stone burns, it logically wouldn't but ... logic + DF =  ::)

Edit 2: the design doesn't work. Scroll to my next post for a proper one. (I know some people only read the OP and nothing else)

1386
I was about to build a GIANT MAZE filled with all kinds of dangers and horrors and I would throw all immigrants into it, only those who survived the maze would be granted entry into my fortress  :D but it fell flat on its face when in the middle of my construction i found a underground pool.  :-[

I had designated so many tunnels to be made and I just haven't gathered up the strength to restart it.

1387
DF Gameplay Questions / Re: Stockpile issue (SOLVED)
« on: November 17, 2009, 06:20:17 am »
Dwarves - too frightened to do the dumb thing. Too dumb to do the smart thing.

Dwarves < Lemmings

1388
DF Gameplay Questions / Re: Blind champion - Any use?
« on: November 17, 2009, 03:53:49 am »
So. I have a champion. HE, on the other hand, has no eyes. I don't know when this happened, or how, because it's a community fort. He's walking around normally.
Is he gonna be any use in combat?
I mean, he can't spar anymore because of the spinal injury and the broken head (I love that wound), and I think his neck, but can he even SEE the enemy?

I've heard that blind dwarves only "see" a 3x3 area. I'm not sure what this does for practical gameplay but ... if a goblin is next to him that goblin is toast. I'd imagine it's difficult to avoid projectiles though... and that he'll be a very inefficient guard.

1389
DF Gameplay Questions / Re: Unassigning/Releasing from cages? [SOLVED]
« on: November 17, 2009, 03:49:26 am »
Your civ has fantastic mental health professionals that you will never have access to. Your liaison will come back, and he'll be sane to boot.

and he will bring many, MANY soldiers.

Awesome, when? I've gone a few years now and the caravan shows up fine, but no liaison. He definitely made it off the map, though. I watched him.

I was implying he'd kick your ass. :) but the dwarves won't do that ... though technically he'll bring soldiers to protect the caravan. My latest caravan brought like 17 guards, I almos feared for my life!

1390
DF Dwarf Mode Discussion / Re: Assigning war dogs to Champions.
« on: November 17, 2009, 03:46:23 am »
Nej man kan inte ge dom krigshundar såvitt jag vet. Dom behöver dom ju inte ändå, en legendary champion är mycket snabbare än en hund och når fienderna innan hunden ens hinner få nosen ur baken.
(No you can not give them wardogs as far as I know. They don't need them anyway, a legendary champion is much faster than a dog and reaches the enemies before the dog even gets his nose out of his behind.)

1391
DF Dwarf Mode Discussion / Re: How do end a fort
« on: November 16, 2009, 06:41:09 pm »
a pretty awesome way would be to build a tower that reaches far into the sky, and a series of bridgeapults up there.

recruit ALL dwarves and put them up there, pull the lever and watch them fly in all directions

1392
DF Dwarf Mode Discussion / Re: Blood and vomit
« on: November 16, 2009, 05:14:44 pm »
Well I hope all fluids become properly "fluid". I would drown my foes in the blood of their ancestors and keep elves alive to harvest them for my sickening flesh moat. If trolls regenerated we would even have the famous "infinite food source" ready, completed with a fresh drink of regenerative blood.

ooh.. new idea...

... troll... wow ... I can think of nothing unhealthier (except zombie trolls) to eat ... I mean they're worse than MUD for crying out loud

1393
DF Dwarf Mode Discussion / Re: Not seen this before.
« on: November 16, 2009, 05:12:06 pm »
I heard somewhere that dwarves who "are getting used to tragedy" and "don't care about anything anymore" drink more. That true?

No idea. but it would be a cool and balanced downside to the tragedy thing ...

1394
DF Gameplay Questions / Re: Unassigning/Releasing from cages? [SOLVED]
« on: November 16, 2009, 01:43:31 pm »
Your civ has fantastic mental health professionals that you will never have access to. Your liaison will come back, and he'll be sane to boot.

and he will bring many, MANY soldiers.

1395
DF Dwarf Mode Discussion / Re: Blood and vomit
« on: November 16, 2009, 01:37:19 pm »
So, blood and vomit are "coverings" and have no depth.  No matter how much goblin blood I'm able to extract I just can't fill a pool and drown someone in it.  Damn.

What do you think?  Would the game be better if you could extract and save the vital essence of those who tried and failed to invade your pristine mountain sanctuary?  Or would all the precious red fluid just get in the way?

I'm sure there would be any number of interesting vomit collection schemes, and just as many uses to which it could be put.  Imagine the possibilities...

When it comes to vomit I don't see why there would be anything but "coverings" since vomit isn't as much liquid as it is wet plump helmet oatmeal...

... but on the topic of blood. Indeed there could be a good use for it. But to replace blood covering with liquid like water would be weird. Imagine an arm being lopped off and suddenly there's blood everywhere? Though if a creature releases blood when it DIES that'd be interesting and realistic. If we say that now a goblin leaves a corpse. The edit would create a goblin who leaves a corpse - and a 1/7 tile of blood. Kill a whole group of goblins in a narrow hallway with grates for floors and the room below SHOULD be resemblent of something from silent hill.

The possibilities go beyond this as blood-living vermin could be introduced, and certain monsters could be attracted by the blood. Like ogres to bones or dark gnomes to booze... the possibilities are many and I support it. but I don't really know what toady has planned for blood and I doubt any of these ideas are new...

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