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Messages - HmH

Pages: 1 ... 118 119 [120] 121 122 ... 124
1786
DF Dwarf Mode Discussion / Re: Dealing with the unkillables.
« on: April 28, 2010, 03:27:36 pm »
Stun, unconscious, and web are the 3 2 ways to overcome TRAPAVOID.  If they have explicit immunity to all 3 2, there is no way to cage them.
Fixed.

1787
DF Dwarf Mode Discussion / Re: Untapping HFS?
« on: April 28, 2010, 02:13:23 pm »
120 cats dumped into Hell CAN, and WILL, breed faster than they get killed. At least until you have 80 demons in the pit.
Sigged.

Not counting already mentioned cave-ins(automatic ice-based cave-in machine sending icicles down the 1x1(or 3x3, cave-in mechanics will drag the demons down anyway IIRC) shaft should do the work), you may try to exploit catsplosion in a way excluding instant destruction of the entire cat colony. Such as adding a syndrome with all available symptoms to their blood.

1788
DF Dwarf Mode Discussion / Re: Dealing with the unkillables.
« on: April 28, 2010, 01:31:42 pm »
Yeah, they break apart if dropped, but first they break apart everything below them. Figuratively speaking, because cave-ins don't harm any items and leave corpses intact.

1789
DF Dwarf Mode Discussion / Re: Dealing with the unkillables.
« on: April 28, 2010, 12:57:09 pm »
Shrike, 1) Fortifications prevent cave-ins, use buildings instead.
2) Cave-ins still instakill, regardless of their material.

RNG, just in case your fortress design did not account orbital bombardment, build the traps on additional wall layering. They-mess-design-up problem solved.
Problems with reusability should be solved by loading more than one cave-in charge and recharging your traps frequently. To do so, use hanging supports(example is in spoiler).
Spoiler (click to show/hide)

1790
DF Adventure Mode Discussion / Re: Using buildings?
« on: April 08, 2010, 03:18:07 pm »
It's u.

1791
Retiring in a forest retreat actually does mean you've gone native. Your followers have nothing to do with it. It was that way in 40d, too.

1792
DF Adventure Mode Discussion / Re: Wascally Bwonze Cowossus.
« on: April 07, 2010, 05:13:01 am »
The fourth way to kill a bronze colossus, apart from decapitation, chasming and melting, is to crush him with a cave-in. Requires building a cave-in machine in fortress mode and won't give your adventurer a frag, but doesn't require digging for magma and all that. Oh, and beware the new cave-in dust, it is dangerous now.

1793
DF Gameplay Questions / Re: Engineering in Combat
« on: April 05, 2010, 12:48:59 pm »
A theoretical way to blind dwarves without taking eyes out of their sockets: mod dog blood to boil(don't forget to add [ENTERS_BLOOD] to it) and disable eyes on inhalation and contact, then drop a dog a few z-levels into a locked chamber with your combat engineers. They must be blind, at least for some time.

1794
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 02, 2010, 09:42:44 am »
EDIT: double post.

1795
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 02, 2010, 09:41:30 am »
In "leaves" section, there are no Quarry bush leaves. Instead there are Rock Nuts.
The leaves themselves are both inedible and non-cookable now, rendering the quarry bushes useless.

1796
DF Dwarf Mode Discussion / Re: Damn you, Armok!
« on: March 31, 2010, 05:16:02 pm »
Its second name is "the Paper of Scholars"? All these elves had pretty nasty papercuts, I should say.

1797
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: March 31, 2010, 05:09:45 pm »
A fire-themed possession occured right after I accidentally incinerated my pump operator in magma:
Spoiler (click to show/hide)
Tall crosses and a burning dwarf. Doesn't it remind you of something?

1798
DF Dwarf Mode Discussion / Re: For Science!
« on: March 26, 2010, 03:08:36 pm »
Quote
who will sustain the test subjects with plump helmets and wine
Caged dwarves don't drink booze. All they can have is water in buckets, so it's better to get a well(with bucket stockpile) there, too.

1799
DF Dwarf Mode Discussion / Re: For Science!
« on: March 26, 2010, 11:41:40 am »
Experiment name:
Survival in cages

Experiment purpose:
How long will the dwarf survive in a cage, given the completely isolated self-sufficient complex designed and constructed specifically for the purpose of keeping them alive? How long will they remain sane? Are caged dwarves fed with prepared food or trapped vermin? Are caged dwarves' happiness affected by miasma and quality of food and water? Do the caged dwarves' wounds heal? What labor governs the "feed the dwarf" job?
Additional: Do the caged nobles mandate anything? Do the insane nobles in cages mandate anything? Are the insane nobles in cages replaced? Are the sane nobles in cages replaced? How long will the other group of caged dwarves survive outside that complex, depending on the unorganized haulers? Can a caged dwarf throw a tantrum? Will the caged dwarves be fed when the Tax Collector arrives?

Experiment size:
Small: A caging machine.
Medium to large: The life-sustainment complex.

Notes/other:
Using Dwarf Therapist when counting happiness is advised.
Preferable amount of test subjects in each group: four to ten.
Caging machine needs a cave-in generator and a cage trap. Complexity of life-sustainment complex is up to you.

1800
DF General Discussion / Re: This game needs a tag line
« on: March 26, 2010, 10:52:49 am »
Dwarf Fortress - Where Elves Weep
Dwarf Fortress - Where Magma Flows
Dwarf Fortress - Where Goblins Steal Your *pig tail sock*
Three Clowns for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
In the Land of Dwarf Fortress where the Failures lie.
One Clown to rule them all, One Clown to find them,
One Clown to bring them all and in the magma bind them
In the Land of Dwarf Fortress where the Failures lie.

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