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Messages - RemusShepherd

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1
DF Gameplay Questions / Re: Vampire won't mine.
« on: December 19, 2013, 01:24:55 pm »
I am using Therapist -- that could be the issue.  I'll see if I can force it as you suggested.

(As for other suggestions:  Yes, I'm remembering to turn Mining back on.  My only military are trainees, none of which has been assigned a weapon yet.  I think all my current miners have their own picks.)

2
DF Gameplay Questions / Re: Vampire won't mine.
« on: December 18, 2013, 01:23:27 pm »
The magma is 130 z-levels deep.  I've put an outpost down there to smelt metal and try to get a steel industry going on the sparse wood that I have.  The military is training but they'll have no gear until the metal industry works.

Aquifers prevent me from creating pit traps for the siege, and I definitely don't have enough metal to create trap corridors.

I just wish my vampire would mine the caverns.  Then I could build down there, instead of just clearcutting the place.

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DF Gameplay Questions / Vampire won't mine.
« on: December 18, 2013, 12:55:17 pm »
I started up a new fortress.  It's been going through a little bit of Fun (tm).  Anyway, to make a long story short, we dragged in the carcass of the dragon that the kobold army killed and then walled off all the exits.  The surface world is now dead to us.  Too bad about those migrant waves.

But one of the earlier migrants was a vampire, who caused her own Fun (tm) for a time before I picked her out and sent her into the caverns.  She's cutting down cave trees and killing Forgotten Beasts and seems pretty happy.  But she won't mine.  There is a pick nearby, and I've tried turning off her Woodcutting labor, but she will not grab the pick and mine.

As far as I can tell she isn't sentimentally attached to her copper axe or anything.  She just refuses to strike the earth.  Is this intended behavior for vampires?  I can see it being a good idea; it would be too easy to kill them if you made them miners.  But the wiki says nothing about vampires refusing to mine.

Also, if you have advice for how a starving underground fortress can deal with a surface war between human sieges and kobold war parties, that would also be appreciated.  :)

4
For me it's going to be the cleanup following the first major siege. Man, with 100 dwarves that used to take a full season, at which point I'd just get sieged again. I'm really looking forward to seeing that take days instead of months.

I've found that the new hauling behavior is very bad when cleaning up after sieges.  Instead of going outside to pick up a discarded gauntlet, a dwarf brings the ammo bin outside...then he gets ambushed, drops the bin and runs.  As a result not only is one piece of trash stuck outside, the ambushers are now holding hostage a bin containing all my adamantium shields.

It's about par for the course for dwarf intelligence, mind you.  I just think it's more frustrating than the old method.

5
DF Gameplay Questions / Survived the Zombie Apocalypse?
« on: July 16, 2012, 02:17:12 pm »
I didn't know about Necromancer towers in the latest version of DF, so I accidentally embarked in a location next to two of them.  Been a wild ride.

18 years later, my multiple trap corridors seem to have handled all of the zombie hordes.  In the carnage my dwarfs have picked up two souvenirs and carted them to the artifact trophy room -- Two named, leatherbound books of evil.

Is there only one necromantic tome per tower?  Does that mean that I've killed the two necromancers nearby?  Am I not going to get anymore zombie sieges?

Haven't seen any zombies in two years.  My last siege was goblins and trolls.  Have I tamed the two necro towers?

If we're done with zombie sieges, to prevent boredom I may need to start mining candy.

6
Sure.  My first and probably only sig-worthy fort.  :)

7
"Oh, look, a new version of Dwarf Fortress.  Let me see what's in it."

"Oh, look, a necromancer siege.  That's a lot of zombies.  I think I'll just wall my dwarves in until the pit trap is operational."

"Oh, look, there goblins ambushing...the zombie horde.  That should go well."

"Were there always that many zombie goblins outside?"

"Oh, look, a named dragon has appeared.  Maybe he'll break the zombie siege."

"Oh, look, about 120 zombies trump one dragon.  But the wildfires he started are taking out a lot of the horde."

"Oh, look, it's raining human blood.  At least that'll put out some of the wildfires."

"Yay, the pit trap is done!  Invite the zombies into it!"

"Oh, look, falling 20 z-levels doesn't kill zombies unless they land on their head.  That's...unusually unrealistic for DF."

"Okay, I have a mostly untrained squad in full steel armor, let's see what they can do with the zombies.  I'll back them up with serrated steel traps just in case."

"Oh, look, I didn't know that necromancers could turn dragons into zombies."

"Oh, look -- away from the blood-soaked plain littered with charred and severed zombie parts, along a trail composed of bits of steel armor and the shreds of my untrained squad, there are chunks of zombie dragon cut into fine giblets at the entrance to my fort."

So let's review.  Goblins < Dragon < Zombies < Steel-clad dwarves < Zombie Dragons < Serrated steel blade traps.

Now I'm dealing with, "Oh, look at all the ghosts."

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 31, 2011, 11:51:54 am »
Or maybe if I had made some soap...but screw that, it's too much work.
j-m-q-soap-1 is too much work?

I should check myself, but is there still a bug where you have to forbid every bar of soap when not in use to prevent infinite soap spam?  I've never bothered with soap because of that.

That bug was fixed with the most recent version. So, if you've got a bit of lye and some tallow kicking around its easy to stock your hospital and give dwarves happy thoughts from soapy baths.

Ah, I'm not playing the most recent version, I'm still using 0.22.  No soap for you, dwarves!

Maybe I should start a new fortress with 0.25.  Between the trap corridors, the six-bridge trap over a 14 z level pit, and the two squads decked out in full bluemetal gear, I don't think this fort is going to be challenged by anything anymore.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 30, 2011, 06:40:02 pm »
Or maybe if I had made some soap...but screw that, it's too much work.
j-m-q-soap-1 is too much work?

I should check myself, but is there still a bug where you have to forbid every bar of soap when not in use to prevent infinite soap spam?  I've never bothered with soap because of that.

Of course, the real reason is that I don't care *that* much about my dwarves lives.  I respect the crazy ones, but I'm not going to go out of my way to keep them from being suicidal.  :)

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 30, 2011, 03:54:00 pm »
The militia leader 'Lucky' is dead.

Lucky was a clothier who wandered outside the fort during a siege (I still don't know how) to clean one of the blood-soaked traps on the bridge over the river.  When the goblins saw him, he evaded two squads worth of lashers and speargobs, leading them into the trapped back entrance of the fort.  He didn't have a scratch on him.  That's when I put him into the military.

Then I noticed that he got married to a dwarf lass named 'Bodicesecrets'.  Then my weaponsmith had a mood and made a blue metal battle axe, and guess which dwarf grabbed hold of it first.  That's when I named him 'Lucky'.

The very next siege, when I told the military to wait behind the traps in the entrance, Lucky decided to charge four squads of goblins and trolls by himself.  He was a new recruit with almost no combat skills, but he had a shiny suit of blue metal armor, and that saved his life.  The goblins and trolls broke every limb in multiple places and tore out four of his back teeth (I assume dwarves only *have* four back teeth), but they couldn't kill him.  I eventually realized he might survive, and so I sent the military in to save him and they routed the siege.  Lucky walked back to the hospital and lay down for what I thought might be forever.

After 14 stitches (3 of them blue metal strands), four splints, and less than a season's rest, Lucky stood up and walked out of the hospital, although his wounds were all still red.  That's when I made him militia leader.

Lucky survived for about three years after that.  He would occasionally pass out while walking the halls, but he and his squad routed two more sieges without taking any more injuries.  But on that last siege, Lucky's luck ran out; he succumbed to infection from a wound he recieved years ago.  If he had stayed in the hospital and gotten more stitches and bandages he might have survived.  Or maybe if I had made some soap...but screw that, it's too much work.

Lucky is survived by his wife Bodicesecrets and two unruly children.  His blue metal coffin, I'm sorry to say, is only of good quality and I ain't wasting more ore to get a better one.

11
DF Dwarf Mode Discussion / Re: My dwarves LOVE the zoo?
« on: March 30, 2011, 10:32:15 am »
Ive been thinking of how to degrade an elite crossgoblin that killed a dwarf and maimed another, see at first I thought of my standard throw goblin off cliff, break legs and then have marksdwarves slowly shoot it to death, but that just seems too... vanilla for this particularly heinous offender. So then I thought maybe to let my pet grizzly rip her into pieces so when I saw this thread I thought, wouldn't it be most degrading for the gobbo to be laughed at , spat at and poked with sticks  by 200 dwarves every day for the rest of its life?

Just note that if he maimed a dwarf, that dwarf may never completely recover until that goblin is dead.  Sometimes dwarves go through bouts of 'cancel rest: interrupted by goblin' when the goblin who injured them survived.  I think they're having bad dreams.

12
I had a fort that had gotten established -- a hospital with a well, we were making steel armor for the military, etc.  I only nickname dwarfs once they are masters in their jobs, or for military once they do something worthy.  My dwarfs have to earn their nicknames.  So I didn't have many dwarves of distinction yet, but things were going well.

Then I get a ton of messages about civilians falling over dead.  I had screwed up when constructing my well, leaving a diagonal passageway into the caverns.  One of the worst possible Forgotten Beasts -- a blob, with 'deadly dust' emanating from it, had crawled up into my hospital, massacred the staff and was headed for the civilian bedrooms.

I throw my military down there, hoping they would be able to stop the thing.

Almost all of the military die on contact with the beast.  They do, however, manage to shift the combat back to the hospital.  Then one axedwarf does something that's either terrifically stupid or boneheaded bravery -- he falls down the well, and somehow takes the forgotten beast with him.

This buys my fort some time.  I pave over the well.  I let the civilians out of the panic burrow and they start cleaning up the carnage.  The axedwarf in the well is unconscious, underwater and being clubbed nonstop by the beast, but *he stays alive*.  (This has to be a bug.)  He distracts the beast long enough that one of my miners is able to dig a rockfall that drops a block of stone down the well to kill the beast.

The dwarf in the well dies also, of course.  I name him 'Aquadwarf', and give him a tomb of steel.

The deadly dust causes some problems, but after a while I wash the halls and everything's fine.  Only a few minor tantrums; I keep my dwarves happy.  The main problem is the military.  They all die on their hospital beds, except for one dwarf who has rot on *every* body part.  I should have saved a screenshot -- it went on for a screen and a half with, 'His cheeks are rotting.  His lower lip is rotting.  His upper lip is rotting.' and so on.  I have no surviving doctors, so all I can do for him is give him water and ready his tomb.

But he *survives*.  Every body part that used to have rot on it now has a wicked scar.  When he walks out of the hospital I name him 'Zombo', and make him the captain of the militia.  Every dwarf in the next migrant wave is handed a weapon and told to report to a dwarf literally *covered* in scars, with some horrifying stories to tell.

And the fort went on. 

(I quit it about 8 years later due to lag.  Zombo survived to the end, with two more Forgotten beast kills to his squad's credit.)

13
It could be that the kobolds are aquiring wealth by stealing items, and the game assigns their raiding parties suitable equipment of that approximate value.  That would simulate the kobolds trading the items they steal for items they need. 

14
DF General Discussion / Re: A visit to an abandoned copper mine
« on: September 08, 2010, 02:13:25 pm »
I'm not crazy about mines, but I love mining equipment.  You have to admit that Bagger 288 looks like it was made by insane dwarves.

15
DF Dwarf Mode Discussion / Re: Nicknamed dwarves referenced in artifacts
« on: September 08, 2010, 11:16:08 am »
I don't think it's an object reference.  I think it's a string replacement.  Anything with the dwarf's previous name is displayed as the new nickname.

I say this because very rarely you will find another dwarf, or an artifact, or a god, that has the exact name as a previous dwarf.  Nickname the dwarf and all the names change.

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