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Messages - ReverseWill

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16
DF Dwarf Mode Discussion / Re: Military System
« on: May 17, 2010, 03:11:18 am »
My problems are threefold. One, the entire training thing seems sort of clunky and broken, making my squad unevenly trained [if at all]. Two, the sit there and train until they are starving and dehydrated, which may be lethal if I forget about them. Three, they seem so ineffectual now. My ten Competent Axedwarves in full iron armor sets get slaughtered by a half-dozen Troglodytes that escape without a scratch, which doesn't make me very happy as I had to jump the first two hurdles just to get them halfway combat-ready.

I don't know if there's more fixes on the way in these respects, but I certainly hope so. These days, I lose a lot of forts because I depend on traps and sealing mechanisms rather than a standing defense force, which I can't seem to wrap my head around the creation of.

17
DF Dwarf Mode Discussion / Re: Editing embark settings
« on: May 09, 2010, 08:51:09 pm »
Hi, is there a way to edit the embark settings (points and number of dwarves). I can't see anything in the data files, so I don't think so, but I thought I'd ask here in case. The guy who embarked 40000 cats for the Nuclear catsplosion must have done something to these settings.

Cheers,

Christian

As an aside, I believe the forty-thousand you're thinking of was the body temperature of the cats, rather than the number of them.

18
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: May 09, 2010, 08:37:33 pm »
A Diorite mug. My stonecrafter got possessed, grabbed a dozen rocks, and cranked out the best cup ever. Too bad they're useless.

Also, does it seem like possessions turn out less useful artifacts to anyone else?

19
DF Dwarf Mode Discussion / Re: Misadventures in water traps
« on: May 09, 2010, 08:20:44 pm »
Having a ceiling is essential, as previously stated. As far as your building destroyer problem, try digging fortifications for the water to drain out of.

20
The military. A million times the military. I'd like the new customizations you can do if they weren't so buggy. As it stands, I prefer the simpler system used in 40d. I'll still play 0.31, but I pretty much rely on traps and what-have-you.

21
DF Dwarf Mode Discussion / Re: I thought I was a terrible person...
« on: May 09, 2010, 08:13:07 pm »
How do you order this lol ?

You either channel a hole, or use any available tile marked "Open Space" that your dwarves could get adjacent to. Make an activity zone over the open space, and press 'p' to label it as a Pit/Pond. Then, press 'P' over your new Pit/Pond to edit the settings. There, you'll find an option to turn your pond [which is what it defaults at] into a Pit. When it's a pit, assign contents. You can assign a wide variety of animals and invaders to your pit. When assigned, the dwarves will lead whatever creature you assigned to the edge and then throw them in.

Also, some advice- if you're planning on throwing in caged hostiles, build their cage right on the edge of the pit so they have less of an opportunity to escape and wreak mayhem in your fort. as your dwarves attempt to toss them in.

22
DF Dwarf Mode Discussion / Re: The funniest dwarf likings?
« on: May 07, 2010, 12:06:29 pm »
I've got a dwarf at the moment that "likes white demons for their rhythmic undulations".

But I thought everyone knew white demons couldn't dance?

23
Some demons are gas and can pass through fortifications.

Good try though.

Can anyone else verify this? I'm very skeptical.

Steam demons, man. I had them.

24
DF Dwarf Mode Discussion / Re: Funny ways youve killed cows
« on: May 04, 2010, 03:28:11 am »
Forum trolls only arrive when the forum worth and population rise above a certain number.  Doesn't this sound hauntingly familiar to a lot of you...?

I only hope we don't have the Hammerer come before our death traps are ready.

I don't think the BanHammerer will be taken down so easily, sir.

25
DF Dwarf Mode Discussion / Re: experimentation fortress
« on: May 04, 2010, 02:40:37 am »
Don't mess with lakes, either. I just recently learned how much water pressure there is 2 z-levels below the surface. I had a 20x20 room get filled to 7/7 with water in two frames.

Just stick to rivers, brooks, and pools. They're a lot less dangerous.

26
DF Dwarf Mode Discussion / Re: Most inappropriate engravings
« on: May 04, 2010, 01:53:18 am »
I had my mason make a bunch of statues for the dining room, right? He made all eight of them about dead dogs or dogs in the process of being killed by sundry humanoids and wildlife. I nicknamed him "Urist McJerusalem" after that.

Another time, I had an engraver put not one, but two pictures of the same dwarven soldier being killed in battle. Why was it inappropriate? It was in the soldier's mother's room.

27
DF Dwarf Mode Discussion / Re: RE:Atomsmasher
« on: April 30, 2010, 12:04:59 am »
Might be completely off topic, but how do you get your useless nobles to stand still on the smasher?

Create a lever where the only accessible pull location is under an atom smasher.
Connect lever to atom smasher and set it to "usable by nobles only".
Watch the noble enter and lock (forbid) the door as soon as he enters to prevent him from leaving during the 100 frame time period between lever pull and noble-smash.

It'd have to be off-center, as you can't build a lever under a bridge. Still, if you locked the door, left him in there, and had him toggle the lever enough times, he'd eventually get atomsmash'd.

28
DF Dwarf Mode Discussion / Re: Insanity from drowsiness df40
« on: April 28, 2010, 01:57:36 am »
I once had a squad of seven marksdwarves. They were all still green, as they were the first batch of military that weren't wrestlers at the time. My champion wrestlers had been slain in a goblin siege [somehow], so the marksdwarves were all that was left.

So, here we are, they're shooting at targets, when "An ambush! Curse them!" appears. I go, "No problem" and send them out to deal with it. About eight seconds later I noticed that the gobbos outnumbered them nearly three to one, and that it couldn't possibly end well. As it turned out, they filled the little jerks with wooden bolts and won and survived, but not without sustaining heavy injuries. So, per the 40d medical system, they were laid in their rooms to rest.

Fast forward a few months. Booze shortage! I had forgotten to make any, and had no natural water. Apparently, giving the invalids a drink was pretty low on their priority list. So, within a game week of my noticing, all seven marksdwarves go insane from a combination of drowsiness, dehydration, and unhappiness. By some odd sort of luck, six out of the seven went stark raving mad, while the last threw himself into my magma moat. So, I had six batshit dwarves running amok, pulling levers, and generally harassing the hell out of everyone. Their antics eventually caused a tantrum spiral that later doomed the entire fort; it's just as well, because they somehow managed to mess up my magma delivery system and flooded most of the lower levels with magma.

My favorite part was how they occasionally tried to regain a semblance of their old lives by going to the archery range, only canceling the task due to being "too insane."

29
DF Dwarf Mode Discussion / Re: Play Now! is bad....very bad
« on: April 28, 2010, 12:52:23 am »
Anybody know the dwarven record for fastest death of a fortress? I mean 4 seconds has got to be close.

That's even faster than the time I cranked the minimum temperature up to 998O degrees Urist. Sure, the world was on fire, but it took a whole eight to twelve seconds for everyone to die.

30
DF Dwarf Mode Discussion / Re: Love the Hospital!
« on: April 26, 2010, 01:06:40 pm »
I haven't gotten to play with the hospital too much. Either I have doctors and no supplies, supplies and no doctors, or both and no injuries during a time where they would be treatable.

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