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Messages - HmH

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241
Roll To Dodge / Re: Roll to Magical Fight Club.
« on: March 13, 2019, 03:15:15 pm »
Ahem. Pointing out how many points we have would be welcome.
And it would probably inspire more people to make a character.
Just saying.

242
Roll To Dodge / Re: Roll to Magical Fight Club.
« on: March 09, 2019, 01:26:11 am »
Name: Benjamin Snipes
Appearance: A squat guy with a small paunch, wide shoulders and a perpetual stubble.
Backstory: As a professional shaman, Ben's job is to talk to troublesome ghosts, sort out their issues, and occasionally banish them back into the world of the dead.
As a crooked shaman, most of Ben's money comes from binding the most interesting ghosts and selling their names to the highest bidder.
One of those spirits, desperate to escape slavery, had offered him a way to get fit, resolve his own issues and learn to kick ass all at the same time. When Ben accepted the deal, the spirit told him about the Fight Club.

Body: Medium
Mind: Medium-High
Soul: Medium-Low

Equipment: Tambourine of Summoning, Hallucinogenic Blotter Square

243
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: March 08, 2019, 02:10:44 pm »
I wish there was more to life than beans, death, video games, board games volcanoes, and taxes.
Granted.
Creating New World (120543 Rejected)

I wish that any and all of my wishes, including this one, were impossible to corrupt.

244
Give them to your baron as a gift, along with a mysterious unmarked lever standing right next to the cages.

245
DF Dwarf Mode Discussion / Re: Dwarven Amusement Park?
« on: March 04, 2019, 05:16:27 am »
Keelhaul Ride: send a minecart through thirty tiles of 7/7 water, covered from the top.

246
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2019, 05:06:06 pm »
Recently, I had 44 elven warriors come to my 30-dwarf-strong fortress, allegedly looking for some place called Mistclunked or something.
I might have tolerated their presence - they did, after all, have more legendary warriors on their side that I had warriors at all - but then I saw them read poetry to my dwarves. Poetry. And my dwarves listened to it.
I was not about to permit free dissemination of hippie art, and direct assault was out of the question. After a bit of consideration, I decided to give them permanent wooden lodgings, where they could recite their poetry in a controlled environment.

Unfortunately, I did not think of confining them first. Building a king-sized cage-in machine for forty-four customers took longer than they had deigned to remain, and so they departed, all forty-three of them. Didn't even bother to say goodbye so I could lock them in one of the trap corridors.

But that's not the weird thing. As you probably noticed from the number discrepancy, one of them had stayed behind. An elite bowelf, she was unwounded and unencumbered(no sentient bone trophies on her, just the wooden "armor" and "weapons"), and yet she moved with the speed of a palsied turtle. Literally. I'm pretty sure turtles move faster than she did.

Unless leaving their stroke victims in dwarven fortresses is the traditional elven method of senicide, I thought, she must have had a special mission. So I had her motives checked by sending her to my artifact vault. She didn't grab any of the things in there, so I concluded - maybe incorrectly - that she wasn't left behind to execute the slowest heist in the world.

Since there could only be one other reason for a suspiciously legendary, suspiciously slow-moving elf to stay behind in my humble deathtrap, I had her vampire-checked by testing the aforementioned king-sized cage-in machine on her and all the other moochers that spent their days distracting my dwarves with fine arts and liberal thinking.
Surprisingly, the test came back negative: she got knocked unconscious and ended up in a cage. Now she is decorating my dining hall, permanently stuck in a state of Socializing.

Now, the strangest thing is that while the other guests I had caged received water and food(as evidenced by the buckets next to their cages), the elf herself did not. While I applaud my dwarves on their surprisingly good judgment in this regard, it's been half a year and she still didn't die.

So, I have an elf that moves like a terminally sober dwarf, decides to stay in a dwarven fortress when all of her buddies have left, has no ulterior motives that I could prove, is not a vampire, and needs no food or water to survive. Anyone have any idea on what she might be and why she decided to stay?

247
DF Gameplay Questions / Re: Dealing with Vampire Guests
« on: February 22, 2019, 05:55:53 am »
A cave-in generator with some cage traps(a cage-in machine, as I like to call it) will help detect the vampire.

Build a one-tile-wide corridor surrounding a 3x3 room with fortifications in place of walls. The room must have no heavy traffic above it, to prevent cave-in dust from inconveniencing any passersby, and a solid wall underneath the center tile, to prevent the cave-in from punching through the floor; set it up in a remote corner of your fortress if you want.
Hollow out the 3x3 room using the ramp assignment, not the dig assignment, so there's a 3x3 empty space one tile above it.
Build the cave-in generator next: a support in the center of the room; a free-hanging floor tile constructed on the level above, on top of the support; the support linked to a lever. (If there are no floor or wall tiles directly adjacent to the floor tile, it will cave in when the support is toppled, which will happen when you pull the lever.)
Fill the corridor with cage traps, except for one tile: build a table or a statue on that tile, so you can make the corridor into a tavern later.

Set up the table as the only tavern in your fortress, set up a meeting hall there as well, establish a burrow that does not include the room and the corridor, use military alerts screen to assign all civilians and military dwarves to the burrow.
Wait for the guests to go to the new tavern/meeting hall, while your burrowed dwarves stay away.
Pull the lever.

The lever will topple the support and cause the floor tile to cave in. The cave-in will produce dust. Dust will knock out the guests. Unconscious guests will trigger the cage traps and wake up behind bars. Except for the vampire - vampires can't fall unconscious, so he'll be the only one in the room not to fall into a cage.

Pasture the caged guests to let them out, do whatever you want with the vampire.

It's not the goblins - I know that already. I suspect a human dancer due to wearing "suspicious" jewelry (human tooth bracelet, human bone amulet and the like). I'd like to expel him, since I can't lock him up or arrange for an unfortunate accident...
I'm pretty sure Justice can be used to jail visitors, too. It doesn't work 100% correctly, especially the part about actually releasing the visitors after their sentence is served, but it works.

248
5. Just got through setting it up myself. Wiki guide is unstructured, easy to misread, so I'm laying things out in steps.

1) Make a squad with as many marksdwarves as you want. Make sure they have crossbows assigned to them, not "individual ranged weapons". Make sure you have quivers for them, too.

2) Go to Ammunition, select their squad. It allows for 250 bolts of any material. Change it to 1000-2000 bolts of wood, set for combat and training both. (Or 100-200 bolts per dwarf, if you plan on having fewer than 10 in the squad)

3) Go to Schedules - and here's the tricky part. There are TWO lists of orders in this screen - one is a table with squads on the top and months on the left, and one is below that table, a list that by default has only one order: "Train, 10 minimum". You want the list below to have 10 orders "Train, 1 minimum" instead of one "Train, 10 minimum".
To do that, first delete the default order with x, then press o. New screen appears. Press o until "Train" is selected. Press / to set minimal number to 1. Press enter.
Now you have given the squad one order out of ten. Without switching to any other months, do the same nine more times.

4) Now you have the right orders for one month out of twelve. Copy orders for that month and paste them for the other eleven.

5) Build Archery Targets, set them as barracks andassign them to the squad for training. One target will only be used by one dwarf, so build one for each dwarf you train.

And now they should train, as many as are currently available. If you had one "Train, 1 minimum" order in the bottom list in Schedules, as I'd done at first, you'd have only one dwarf training at any time.

249
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: February 13, 2019, 03:45:46 pm »
they lose something when the claws are removed :-\

Specifically, they lose the first joint of all their toes (or toe beans, per Internet parlance). This can lead to lameness, bone spurs, lasting pain and spinal complications, since their feet don't work the same way.

And litter issues. If you're a heartless bastard and have their foot fingers amputated at the last knuckle, you can at least understand "I get to wipe up piss and pick shit off of my floor for the remainder of their lives."

Take it from me. We adopted two cats. Both were declawed at some point before we got them. They occasionally decide they don't like the box.
Nah, clawed ones occasionally decide that too. Mine is a perfect gentleman most of the time, but his gentlemanry goes on the fritz every once in a while.

250
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: February 13, 2019, 01:56:33 pm »
Our cat is provided with ample alternate scratching items, gets yelled at every time he scratches anything and still does it, the cocky bastard. I think he likes the attention.

252
I saw that in the patch notes also.  Awaiting SCIENCE for confirmation.
Just tested it. Confirmed: the exploit no longer works.

253
DF Suggestions / Re: Amputate Infected Bodyparts
« on: February 02, 2015, 03:17:58 pm »
Ah, but what if the patient doesn't want amputation?  What if they would rather walk around until they die, leaving pools of pus wherever they go (how do you even get a pool's worth of pus?) rather than live with the massive blow to both working ability and body image.  They might react violently, grab the bone saw, and go after the poor surgeon.  There's fun for you right there.

Also, not all infections are gangrene.  An abscess, for example, you might be able to just drain.  The cleanliness of your fortress, however, would be a big factor in whether it heals up or gets infected with something even nastier. 

This would be something appropriately grisly and realistic for the game, and it would be neat to have it, but I don't think anyone wants their legendary weaponsmith's new nickname to become UristMcNubs because of one infected hangnail.
I guess this could be implemented by assigning certain values of stress to surgical operations, but that's a separate suggestion entirely: adapting healthcare to the new happiness system.

True, not all infections demand radical forms of treatment, and perhaps operations such as "puncture an abscess" or "excise infected tissue" could also be included.
And there's a pretty good chance of repeat infections, especially with a low-level surgeon. But we're talking about dwarves here, the sort of people who are perfectly fine with amputating a patient's pancreas if the chief medical dwarf tells them to. Mengele's dream assistants, in other words. They'll just keep cutting off the infected bodyparts until either the surgeon levels up enough, or there are no more bodyparts left to infect.

I don't think anyone wants their legendary weaponsmith's new nickname to become UristMcDead, either, which is the way things happen in the game right now. (And I'm pretty sure civilian dwarves don't need hands to do their jobs.)

254
DF Suggestions / Amputate Infected Bodyparts
« on: February 02, 2015, 02:27:19 pm »
Lots of dwarves die from untreated infections. Not all of them have the Recuperation and Disease Resistance necessary to recover from it, and even with high stats, the dwarf isn't guaranteed to survive. Due to the nature of armor system, wounds such as smashed fingernails and broken fingers are impossible to prevent, so there must be some way to treat them.

The simplest solution is to amputate the infected bodypart. That's how doctors in real life dealt with infected wounds before antibiotics, after all.
Sure, the dwarf will be a cripple, but at least he won't die of something as embarassing as an infected nail. (And your surgeons will finally start to rack up experience at the same rate as suturers and cleaners, he he he.)

UPD: Right now infections don't seem to trigger the "cut it off!" response as they should; that is reserved for rotten flesh. In real world, necrotized tissues are dangerous because they get infected, so I don't see any particular difference between the two.

255
Name: Klaus Klaussohn
Side: B
Skill: Noble Heir
HP:
Weapon:
Armor:
Shield:

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