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Messages - shadowform

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1
DF Dwarf Mode Discussion / Re: Why is this a problem?
« on: May 05, 2014, 02:59:51 pm »
The thought occurs to me that people aren't really that scared of vampires and werebeasts: they're just another fun thing added to the game.

I wonder when Toady is going to add Werepotashmakers to make them appropriately terrifying again?

2

Oh god
I am now imagining a fat, hairy dwarf wearing bright-red antique boxers that say 'THE TATTOOED IMPRISONMENT' on the waistband and sixteen cloaks, wearing sunglasses, carrying a barrel of booze under one arm, with a tattoo on his gut saying [DUNGEON MASTER], saying 'Deal with it'.

3
Ah yes; magma! The traditional Dwarven greeting, farewell, welcoming gift, trash disposal system, noble disposalappreciation system, and power source. Is there anything magma can't be used for?

4
Self-explanatory. My first artifact on my new fort since picking the game back up recently was Greenbeans, a cedar splint.  I suppose I shouldn't complain too much since it has a picture of a bronze colossus killing an elf on it, but...  Greenbeans? Really?

What are some of the worst (and best) artifact names (or just plain artifacts) you've gotten lately?

5
DF Dwarf Mode Discussion / Re: When was your "Start of Darkness"?
« on: May 02, 2014, 03:12:50 am »
I decided to create a necropolis megaproject once. I made sure to embark on a location with plenty of obsidian, set up a very simple down-ramp on the surface to my underground entrance labyrinth-defenses-thing, and then next to it, built a large, more or less round footprint for a massive obsidian tower with gold columns (walls highlighting the obsidian; not actual supports). I built a dump-room for granite, attached masonries, locked a few dwarves inside, dumped them some food and drink and sealed them in. Permanent coffin-making slaves. The first of these was the first of those laid to rest in the necropolis; as it turns out, falling boulders of granite can have a negative impact on a dwarf's health.

Ten, twenty, then thirty floors. Tens, then hundreds of coffins.  Obsidian doors were replaced with silver, were replaced with masterwork silver, were replaced with masterwork silver encrusted with imported rubies and black opal. I was extremely fortunate to get a handful of masterwork statues (of various sorts) of things like forgotten beasts; I draped them in jewels and enshrined them in the necropolis. And then I realized:

You can't have a mausoleum without bodies.

The slave-dwarves, having made a surplus of coffins, stopped getting food. This got me a few bodies. My standard military, by this point, were well equipped and seasoned veterans, suffering few (if any) losses. I enlisted anyone who wasn't legendary in some necessary skill, handed them a short sword, a buckler, and an iron shirt, and sent them onto the field. That provided a few more bodies. I culled the first-born child of every family with children, luring them over a pit with the promise of a shiny lever before pulling a drawbridge out from under them. More bodies. Any immigrants who weren't married and ready to start breeding went into the pit or the slave army. The game changed from one of survival to one of carefully monitoring the sanity of my breeding dwarves, judging who could stand to lose another child and when, isolating dwarves from each other to prevent them from forming relationships, and routinely rotating dwarves between burrows to prevent any relationships that did form from becoming friendships.

I think I had some seventy or so dwarves interred by the time I decided I was tired of the map, so I waited for an immigrant wave, isolated one dwarf in a room with plenty of food and drink, and locked the remainder in a 'processing room' with just enough spike traps to send the survivors into a berserk fury, melancholy, or madness.The final dwarf had the duty of wading through the gory mess, slowly dragging the bodies of the fortress's inhabitants to their graves; some elaborate tombs, others merely holes in the wall into which a coffin had been sequestered. And finally, when he was done, he was ordered to wall himself into a room at the top of the tower, at it's center; a room with only a single, empty, coffin.

6
DF Dwarf Mode Discussion / Re: What do you do with metal?
« on: March 06, 2011, 07:33:35 am »
Metal? I listen to it.

On the other hand, play .19. This will solve you metal excess problem.

Alternatively, you could build a giant iron man who spits magma from his eyes an chest. Or you could do the ultimate trap course.
.19 solves your metal excess problems with metal shortage problems.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 06, 2011, 07:32:38 am »
Abandoned a site after prospector revealed the site contained only zinc and galena.  Having to import different metals is kind of nice for theme I suppose, but digging down LITERALLY over 100 z-levels and sending out exploratory shafts only to find nothing but rock, rock, more rock, and a handful of gems really isn't fun.  There needs to be a balance somewhere in how the metals work...

8
DF Dwarf Mode Discussion / Re: Encrusting Cages?
« on: March 04, 2011, 02:34:18 am »
Cages and weapons/armor both suffer from a funny bug like this: you can add to them with metalcrafting...  but not jewelcrafting.  You can only do so many permutations on master-steel-armor-with-gold-trim-in-a-heros-tomb before they all just end up the same, and I think having a a nice piece of ceremonial armor to bury a hero with would be kind of nice...

And also cages.  No gem encrusted cages, but you can decorated them with metal.

9
DF Dwarf Mode Discussion / Re: BY ARMOK'S BEARD! (Minor Spoilers)
« on: February 22, 2011, 06:34:53 pm »
except for a maceman on a giant cave swallow, who claimed a nest.
ONWARD, VILE BEAST!  CARRY ME FORTH TO THE DWELLING OF THE PATHETIC DWARVES, THAT I MIGHT...  wait, what?  Where are you going?  You...

...*sigh*

10
DF Dwarf Mode Discussion / Re: Forcing dwarfs to tear out their bones/skin
« on: February 22, 2011, 06:28:30 pm »
I must say, I still find myself impressed by the sheer callousness of some of the things players propose dwarves do every now and then. 

"Hey, I need more bones, why don't I just rip my own arm off, fashion my radius into a crossbow, and then wait for myself to regenerate another arm?"
You know, I can totally see trolls doing that.

11
DF Dwarf Mode Discussion / Re: Walling off cavern undwarfy?
« on: January 31, 2011, 02:50:28 pm »
Walling off the caverns is undwarfy.

...until you breach them again and engage six forgotten beasts at once.

12
DF Suggestions / Re: [Survival_Instincts]
« on: January 25, 2011, 12:06:55 am »
This makes sense.  Why would the risen skeleton of an ancient hero be just as strong as Urist McSoapmaker?

13
DF Suggestions / Re: Usage for wax
« on: January 24, 2011, 06:57:55 pm »
For you, perhaps, but for players who have a habit of importing 90k+ dorfbucks worth of gems in each caravan it'll have a significant effect.

14
DF Suggestions / Re: Hell bees
« on: January 24, 2011, 06:54:21 pm »
The thing is, unless they actually sting things, attack creatures that approach / disturb their hive, and so on, making them dangerous won't really do very much.

15
DF Suggestions / Re: "Do not automate" workshop setting
« on: January 24, 2011, 03:41:59 pm »
I think it would be better if, in addition or instead, you could turn some jobs off. You just go to your normal glass furnace and tell it to not accept any tasks except sand gathering, and you could go to your magma furnace and tell it to not accept sand gathering tasks. Then, you could issue both orders in the job manager and they'd be divided among the available workshops appropriately, and in whatever way you like.
Issue it the one job you want set to repeat, and 9 others set to suspended.  The ones on suspense will prevent additional jobs from being added and the one set to repeat will continue to run as long as it can.

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