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Messages - Expurgate

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DF Dwarf Mode Discussion / Re: So I caught a Skeletal Giant Eagle...
« on: July 23, 2010, 06:49:25 am »
Build a giant, multiple z-level glass and steel aviary, then release the eagle into it. Make sure it's in the middle of a meeting hall. Create a pit zone at the top of the cage over a several-tile-wide, 3-z-level high tube sealed by two sets of hatches, one at the Z-level where your dwarves will toss creatures, the other at the bottom over the aviary proper. Open the first hatch, pit some gobbos, close the first hatch, then open the second hatch. Make sure they have a multi-level stone pillar, complete with stairs or ramps, to land on so they don't die on impact and so they can try to run away. Watch(/imagine) as your idle dwarves squeal with delight as the skeletal eagle rips the hapless gobbos to pieces and tosses bloody goblin chunks all over the cage.

I have something similar and awesome in my current fortress.  Make a solid gold dining room, in which one wall is constructed of glass blocks.  Here is how the prisoner insert system works

.......................X
.......................X (Z-0) Open ground tiles, with glass wall to the north and stone walls to all other sides.
.......................X

---------------XX
---------------XG (Z+1) Overhanging container with a floor grate at the bottom.
---------------XX

---------------XX
---------------XP (Z+2) Second level of overhang, P denotes a pit accessible from the right hallway, covered by a grate controlled separately from the Z+1 grate.  You build a gobbo cage right next to
---------------XX  the pit, order the goblin pitted, close the upper gate, and open the lower gate to drop them into the killing grounds.  For me, its a breeding pair of Giant Cave Swallows (would have preferred bats but couldn't catch any)

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Therefore, an artifact adamantine shield might be better than a wooden one.

Gee, I never would have guessed  :P

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 16, 2010, 08:34:11 am »
You need to run dfcleanmap.exe  Make sure you have the beta version of DFHack for use with 31.10, if they're not working that's the most likely issue.  KEEP THE DFHACK FOLDER.  Because contaminants are so god-awful persistent, you will need to run cleanmap AGAIN and AGAIN as the contaminants get washed off of clothes/dwarves.

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:40:01 pm »
My first fortress on the 31.01 release had a very interesting encounter with a FB. I had walled myself off from the caverns, and after several dozen FB's came, eventually one came that excreted some sort of poison whenever it went through water, turning it white. Eventually I needed a source of freshwater, and since I was on the ocean, I had to use cavern water for a water source. After a while I noticed I was getting a lot of messages about job cancellation, resting injury. Apparently the water had been contaminated with a paralytic, and anyone who drank from it became numb, temporarily.

And my dwarves became immune to pain.

Ooh, more info, please? I'm syndrome-obsessed, and I don't know where or how what you described would work in the current system...

If you care about my syndrome: it was spread by forgotten beast blood, which you obviously get in spades.  Immediate symptoms were skin blistering (usually on the feet, since it was being tracked around, but full-body for the unlucky champions who killed it), which eventually spread to fat, muscle, and bone, causing extreme pain.  Within several days the blistering developed into full scale necrosis necessitating surgery to correct, and leaving massive scarring.  I'm unsure if this was a bug, but on several occasions necrosis developed without any signs on the 'wound' screen, only visible through the z-menu.  When treatment was impossible or insufficient, dwarves perished due to infection within a few weeks, although several became paralyzed and suffocated within *literally* one to two days of exposure.  It would have been quite cool, if it weren't totally uncounterable.

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 12:34:31 pm »
Cowards! Why did you let them enter your fotresses? Why did you not venture out and slay them where you could flush away their blood without damage?

Your cowardice, and your refusal to go out and meet your enemy, that is what's killing your dwarves!

I did kill it outside ^^  I engage all FBs before they can get to my gates- most of them are easily 2-shotted at the moment anyway.  The problem is that to get the corpse to a garbage dump, it had to be carried through the fortress...

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 09:35:05 am »
Damn, I'd kill for that kind of bug. I *want* disease, and tracking blood around is as close as it gets, right now...

Maybe if miasma was a vector, then? Because that noxious purple cloud should do a bit more than make my dwarves unhappy.

I brought this up under the "Fun with Syndromes" thread I started in suggestions- have infectious plauges enter your fortress at random times, with probabilitiy/patient 0s being determined by exposure to murky water, outsider blood or miasma.

EDIT: I also don't think anything is a bug here.  Just incomplete features combining in frustrating ways.

I 100% agree that would be Fun if outsider blood were something I could reasonably locate or quarantine. 

EDIT: The problem is not with a spreading disease, which was quite cool at first.  It's that randoming something like this basically says "Sorry, you lose."  Which is not at all Fun.  Hence the principle of interaction: it's hard to have fun with something you can't interact with at any real level.

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 09:24:43 am »
DFHack has a DFCleanFort which might fix your problem.

It worked :-D  A thousand thanks to you; you've saved my favorite fort!

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 09:00:54 am »
DFHack has a DFCleanFort which might fix your problem.

I wasn't aware of that and will check it out immediately, thanks.

I love having to cheat to remedy bugs  ::)

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DF Dwarf Mode Discussion / Re: Screw Contaminants
« on: July 15, 2010, 08:51:34 am »
Well, I really enjoy the random FBs and I'm ok with losing a bunch of military dwarves in a fight with one, even if it was after the fact.  I got a great story out of it actually, about one of my oldest surviving axedwarves, 'Old One-Eye,' who singlehandedly broke a siege when my fort was young.  He got hit with the blood and basically his entire body rotted away, he's the only survivor from the blood so far.  No eyes, yellow or cyan on every exposed feature, years later. 

What's really goddamn annoying is that Toady added contaminant tracking without, apparently, any way to realistically deal with the contaminants being tracked.  The cleaning labor is unpredictable at best, and at worst, completely nonfunctional.  I'm probably gonna lose the best fort I've ever made in around 2 years with the game, a fort which I was having immense amounts of Fun with, simply because of an incomplete feature.

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DF Dwarf Mode Discussion / Screw Contaminants
« on: July 15, 2010, 08:35:44 am »
Recently killed my 10th FB or so, a gigantic 3-eyed lark, blah blah blah beware its poisonous blood.  It didn't land a single hit on my fully steel- and legendary- military, but thanks to poisonous blood, managed to rot no less than SEVEN fully legendaried-out dwarves post combat.  Now there's a pool of it's blood somewhere in the fortress that was dropped when its corpse was dumped.  It's so far killed 6 dogs, 4 cats, and twelve random civilians, with 3 more in hospital right now who probably won't make it.

The FB was Fun.  This is Dumb, with a capital D.  How am I supposed to combat a couple tiles of blood I can't even find?  And given that Cleaning is already completely non-functional as a skill, what do I even do then?  The stupid facking thing died almost 3 years ago.  WHY is its blood still being tracked around?  Purely obnoxious.  Probably going to have to abandon given the current death rate.

Yes, I mad.

TL;DR, contaminant tracking is really [offensive word deleted - tt] when you can't find specific contaminants and they NEVER go away.

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Love the cheese cameo on her belt.

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DF Gameplay Questions / Re: The age of...Drivewasted?
« on: June 30, 2010, 04:52:34 pm »
Subtle law-breaking hint from Toady.

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DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 23, 2010, 10:33:26 pm »
Fourth fortress, first year, I'm running out of alcool and the nearby brook is frozen. I attempted to channel the water to an artificial lake during the autumn but I couldn't get it to be digged in time. As I remembered from one of my previous experimentation, ice melts when they are brought inside fortresses(though I couldn't tell you I'm 100% sure about that). So now, I told my dwarves to go ahead and mine the ice to get ice chunks. And now, it seems I can't find a way to tell my dwarves to pick those cubes up and move them. I tried to dump them using a designated garbage dump zone(the only currently on the map) as well as using a pond zone.

I searched throught the forum and alas, couldn't find an answer so, could any of you guys help me?
Version: 0,31,08.

Remember, dorfs by default ignore refuse outdoors, which can be changed through the {o}rders menu.  Try that first and see what happens.

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DF Gameplay Questions / Re: Outdoor Refuse
« on: June 23, 2010, 08:05:23 pm »
No problem.  I puzzled through that exact same issue just a couple days ago  :)

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DF Gameplay Questions / Re: Outdoor Refuse
« on: June 23, 2010, 07:58:15 pm »
Use the {o}rders menu to change Dwarves Ignore Outdoor Refuse to Dwarves Collect Outdoor Refuse.

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