Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rat Of Wisdom

Pages: [1] 2 3 ... 11
1
DF Suggestions / Parades
« on: August 24, 2010, 02:40:22 pm »
As discussed in the #bay12games IRC:

Parades.

By the military, specifically. Have them march up and down in all their goblin-slaughtering finery and give anyone who sees them a happy thought from "seeing the splendor of their fort's military" or something. Magnitude of the happy thought could be influenced by the quality of their weaponry/armor, the combat skill of the parading dorfs, and/or each soldier's kill count.

This sort of leads into general military ceremonies; perhaps dorfs might throw a party when someone becomes a legendary champion?

(Not that this would be particularly useful, but it'd be pretty awesome and that makes it worth suggesting.)

2
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 20, 2010, 02:39:17 pm »
Oh god this is what happens when you swear off DF for the greater part of the academic year because you have essays and shit to write but you're depressed and vulnerable to timesinks and it is just being hell of enticing with its little smiley faces carrying various parts of goblins to garbage stockpiles and shit.

What happens, you ask?

You forget about little details. The little idiosyncrasies that make DF DF and not RL. Like the fact that bridges do not, in fact, support constructions.

Designated a huge stretch of wall between various free-standing parts of my railgun (I am still building that bad boy and I am doing it in 40d because hell if I'm going to do all that work again) after being very proud of the nice scaffolds I constructed. First section is completed and promptly plummets to the ground, which is several z-levels below; not such a problem except for the fact that it also creates a huge dust cloud which knocks several of my electricians unconscious. Unconscious is a bad thing for a dwarf to be when they are standing on a narrow scaffold many z-levels up.

Urist McElectrician has died from colliding with an obstacle.
Urist McOtherElectrician has died from colliding with an obstacle.


These were just the two bastards that got supremely unlucky and missed the upper levels of the generator housings, plummeting all the way down to smack into the top of the waterworks. The other five (including my legendary miner from the starting seven) had probably enough complete and working parts between them, after their fall, to make about three complete dwarves. (I am sorry, Mr. Pratchett, but that is just how it was.)

*facepalm*

So yeah, I exercised my powers as an incarnation of Armok; the ones that survived are back to full health. There was no need for that. Plus the potential destruction inherent in the railgun way outweighs the certain destruction suffered by the dorfs.

3
DF Dwarf Mode Discussion / Beak dogs
« on: June 09, 2010, 10:15:39 am »
I know the "What the f*** are these things supposed to be anyway" issue was more-or-less resolved (with input from Toady, no less) but I came across this passage while reading and instantly thought "OH SO THAT'S WHERE HE GOT THEM".

Quote from: Michael Moorcock
They were in sight- racing through the rain. A man frantically spurring an equally frightened horse- and behind him, the distance decreasing, a pack of what at first appeared to be dogs. But these were not dogs- they were half-dog and half-bird, with the lean, shaggy bodies and legs of dogs but possessing birdlike talons in place of paws and savagely curved beaks which snapped where muzzles should have been.

- "While The Gods Laugh"

Disappointingly simple, I know, but remarkably well-suited to the name, Toady's description of them as having talons like Velociraptors, and to being ridden by small greenskins.

Feel free to discuss beak dog-related shenanigans if you don't care.

4
DF Dwarf Mode Discussion / Re: My very own Mordor
« on: February 28, 2010, 02:03:40 pm »
One does not simply embark into Mordor.






</obligatory>

5
My champions regularly cut down fleeing goblin squads all by their lonesome by catching one, mortally wounding it and hurling it into the next one in the line, which is at least knocked prone, and perhaps stunned, for long enough to allow the champion to catch up and repeat the process (it helps that dorfs tend to chase flying creatures until they hit the ground, which may be because it's the impact that kills them, though I've never paid attention to that so I don't know the specifics).

So, 1-tile-wide corridor, a goblin and a champion wrestler at either end. Maybe a goblin in the center for them to actually smack into, in case they pass each other in midair, or two in case one can't be hit twice. Don't use hammerdorfs because the goblin will likely be dead before it gets more than a few squares.

Bonus points if you test this several times to find out where they're likely to meet and build a detector chamber at this point, made of white stone so the bloody bits stand out.

Even more bonus points if you use the positions of the gibs and blood trails to work out significant and fundamental properties of the DF universe. (:P)

6
DF Gameplay Questions / Re: Quick question about obsidian casts
« on: February 27, 2010, 02:33:53 pm »
It's also my experience that most people who build significant cast-obsidian structures fill the lower levels of mold and scaffolding as the upper levels are being built, while the method you've laid out would require building the whole mold before filling started anywhere.

Not that I've any experience building these things (although my next megaproject idea incorporates one) but I'd sort of assumed constructing the mold first was the default approach. It wouldn't feel much like a mold otherwise, or maybe I'm too protective of my dorfs and consequently don't want them around flowing magma =/

7
DF Dwarf Mode Discussion / Re: Fortress Design Poll
« on: February 27, 2010, 11:53:17 am »
My forts so far have displayed organic development. I plan a few things, and then it grows so I plan some more, et cetera. Mixed in with that are some highly spiffy symmetrical constructions, like my housing complex, but on the whole it's highly chaotic.

Might try a rigidly fractal one next time though.

8
DF Gameplay Questions / Re: Fortress Request
« on: February 27, 2010, 09:32:41 am »
Just sink a 3x3 stairway into the ground and build rooms coming off of that.  Anything can go anywhere.  Shorter distances make things more efficient but winding little ant tunnels are sortof more fun to make. 

What he said. The wiki has some highly useful beginners' information; there are, so I've heard, tutorials on the forums; but part of the fun (I think) is learning what to do and what to really not do. Ever. In a million years. Unless you like dead dwarves (or 1FPS, which is a bigger threat for me at this point).

Some useful stuff to remember though:

Dwarves like to be happy. They generally get happy from eating, drinking, using or seeing really cool stuff. They also don't like being unhappy. They get that way when bad things happen to them or to things they care about.

You can't make beds out of stone, but you can make almost anything else. Except bins and barrels, which will become more important as you start producing more crap. (Make that stuff out of wood instead.)

Farmers (and farming) are important, in the sense that any animal your dwarves hunt for food is technically capable of ripping them limb-from-limb. However, the meat industry has useful by-products.

Finally, dwarves are (at this point) ridiculously stupid, and will happily wander into certain death, be it by falling, starvation, drowning, burning, or being violently separated into their component parts by large animals. If you've got them doing anything more complex than sitting around talking, watch them like a hawk until you get a feeling for what stupid things they're more likely to do.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2010, 10:21:01 pm »
Meh, I have bigger carp to butcher than stupid goblins. And yeah, medieval humans made good crossbows. Dwarves would likely make better crossbows. But no way in hell do goblins make good crossbows. And dwarves make excellent platemail. Unless the gobs aim for the throat, which wasn't the case here.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2010, 09:10:23 pm »
Thanks a lot =) I've decided, however, to exercise my powers as an incarnation of Armok and revert to my last seasonal backup. I lose a little progress on my megaproject but whatever. When the gobs show up again I'm locating the elite crossbowgobs with DC and fucking terminating them in godly fashion.

Fucking ridiculously overpowered weapons. I'd expect an iron bolt to penetrate steel platemail and mangle both lungs and the heart if it were fucking rocket powered and fired from an ☼adamantine bolt thrower☼, not if some fucking elf-kissing carp-wanking upstart cowardly bitch goblin decides to hide behind a mob of wrestlers and lashers and snipe at my champions (who are more than capable of handling anything else the gobs could throw at them).

Rrrgh.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2010, 08:49:43 pm »
Dammit, she did as well. The corpse has been moved by now, the bolt hasn't. Would reviving her work now?

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2010, 08:41:20 pm »
Fucking elite crossbowgoblins just wasted their second champion.

People actually gave a shit this time, as I had two minor tantrums. Both dorfs calmed down when they got back to their rooms, though.

I wasn't prepared to let her go, and revived her about three times with Dwarf Companion. She bled to death each time, almost instantly, despite having no injuries visible (but still flashing the "mortal wound" red + symbol). Someone wanna tell me what's up with that?

13
NOW! To my megaproject... Making the river larger, making a the pond into a lake and building my keep and turning my town to a city!!!

I was just going to ask what your project actually is, too.

You know, I think the old criterion for becoming a city was whether or not you had a cathedral...

Also, you're gonna need a bank, and you're gonna need to stock it absolutely fuckin' chock full of really valuable coins, in a vault with masterwork steel floodgates, etc. And you're gonna need to have little glass windows with chairs behind them assigned to your tellers. Yes, these things will be absolute hell to deal with, but a megaproject is nothing if not exceedingly impractical...

14
Not to mention the part where they flooded the coliseum and had sea battles. complete with sharks

I did say "all that and more"... :P

The aesthetic "you know it to be true" value is what I was going for on the bloodworks. I might make my arena be an open pit where I can build structures to have "mock" battles in. I might throw in an overhang so that I can make the soldiers spar in there. The grates would also allow me to have the "flood arena" lever, which would be awesome, quite honestly.

And secondly, I have no carp. :(

Hm.

Do captured gobs pick up and use weaponry you leave lying around?

I'm thinking an Unreal Tournament-style arena with structures and shit (major bonus points if you use drawbridges for walls and retracting ones for ceilings so you can alter the arena's configuration on-the-fly, but I'm not sure how well that'd work) where you dump a bunch of weapons (and armor if they'll use that too), put a gob at one end, a champ at the other (both wearing nothing) and let 'em at each other.

15
Brilliant!! I HAVE AN IDEA! I am going to design an arena where the floor is going to be intertwined floor and grate so that the blood of the enemies will drip into a water pool underneath.

I hate to burst your bubble, but that's not gonna fly :( I know this because my champions have been murdering the utter fuck out of many goblins in my drowning corridor, which is lined with grates, and the tiles below the grates are squeaky clean.

If you really want to make it like the Colosseum, reserve the level underneath it for a maze of twisty little passages (all alike) that hold cages with various dangerous creatures and end in hatch-covered ramps to the arena floor. Link each cage and hatch to a lever (or different ones, I doubt it matters) so you can control just how many nasties your gladiators are fighting.

Bonus points if you separate the arena floor into compartments that each have a different fighting environment. Maybe a regular block floor in the one, grow trees and shit in another, have sand-covered hills in the third (sand-colored constructions on top of which you can dump sand? Dunno how that'd work, or maybe use a tile editor) and swimmable water in the last. (For battling carp, natch.)

Yes, the Romans did all that and more. Except less compartments and more altering the configuration of the entire arena, but that's less feasible in DF. Oh and their lions and shit were lifted into the arena on slave-powered platforms.

Pages: [1] 2 3 ... 11