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Topics - UmbrageOfSnow

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As it seems near-impossible to actually kill a husk, does anyone have good strategies for preventing a single husk from interruption spamming the entire fortress into oblivion. 

Vampire-wrestler vs. Kitten husk seems to be a never-ending battle, but at least the husk is contained to one workshop area.  Sadly, there are no doors between the workshop and the central stair.  So any dwarf wanting to go from one floor to another (even not passing through this level) sees the husk many levels down, panics, and cancels whatever they were doing.  I haven't been able to get anything done for 3 months now.  Including the miners I have set to dig a back stairway bypassing the workshop level, and the dwarves set to install doors anywhere it might block some line-of-sight.

Literally, no tasks have been completed and the announcement log fills up with interruptions every day, limiting my backlog to maybe the last interruption of yesterday-in-game.

I've tried modding the dwarves with [NOFEAR], but they are still being interrupted.  Should I mod out the eyes or emotions or what?

1. How do you temporarily mod your dwarves to break the cycle?

2. How do you design your fortress to avoid it being brought to a halt so easily.  I'm definitely installing internal doors (and cage traps) everywhere now, and building an alternate "express" stair-shaft to key floors.

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Hi Everybody!

So last night I downloaded .09 and messed around with a fortress before .10 was up.  I actually thought the animals hostility bug was hilarious.  So I'm going to do a story/community game to take advantage of it.

I'm using MixMod 31.09 v0.4 for variety of pets.  There are hundreds of extra creatures here.  I've gone through the raws and replaced every [PET_EXOTIC] with [PET].  I'm going to add [TRAINABLE] to animals whenever I feel like it, if I think for a moment it might be funny to have War Zebras, I'll make the change.  You know what? I just did that.

There are 49 civilizations in the world right now.  I'll be at peace with or hostile toward with a random but large number of each depending on the civilization you choose for me.  Since I genned the world after making everything [PET]s, traders should bring all sorts of random animals in cages.  I'm going to buy them all.

I hereby pledge to never have a military.  I shall have a few Animal Trainers, surrounded by pets, who have perhaps studied wrestling and might wear leather armor (from butchered pets of course).  They will be in the military for stationing purposes, but the fighting will be done almost entirely by our furry friends.

I will attempt to keep a breeding pair of each animal locked up (not caged, just chained), so that I can always repopulate.  Maybe I'll nickname the head beastmaster Noah, who knows.

If I can dig, caverns will eventually be breached, I need to get more animals.

Cage traps will be the only non-animal defense.  Non-pets captured in cages will get to fight the war zebras of course.

I shall embark with a breeding pair of every animal the game allows me to.  If this means no skills and no items, so be it.  I'll bring at least a digging implement and an axe though.

With so many caravans coming and going, and so many potential sieges, it is going to be unlikely I don't wipe out a few caravans while slowly chewing siegers to death.  C'est la vie.

The embark will be a 2x2, since this will be an FPS nightmare, but I'm going to look around for one with 4 different biomes.  I genned a giant region, there is a lot of space.  I will maximize how many civilizations can reach the site.  But I'm open to specific biome suggestions.  Also, vote for what race I should be!  I'm indecisive.

Good idea?  Terrible Idea? Best of both?

Also, I'll dwarf/wizard/robot/kobold/drow/minotaur/otherdwarfthingy/vault_dweller anyone who wants it.

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DF Gameplay Questions / Military Nobles
« on: June 04, 2010, 08:43:49 pm »
General, Captain, Lieutenant.

The wiki tells me they exist, but has no information on them.  They didn't exist in previous versions, and I can't find anything on the forums about them.  What exactly do they do?

Can you have multiples of each?  Do you need to have any?  The wiki says they all require offices, and in my current fortress I'm planning out all the noble office space all at once.  Outlining the throne room for the King/Queen at the same time as I'm setting up the final office for the manager and the bookkeeper.

Has anyone actually seen these nobles, or are they straight out of the RAWs.

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DF Gameplay Questions / How much hospital is too much hospital?
« on: May 28, 2010, 10:36:39 am »
Ok, so I'm a big fan of planning the fortress out ahead of time with room for expansion.  I have a graph paper notebook where I sketch complicated parts of my fortresses for reference.  Superdwarvernly anal.

So assuming the population eventually gets to the 200 cap, how many hospital beds should I have?  And for that matter, how many prison cells?  And how many doctors and nurses (wound dressers with no other medical skills)?

I'm honestly considering 150 hospital beds just to be safe, but I'm worried that might be beyond overkill.  I'd rather do things too big than too small though.  In you, the forum's esteemed opinion, how many dwarves out of 200 could possibly be injured/sick at the same time?

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