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Messages - shadowform

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136
DF Dwarf Mode Discussion / War dogs suck
« on: November 21, 2010, 02:31:56 pm »
No seriously, they suck now.

I'm trying to transfer some wild gazelles to a single cage since they can't be tamed until a dungeon master arrives and one got loose.  A nearby animal trainer got a bruised arm before catching it in a chokehold and beginning to choke it out, sending it into unconsciousness.  A war dog wanders by, charges...

and then runs away with a broken rib with accompanying lung wound.

Earlier I dumped a goblin thief into a pit willed with war dogs and he killed THREE of them before succumbing to the wounds of the fall and passing out, which allowed the dogs to eat him.

137
DF Dwarf Mode Discussion / Re: Nickel's "sharp blades" use?
« on: November 20, 2010, 04:54:02 am »
Nickel, or garneirite?

138
DF Dwarf Mode Discussion / Re: Surviving The Rot
« on: November 19, 2010, 04:23:28 am »
I had one rotting child being saved by the surgeon. however, he's now not recovering from 'resting'

he has no health problem nor the health screen shows lost abilities.

he has splints all over the place where it was rotting.

rotting dwarves won't go on the hospitals until passing out, which means that the surgeon response time need to be quite fast, as by the time they pass out the rot is pretty extended and almost terminal

/infodump
I remember a post somewhere about someone who had a military dwarf that'd had most of their body excised by a surgeon to contain rot...  eyes, cheeks, lots of skin and fat...  almost everything.  And the bastard survived.

So never give up on this kind of thing, especially if you have a good doctor.

139
DF Dwarf Mode Discussion / Re: Blood Management
« on: November 19, 2010, 03:30:24 am »
You could also run DF hack once in a while and remove it :P
What's the latest DFHack compatible with?

140
DF Dwarf Mode Discussion / Re: Danger Room Design
« on: November 10, 2010, 04:09:42 am »
If you want a good no-hassle danger room with a minimum of injuries, build 1 training spear per trap and set them to a pressure plate (or multiple pressure plates) located in a well-used hallway.  Don't worry about the kids - other dwarves will have the babies eventually, and as long as you have really nice weapon racks, dining rooms, and a nice statue garden or two, it'll just make your dwarves used to tragedy that much faster.

141
DF Dwarf Mode Discussion / Re: Broken Bones, No Medical Care
« on: November 10, 2010, 04:04:03 am »
Dwarves stand to the top or left of what they mine so this is the third cave in, second friend of his, and a bull that you've done harm to via poor management.
[sarcasm]Gee, thanks for making me feel better and aiding my problem by telling me something useful, like HOW to get them not to dig the part that will cause a cave-in first...[/sarcasm]
Oh, and I said the second cave-in killed one of his friends, not that this is the second cave-in that killed one of his friends.

Quote
But he's got a shot at recovery if he's made it to a bed and doesn't have nerve damage. It's infections you need to worry about actually killing him after he's up and walking again. If you do set up a hospital make sure they've got some soap to clean out wounds with before they sew them shut.
Oh...oh dear. No, he's still running about, digging and such (although with me being more careful how I dig). I completely lack soap, a hospital, or anything else medical.
Quick and dirty guide to hospital:
1. Kick a dorf out of his room.
2. Hit and designate the room as a zone.  Hit <q> and move over to the zone, then press <h> to designate it as a hospital.
3. Built a table to one side of the bed.  This will be used for some surgery.
4. Build another spare table.  Build a rope from a clothier's shop, or a junk metal chain (nickel, zinc, tin, copper, etc) at a forge.
5. Have a mechanic construct a mechanism, then a traction bench.  The rope/chain, table, and mechanism will be used in its construction.
6. Build the traction bench on the other side of the hospital's bed.

Quick and dirty soap
1. When the dwarven trader comes, request lye and/or ash, as well as any animals of your choosing.
2. Alternately, make lye yourself by building an wood furnace and ashery, making ash at the furnace, and then turning the ash into lye at the ashery.
3. Butcher an animal.  Have a kitchen cook it's fat into tallow.  DO NOT cook the tallow.
4. Build a soap maker's shop and have it turn the tallow and lye into soap
.

142
DF Dwarf Mode Discussion / Re: Delay Device?
« on: November 10, 2010, 03:41:40 am »
Regarding bridges -

With channels, turn your forts entrance into a raised pathway.  Do one of the following:

1. Dig out a section of the path, add 2 10-tile long bridges, attach pressure plates to retract them.
2. Build rising bridges lengthwise along the path to fling invaders to one side
3. Cover it with an checkerboard pattern of pressure plates and spike traps, with the pressure plates set to activate the entire sea of spikes.
4. Build a secondary tunnel above it.  Build supports along the path, and channel out holes in the upper tunnel so you can build floors on top of the supports.  Allow access to the tile above the support through bridge or hatch, which don't provide support and will thusly allow the floor section to collapse into a proper landmine.
5. Secondary exit on the ground floor (sealed via bridges, water, or some combination thereof) to allow military to exit and finish off those wounded by the fall.

143
DF Dwarf Mode Discussion / Re: Welcome to Wheeldangled!
« on: November 10, 2010, 01:51:19 am »
They got those atributes from their military skills. Weapon skills give strength, shield skills toughness, etc.

They do have some defering starting points for those atributes though.
Well...  yes, but you're kind of missing the point.  Their ending stats are still higher than my standard military because their starting stats were higher.  I still have members in my normal squads that are weak or flimsy.  Some are strong or very strong, yes, but this one particular squad is still filled with, and will always be filled with, the strongest, toughest, most combat-effective dwarves I have available.  They might be mighty because they have great military skills, but other dwarves with great military skills are only strong or very strong.


144
DF Dwarf Mode Discussion / Re: Poll of Dwarf Entrance
« on: November 10, 2010, 01:19:38 am »
For one of my megaprojects I built a two 12x12, 6-story towers out of solid gold.  These bookended a set of three 4-story 5x8 marble towers with a walkway between them, and all of it sat on top of a pair of (I think) 5x10 marble bridges.  Of course, I built 10 or 11 total of those gold towers between the three embarks the accompanying wall covered, and about 17,000 more marble blocks on top of that...  but even so.

Don't get so focused on the gate that you forget to make what it's guarding impressive as well.

145
I'd say it was a success: there was a fall, a stabbing, and someone getting burned.

Seriously though, I don't think falling onto spikes cause harm unless something has been changed recently.

146
DF Dwarf Mode Discussion / Re: Welcome to Wheeldangled!
« on: November 09, 2010, 02:01:57 pm »
I check incoming dwarves not just for military skills, but for traits.  For instance, the makeup of my elite hammerdorf squad are dorfs who are almost all either mighty or unbeleivably strong (the two top tiers for strength), indefatigable or inexhaustible (top two tiers of endurance), tough at the very least, and generally good spatial / kinesthetic sense.  The two who are merely 'strong' are highly resistant to disease and fast to heal, or unbreakable.  By comparison, my standard militia - bronze armor, steel axes/swords/maces - tends to be flimsy, clumsy, weak, and generally anyone with military skills who doesn't meet the exacting physical standards to get into the elite guard.


147
DF Dwarf Mode Discussion / Re: New way to kill nobles
« on: November 09, 2010, 04:11:59 am »
Why would you even WANT to kill nobles anymore?  I mean, tax collectors maybe, but now that you can basically select your primary noble, it's fairly simple to get a baron that just asks you to make some new tables each year and then merrily tells you not to export them as you toss them into the atom smasher  / pit o' magma.

148
DF Dwarf Mode Discussion / Re: Magma mountains?
« on: October 10, 2010, 08:58:09 pm »
Molten rock on the surface, adamantine spires, chunks of ground suspended in midair and/or falling to the earth...

I think you're accidentally found Hell erupting into the dwarven world, heralding the End of Days.

149
DF Dwarf Mode Discussion / Re: Metal Doors?
« on: October 10, 2010, 08:04:30 pm »
Metal doors are a nice way to increase room value. Decorating them can boost them to ridiculous levels. I'm building a tomb for my king right now that has three rooms in it; since there's an artifact bronze door with his image on it, I've been decorating another bronze door to go along with it. A undecorated masterwork bronze door comes in at 600 dwarfbucks, but the decorated door is sitting at 36,000+. Hopefully I can get a star sapphire from a future caravan so that I can hit my target value of 44K.

Far as trollbait goes, supports are a better choice than Depots, especially if you put a floor above them. With any luck, the impact will take out some goblins as well.
Decoration can make things crazy.  My throne has a value of  350k just in furniture, and 6 of the 10 objects aren't decorated yet.

But, yes.  Other than room value and aesthetics there's no reason to use metal doors.

150
DF Dwarf Mode Discussion / Re: the magnificent teleporting goblins
« on: October 10, 2010, 06:32:04 pm »
It's a take on a fairly old concept.  When I build a goblin hole, I usually make it ~8 stories deep (or enough to cause decent wounds without killing) into a pit of spikes.  One Z level up are fortifications and a walkway for marksdwarves (if I want to train them) and - of course - you can send a normal squad inside after the critters land in their damaged state to get them more kills & a title.

I did a sort of variant on this once that combined it with a noble trap, and instead of murdering my baroness I ended up giving her a title.  It was actually kinda badass so I ended up letting her live and accepting the fact that I would have a few rooms decorated with native silver furniture (made from imported ore, hence the original reason she was in the combat pit).

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