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Messages - Torgan

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241
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 28, 2011, 03:19:57 pm »
You could still use glass components to make weapon traps.  Build them on a path 1 square wide and when they hit the werewolves or whatever, the werewolf will eventually dodge sideways and fall off your walkway.  Alternatively it will work as a training room and by the time he makes it to your fort he will be a god among werewolves!

Though this always seemed like one of those exploity things to me so never tried it.

242
DF Gameplay Questions / Re: Invaders won't path into fortress
« on: February 23, 2011, 05:56:37 am »
Did you have any bees?  They are a really high value at the moment so that might have pushed up your fortress wealth.

243
DF Gameplay Questions / Re: Tard Caravans, Invaders, Ambushes, etc.
« on: February 23, 2011, 05:51:10 am »
To help the caravans get to your fortress you could always dig tunnels from your fortress to each map edge with stairs or a ramp to let them get down.  This should encourage them to take this route, set traps at the tunnel entrance to alert you to ambushes and/or wipe them out.

This could mean you have a four pronged siege attacking your fortress if your traps get overwhelmed of course.

244
DF Dwarf Mode Discussion / Re: Defending a fort, with no metal ores
« on: February 22, 2011, 08:29:07 am »
Cage traps, remove the gear off the caged goblins and equip that.  Then release the goblins for some training of your newly equipped recruits.

245
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 22, 2011, 04:44:54 am »
The key is optional complexity in game form. I'm looking for 5-10 swords/armor in 1 job time rather then 5-10 sword jobs between the dwarf getting distracted and wandering around. Its absurdly hard to properly gear up my armys before the sieges begin rolling in so mass production would help my armys survive the attrition process that i put them through.
Have you tried assigning your armour and weaponsmiths to a burrow that only covers your forge area and some bedrooms and dining rooms?  As well as turning off all other labours.  I've never found it absurdly hard to gear up a few squads but that might help you.  Stops them going for dinner 150z levels above where your magma forges are at least.

246
DF Gameplay Questions / Re: Nest Boxes?
« on: February 17, 2011, 03:31:46 am »
Thanks. Craftdwarves workshop. The one workshop I never ever built because it's been useless for so long.
You need to dig deeper and find blue metal then!

247
DF Dwarf Mode Discussion / Re: Do Dwarves Ride?
« on: February 14, 2011, 03:19:12 am »
Catapults.

248
I'm having a really hard time finding something underground to train as war animals. I want something really tough. But I can't seem to find anything. I wanted one of those dragon raptors or something. Sadly the dwarven civ is dead so no requesting. Is there any hope of finding an awesome trainable creature in the caverns? So far I've found Troglodytes, Rabbits (??), Crundles, Dire Trolls, Cave Crocodiles, Blood Spiders, Giant Olms, Moledogs, Archanas, Gorlaks, Giant Earthworms, Giant Cave Swallows, and Scorpions. None of which seem to be trainable... :(
Blood spiders could be worth capturing and taming at least, I bought one from the elves and it attacked some goblins that got into my fortress during a siege even though it wasn't a war animal.  Seemed to tear quite a few chunks out of them as well.

I always find war animals pretty rubbish though, any enemy with an edged weapon just tends to chop them to pieces.  War dogs even have trouble with thieves now daggers are a bit stronger.  The only use for them I've found is just to have them around your military so that the enemy might target them instead of your dwarves.

What we really need is pet armour, wtb adamantine armoured battle elephants.  (But I guess that's not moddable).

249
Heh why does ilithid ambushes have a massive toxic cloud that follows them everywhere?
One of the illithid types constantly releases an illithid toxin cloud, I think it may be the outpost minds and void masters but I can't remember.  It's actually useful as it's visible on your screen even if you haven't discovered the ambush so you can have a quick look around the map to try and spot an illithid ambush before you actually get ambushed.

250
DF Dwarf Mode Discussion / Re: best weapon discussion
« on: February 11, 2011, 06:32:14 am »
I can give them harmless steel/wooden/blue weapons
Unless something has changed steel warhammers are not useless, steel's quite weighty.

I wouldn't say maces are useless either, on my current fortress my first squad are mace users because the first migrant I received with military skills was a macedwarf.  Got promoted to militia commander and has survived all goblin sieges so far with all goblin leaders having been killed.  Looking at the combat reports it does seem to take them a while to kill stuff as it's mostly whacking people around and breaking bones but they seem to work alright, just not the best weapon I guess.  I dunno, as long as your dwarves aren't heavily outnumbered and have some skills and decent armour goblins aren't really that threatening.

251
DF Dwarf Mode Discussion / Re: Do Dwarves Ride?
« on: February 11, 2011, 06:19:15 am »
Disappointed no one has posted this yet!


252
If you go on the Genesis wiki it gives you a list of races on the front page.  You have demons (=goblins+1), illithids, werewolves, serpentfolk, centaurs and the fearsome kobolds as enemies.  As well as a more varied selection of underground, overground, semi/megabeasts and forgotten beasts.  And of course a bunch of nominally friendly races you can turn into enemies with some dwarven diplomacy.

If you're not a big fan of war it might be easier to mod out werewolves and centaurs as they have quite low triggers to turn up and siege you early on, I think Deon has said it's only 20 dwarves as the population limit.

Happy birthday Deon!  I have a masterful cake made out of masterfully minced forgotten beast eyeball, exceptionally minced dwarven sugar, exceptionally minced plump helmet and masterfully minced giraffe cheese for you somewhere.

253
I've tried my hand at making the exlosive "creeper" creature that was discussed a few pages back.  If anyone wants to try it out here is the code.

Spoiler (click to show/hide)

I'm warning you now that they may need tweaking.  Don't try attacking them with a melee dwarf unless you want that dwarf to die.  Stick to traps and ranged attacks.  If you manage to capture one, you might be able to set up a bomb breeding program to help your defences.
Don't know if this is much use but I've had a few forgotten beasts made of flame appear, when I killed them they exploded and melted my squad.  Same thing when I killed a Balor so I guess you could copy some of the info from there if you needed any help.  I've never tried to mod anything so no clue really though!

Awesome siege story Arghy, I do love the massive sieges in Genesis.  Just the holy shit! moments as you check the unit screen to find there's 100 werewolves on grizzly bears bearing down on your fort. :D  Then to have your militia commander barrel into them and body parts start flying across the screen.  Werewolf sieges>danger rooms for training!

Sorry and on nerve damage, according to the wiki you can change the healing rate for nerves but I assume that won't let them regrow nerves that are totally gone?

254
DF Gameplay Questions / Re: How To Farm in 0.31.x (DF2010)
« on: February 04, 2011, 07:09:58 am »
Nope, the mud will stay unless you smooth the stone or build something on top of the mud then remove the building.  I tend to flood my farms again just for giggles and to see how well my farmers swim but it's not strictly necessary.

255
On mythril: I want it to be a better material for armor, between steel and adamantine the gap is too big IMHO.
Don't black and red steel already fill the gap between steel and adamantine?  I'm sort of happpy with weapon materials at the mo, if I have iron I just start making steel in my blast furnace right away, make red if I have bauxite.  No iron then I make bronze stuff.  Repeat until crafters are legendary then make adamantine stuff.

I'm happy with the state of Genesis at the moment, not sure what else there really is to add but that's probably just my lack of imagination!


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