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Messages - FreakyCheeseMan

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481
Nice... good luck controlling the titan, though.

482
Cave blobs cause a lot of trouble. Killed a few and then all of my fort was covered in they're coverings (+ blood, mud, vomit, ichor, etc) so all the animals had blisters on they're feet. But that's all. No "dangerous" or "awesome" effects. On the other hand Titan came and all who were near him during the battle rotted to death.

Yeah, all the really cool "infection" syndromes aren't that dangerous, unless you get them from titans.

When/if Toady does clean up blood spreading, I really hope he gives us some alternative way for disease to spread... or, at the very least, give us some sort of option to "bottle" dangerous spilled blood from uncatchable creatures, and use it somehow. Poisoned weapon traps?

483
DF Suggestions / Re: RAGE Virus (and more syndromes in general)
« on: April 18, 2010, 06:48:03 pm »
I'm not sure if it's a good idea to just take the whole idea from Mr. Boyle, perhaps we should just include "berserk" as a symptom for random infections? Random illnesses and diseases could be an interesting factor.

Well, what exactly goes into the vanilla version doesn't matter too much- I understand if some players wouldn't *want* hard-to-fight diseases that cause forced tantrum spirals, but so long as the syndrome tags exist, they could be modded in for zombie-mode, or a whole mass of other things. Goblin (or elf) rage bombs. Or a spectral night-mist that sneaks through your fortress, causing melancholy. Or something that makes a creature fall unconscious, then wake up and tantrum in the hospital. Or hell, some sort of enemy that causes your pets to all become enraged and attack your dwarves, but doesn't effect the dwarves themselves. Or something that poisons a creatures blood with the same effect, causes a (brief) bout of insanity so they drop their gear, then slowly ramps up dehydration and causes random tantrums- cause really, who *doesn't* want to see rabid dwarves?

484
are you sure cave blobs are tamable?
also, I don't know how effective a syndrome trap would be to do anything other then reusable trade depot purging.
positives, I don't know

The wiki says they are. *shrugs*

And no, right now they're less effective than most things. But then, damn near *everything* is less effective than cage traps- the point of dwarven war is not to win, but to win in as many ways as possible.

yea, lol, I have cage traps lined up, but I release magma into the chamber after every siege.  no prisoners.
on cave blobs, I might be mistaken, but I don't believe they are tamable.

"A Cave blob is a single body/cell organism, they are really weak [really, really, weak], it takes a dungeon master to tame these beautifu unique creatures"

From the wiki.

485
DF Dwarf Mode Discussion / Re: Making it harder
« on: April 18, 2010, 06:35:34 pm »
Syndromes are my golden boy lately. Want to make the game harder? Give more creatures nasty poison attacks.

486
are you sure cave blobs are tamable?
also, I don't know how effective a syndrome trap would be to do anything other then reusable trade depot purging.
positives, I don't know

The wiki says they are. *shrugs*

And no, right now they're less effective than most things. But then, damn near *everything* is less effective than cage traps- the point of dwarven war is not to win, but to win in as many ways as possible.

487
DF Modding / Twelve Monkeys
« on: April 18, 2010, 06:30:29 pm »
So, I came up with a cool, easy mod for a fortress that I think would work.

1: Up the population of Rhesus Macaques.
2: Give RMs a gas syndrome that causes RMs only to breed profusely.
3: Give RMs a contact syndrome that causes slow necrosis in anything.

Hopefully, this would cause the surface of the world to become a blood-covered wasteland; your fortress would have to either abandon all trade, or, for more fun, build a decontamination airlock out of grates and waterfalls. Traders would slowly rot as they came in, and dwarves going to the depot would be briefly exposed, causing some damage, which you'd constantly have to fight.

488
DF Suggestions / Re: RAGE Virus (and more syndromes in general)
« on: April 18, 2010, 06:27:25 pm »
Wait, why tuberculosis?

489
Working on ideas for new chapters to the Art of War (not just for use against demons or titans). Wanted ideas on using the new syndromes as weapons.

So, starting with common creatures... we have trouble. The only hard-coded syndromes are iron men, cave floater, cave blob and gnomeblight. Seeing as gnomeblight only works against gnomes (and I have no idea how to implement it anyway), our options are limited.

Cave floaters and iron men can both be captured and put in rooms adjoining the enemy, seperated by fortifications- just keep your dwarves well away, and they should get *some* damage, but not much. Maybe enough to turn the tide of battle, if it wouldn't mean exposing your dwarves to it as well.

Cave blobs have an even weaker attack, but are tameable... still, the best you could do is establish a breeding pit (do they breed?) above the entrance way, and drop a ton of them on your enemies.

Actually, all of these are so weak so far you might bet better off using them as part of a torture chamber.

That leaves us with syndromes from forgotten beasts and titans... for the moment I'll assume you can't capture them (if you can, you certainly have the skill and creativity to figure out what to do with them yourself).

The real idea seems to be to use syndromes with SYN_CONTACT, and try to spread the creature's blood to where your enemies are... an uncleaned "Death Room" could work for this, where you put your infected champion and a bunch of sacrificial animals and lock them in to track blood over the floor, then run your enemies through it... poses significant danger to your fort.

More fun would be to keep adding animals to the death room, (pref. war animals), so they all get nice and coated with blood- then release them at the enemy, hoping the latter will get coated during the ensuing fight.)

You can also, of course, use creatures directly- snakes and GCSs will do nicely.

Oh, and if you're lucky enough to get a contact syndrome that causes unconsciousness, try to make a "death room" on the entrance to your fortress from the caverns, or even from Hell, with the floor covered in the stuff- then you might actually be able to capture a forgotten beastie or two.

Thoughts, comments?

490
Yeah, but I imagine invades have a hell of a time

491
Hmm... if anyone should get annoyed at the prospect of shiny blue stuff, it should be other dwarves. Humans probably wouldn't even know.

492
all this talk of weaponization is cool and all but what you need to do is create biological bombs i use 2 different ones: the "happy kitty bomb" (whenever a cat is killed it releases a cloud of vapor that causes insanely bad necrosis horrible bleeding heart stoppage and permanent paralysis) and the "freeze bomb" (whenever a dog is killed it drops a rock set to boil at 0 which on the dwarven scale is something like -2000 celcius yes thats below absolute zero) all you have to do then is bring a few with you and let them roam around and be killed. however the one disadvantage is the anyone in your fort who likes cats will rapidly go insane. at the end of year one i had 46 dead cats and a berserk armorsmith.

Certainly cool... but if I'm gonna mod stuff, I'll usually want it to make the game harder. Like, mod mountain goats or rhesus maques with acouple conditions- a bloodborn pathogen that causes slow necrosis, and a gas that causes rapid bleeding.

Actually, best to make the bleeding a rarer thing, or make it only effect the thing that carries the necrosis. Point is to make the surface covered in blood that causes the necrosis, so you have to be careful letting anything in, but it's not instant death, either.

493
Life Advice / Re: Tab overload
« on: April 18, 2010, 05:40:05 pm »
Tab explosions are a good thing. It's healthy to close everything once in a while, even when there's stuff you might like. It's a good way to come to grips with the ephemerality of mortal life.

494
DF Dwarf Mode Discussion / Re: I found a friend in the underground.
« on: April 18, 2010, 05:38:06 pm »
I wouldn't mind having diplomatic relationships- even trade- with the local civs, but it might get really confusing. I suppose if you kept them primitive, though, with no economy at all or just enough of one to feed themselves... maybe have some option to "give" them certain items (food and weapons).

I wouldn't mind having an area of the caverns I lent to my snake-man allies, and another where my dwarves had ceremonial/recreational hunts of the plump helmet men.

495
DF Dwarf Mode Discussion / Re: What is a spolier to you? *spoliers*
« on: April 18, 2010, 05:34:17 pm »
I think the spoiler stuff is silly. We have a ton of tiptoing all across the forum and wiki- both of which are populated mostly by experienced players- in the hopes of shielding newer people and not ruining a (fairly minor) surprise for them. I mean, this is DF we're talking about, not Harry Potter. I mean hell, the introductory movie gives away everything you need to know.

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