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Messages - Shade-o

Pages: 1 ... 114 115 [116] 117 118 ... 125
1726
DF Gameplay Questions / Re: Where do I power my pump stack
« on: March 16, 2010, 12:34:31 am »
To make sure the magma's hot enough?

1727
DF Dwarf Mode Discussion / Re: The most awesome siege
« on: March 15, 2010, 04:18:53 pm »
I unwisely decided to make the entrance to my sewerworks outside my walls. While carving it out, my miners were attacked by a horde of ghouls, which are tough customers. Since there was a ton of them and only four miners, I figured that they were doomed and recruited them. They tore a bloody swathe through the undead, causing all the survivors to flee. Unfortunately, all but one miner died. But each and every one of them had killed many more zombies than expected.

After the battle, it looked like a butcher's shop had exploded. Ghoul bits and dwarf bits were scattered over the fields, the bridge, the river, the tunnels, the stairs... A decapitated head even made it over my walls into the main courtyard! Every combatant had been torn to little bits, with not a single clean kill. After fighting his way out of the sewers, the lone survivor emerged to daylight to see the remaining undead fleeing in terror. Having sustained broken bones and near unconscious from exhaustion, the miner limped towards the main gate.

Suddenly, a ghoul leapt out of nowhere and they began wrestling on the drawbridge! The survivor was helpless! A passing weaver was drafted, and with a flying tackle knocked the zombie off and tore him to bits!

That miner was given the profession 'Tunnel Lord', and shall be among the highest of my nobles. Since then he has eviscerated all manner of monsters and men, often without being drafted.

And he just had a possession mood, creating a throne made of native platinum ore and platinum bars.

Called Matchedsank the Fist of Picks.

1728
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 15, 2010, 04:01:47 pm »
Currently playing my own mods, which so far has led to being attacked by hordes of ogres bringing packs of blind dragon pets. Being incredibly hard to kill, I've just been capturing the majority and storing them. Eventually, I constructed a 10-level pit and dumped all (which was a huge number) except the elite ogres into it. It was universal gibs, and an upper arm actually made it back to the first level. Now to fill my refuse stockpile...

I'm considering doing the same for the Blind Dragons, but the butchering of every myriad bit that goes flying away will take too long. Perhaps a drowning chamber?

1729
DF Dwarf Mode Discussion / Re: A blessing or a possible curse?
« on: March 14, 2010, 09:04:08 pm »
If you can't resist hoarding the gold (and you shouldn't!) then you must also hoard food early on. Try and get as much growing done in the fields, send them out for herbalism in between planting and harvest, and try and set up a little meat industry. Remember that simply hunting animals will extinct them, so capturing and breeding is the way to go.

Order as much food as possible from the traders, and make sure bears and raccoons don't steal it. Just make sure you have enough food to survive a large population increase.

1730
DF Modding / Re: Guns and Gunpowder: Potential Mod.
« on: March 12, 2010, 05:59:12 pm »
It was a Knight with an arbelest vs a pirate with apparently an unending supply of pistols.

Well, it would be quite wise of a pirate to carry multiple pistols if he could obtain them. Reloading is hard under fire and impossible when in a swordfight, so many pirates would wear a set of pistols, so that they could grab one, fire, throw it or club the enemy, pull out another, and so on. Carrying other gunpowder weapons like primitive grenades was not unheard of, either.

As it was, the pirate kept unloading on the knight, but all he did was concuss him until he shot him in the face.

Of course, I'm not sure how many accounts there are of knights fighting pirates, but the simulation didn't seem too impossible.

1731
Fffffffffuuuuuuuuuuuuuuuu-

1732
DF Modding / Re: GCS Aren't Breeding
« on: March 11, 2010, 11:11:40 pm »
If they are EXOTIC, then wild or tamed, they will not breed at all. That's why creatures like Giant Rats and Moles typically die out. They have short lifespans, and the DM doesn't arrive until it's too late.

1733
General Discussion / Re: Big old soviet plane pictures from boingboing
« on: March 11, 2010, 09:45:03 pm »
What strikes me is that all this incredible flying -things- were made many decades ago, from the 1930's to the 1980's, and by the USSR, which had a less than stellar production quality record. And yet many of them were at least semi-useful.

Which leads me to think: With modern alloys, electronics, joining techniques, robotic assembly, top-notch oversight and unlimited funding, it should be possible to not only duplicate these results, but improve on them by a large factor.

So where's my flying battleship?


1734
DF Dwarf Mode Discussion / Re: Recording your History
« on: March 11, 2010, 09:11:11 pm »
I've made multi-story library complexes, consisting of a huge square room with rows and rows of geometric 'bookshelves', with little desk and table setups for studying them.

1735
DF Gameplay Questions / Re: What happens when...
« on: March 11, 2010, 07:09:03 pm »
"Now, we thought the mead hall was a bit boring, so we upgraded it..."

"...with a 20-level obsidian spire!"
*Audience gasp*

"And that brook that ran past the town? We replaced it..."

"...with magma!"
*Audience gasp*

1736
DF Dwarf Mode Discussion / Re: If you could automate anything...
« on: March 11, 2010, 03:29:14 am »
I remember somebody once made a conveyor belt for items.

It was a series of bridges that were on a repeater, so every time they raised they launched the cargo a short distance. Apparently it was quite laggy from all the airborne items all of a sudden.

1737
DF Modding / Re: Help Please?
« on: March 11, 2010, 01:49:01 am »
As far as I can guess, it is the lack of a king or similar that cancels out the upper nobility. Military Site leaders (like the Master Lasher who runs the town) may or may not affect this, but you'll have to test it to be sure.

Ergo, you could remove [CAN_HAVE_MILITARY_SITE_LEADER], and add [LEADER_TYPE:KING]

1738
DF Dwarf Mode Discussion / Re: I just don't get coins.
« on: March 10, 2010, 04:59:28 am »
There is no reason to make coins but to store them in a vault, and look over your piles of gold, silver, platinum, and diamond-encrusted privies, while the filthy hordes of rodent-men outside gnash their teeth at the thought of such wealth denied to them.

1739
DF Gameplay Questions / Re: Aboveground foods and other goods
« on: March 10, 2010, 01:15:37 am »
Food cannot rot in a food stockpile, but barrels let more get stacked in a single tile, and protect against vermin.

1740
DF Modding / Semi-Megabeasts steal to protect us
« on: March 10, 2010, 12:08:43 am »
I was looking through my pile of semi-megabeasts, and noticed that there was an abundance of tags that caused them to steal food, drink, and crafts. Partially motivated by interest, partially by annoyance at the clutter that this generates over history, I removed them all.

It was interesting.

The worlds that I generated were much lower in civilisation count. In fact, many of them completely lacked kobolds and elves. The others were also much smaller and less expansionary.

After a few strange worlds, I checked the Legends. It was brutal.

Without the stealing of trinkets and snacks to distract them, Minotaurs and Ettins simply killed. Many civilisations were destroyed before the first generation of children could grow up. The sentient races were either dead, or barely holding on.

So let that be a lesson to you. When you read Legends and snort in annoyance as you see row after row of how a monster steals beer and earrings, do consider that the alternative is a bloody world of empty dreams and Minotaur-Kings sitting atop piles of bones. Because deep inside, they don't want to crush, kill, and destroy. They just want a hoard of cow meat.

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