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Messages - Zaik

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226
DF Dwarf Mode Discussion / Re: the magnificent teleporting goblins
« on: October 10, 2010, 07:34:09 pm »
It's a take on a fairly old concept.  When I build a goblin hole, I usually make it ~8 stories deep (or enough to cause decent wounds without killing) into a pit of spikes.  One Z level up are fortifications and a walkway for marksdwarves (if I want to train them) and - of course - you can send a normal squad inside after the critters land in their damaged state to get them more kills & a title.

I did a sort of variant on this once that combined it with a noble trap, and instead of murdering my baroness I ended up giving her a title.  It was actually kinda badass so I ended up letting her live and accepting the fact that I would have a few rooms decorated with native silver furniture (made from imported ore, hence the original reason she was in the combat pit).


I used to just make 15 zlevel drops, but i'd have so many freaking corpses to dump going up and down 15 z levels and miasma everywhere even if i channelled out the tile all the way to the surface because of body parts flying off everywhere. Much cleaner and quicker this way.

227
Another funny story, I caught the general of the white tigerman army, and the kennels let me tame him. Afterwards, he was known as something like Amslu Kolinxu, Stray General. I went to dump him in a pit and he was immediately hostile and behaved like a wild animal or thief, had to be chased down and killed.

Also, a War Elephant Wrestler just had War Elephant Calves that I can also tame. I assume they're going to behave the same though.

228
DF Dwarf Mode Discussion / Re: the magnificent teleporting goblins
« on: October 10, 2010, 06:03:39 pm »
You should make a Goblin Juicer.

I dunno if someone else came up with the idea before or not, but if they did, then I re-invented it.

How I generally do it is to build 2x2 stairs up about 3 z levels above ground(prevents miasma), then build a completely contained sort of "bunker" type building that ends up being about 4x8 counting walls, 2x6 of floor with a single open hole in the floor that drops into a 2x2 room with walls on all sides except one, which has 2 floodgates attached to a lever. inside the 2x2 you build 4 upright traps linked to a lever. Any metal is fine, as long as it's a metal. You make sure the floodgates are closed, then use i to set a Pit/Pond zone over the hole upstairs, then use P to dump in all your prisoners. They will take damage from the upright traps when they land if they are extended, killing many of them, and you can set the trap lever to be pulled repeatedly to kill the rest. Keeps the mess nice and contained, gets rid of an unlimited number of prisoners quickly with little resources or labor required, you can build a refuse stockpile and a dump right next to it to make cleanup easy, and also if you are trying to save butcherable corpses and dump the rest, it has this neat little feature(i guess? I have no idea why it does this but it's great) of completely separating corpses from the equipment when you look at it with k, so you can sort through what to dump and what to save much easier. To make it more secure, you can add retracting bridges over the hole into your bunker and the Juicer to prevent flying enemies from getting inside your fort

Pictures here since my explanation sucks:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

229
DF Modding / Re: Request for a tiny part of a mod. :-\
« on: October 10, 2010, 04:06:55 pm »
So, what you want is a custom workshop with a reaction that requires one worthless stone and has no product?

Here's something off the top of my head:

[BUILDING_WORKSHOP:JUNK_STONE_GRINDER]
   [NAME:Junk Stone Grinder]
   [NAME_COLOR:7:0:1]
   [DIM:3:3]
   [WORK_LOCATION:2:2]
   [BUILD_LABOR:MASONRY]
   [BUILD_KEY:CUSTOM_SHIFT_S]
   [BLOCK:1:0:0:0]
   [BLOCK:2:0:0:0]
   [BLOCK:3:0:0:0]
   [TILE:0:1:' ':' ':150]
   [TILE:0:2:' ':' ':'/']
   [TILE:0:3:'-':' ':' ']
   [COLOR:0:1:0:0:0:0:0:0:6:0:0]
   [COLOR:0:2:0:0:0:0:0:0:6:0:0]
   [COLOR:0:3:6:0:0:0:0:0:0:0:0]
   [TILE:1:1:' ':' ':'=']
   [TILE:1:2:'-':' ':8]
   [TILE:1:3:' ':' ':150]
   [COLOR:1:1:0:0:0:0:0:0:6:0:0]
   [COLOR:1:2:6:0:0:0:0:0:6:0:0]
   [COLOR:1:3:0:0:0:0:0:0:6:0:0]
   [TILE:2:1:'-':' ':8]
   [TILE:2:2:' ':' ':8]
   [TILE:2:3:' ':150:' ']
   [COLOR:2:1:6:0:0:0:0:0:6:0:0]
   [COLOR:2:2:0:0:0:0:0:0:6:0:0]
   [COLOR:2:3:0:0:0:6:0:0:0:0:0]
   [TILE:3:1:150:' ':8]
   [TILE:3:2:' ':' ':8]
   [TILE:3:3:' ':240:' ']
   [COLOR:3:1:6:0:0:0:0:0:6:7:0]
   [COLOR:3:2:0:0:0:0:0:0:6:7:0]
   [COLOR:3:3:0:0:0:7:0:1:0:0:0]
   [BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

[REACTION:GRIND_JUNK]
[NAME:grind a worthless stone]
[BUILDING:JUNK_STONE_GRINDER:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[SKILL:MASONRY]

Not 100% positive it'd work(i've never made a reaction without a product, though i have made reactions that were supposed to have a product and didn't so i can't imagine anything terrible will happen), and it'll look like a soap maker's workshop(because i just copied it and changed the name and labor), but there can't be too much wrong with it. You'll need to go into the entity_default raw file and add [PERMITTED_BUILDING:JUNK_STONE_GRINDER] and [PERMITTED_REACTION:GRIND_JUNK] under the [ENTITY:MOUNTAIN] section.

Also this will(obviously) require the masonry labor, and will give masonry exp to whoever does it. If that's a problem for some reason, you can change "MASONRY" to whatever, like "NONE" or just make up a word, and it'll allow anyone with any labor enabled to use it(You might want to profile it to someone who is otherwise useless if you do that, because your broker or doctors might end up grinding stone instead of trading or working on patients or whatever)

Also, most importantly, even if you add this into the save you're currently playing, it most likely won't be available, it'll require you to generate a new world.

230
DF Dwarf Mode Discussion / Re: Idiots storing food in armor stockpiles?
« on: October 10, 2010, 03:43:25 pm »
sometimes when dwarves switch armor in .12(i think, i definitely saw it then but i haven't seen it in .14), they have to take their backpack off, which empties their backpack all over wherever they are, which is generally the armor stockpile. And since the food is owned by the dwarf who dumped it out, nobody else but that dwarf can move it. A normal dwarf that has issues with this(like if you use a mass forbid in your dining room and it catches a dwarf in the middle of a meal), will just eat the owned meal later(Have to unforbid it, or course), assuming it doesn't rot or something. However, a military dwarf seems to require un-owned food to put in their backpack for whatever reason, so these will keep piling up on your armor stockpile. They won't spoil on a stockpile, even if it doesn't have food enabled, so there's no pressing issue, but if you absolutely must have them gone you can remove them from the military and they will eventually get around to eating it all, though a backpack holds an entire season's food.

231
DF Dwarf Mode Discussion / What do i do with...
« on: October 10, 2010, 03:22:46 pm »
a cage with 45 War Unicorns in it?

232
Sign me up, any dwarf is fine

233
s≠x...

I wouldn't have thought that a newbie fort would last too long, don'r play so well, my comrades.


It nearly didn't, the only way we survived was that the captain of the guard chased off a goblin siege that walked right in the back door solo with only "Skilled" axe skill while the militia commander fired some bolts that didn't do a lot. It helped that i'd made him bronze armor and he had a masterwork adamantine battle axe, but he still soloed a siege with level 4 axe skill.

I'm just going to start taking my turn where Zaik left off and if Dwarf finishes up i'll just start over from his save instead.

oO 5 legendary miners?? given the track record of my current fort I'll better get them to dig some crypt before they begin suiciding.

also, is there a reason for the manager/bookkeeper to not have any labor assigned?

just noticed that the hotkey labeled catacombs leads to a place with lots of beds...

I don't know, honestly i was just watching stuff like crazy, trying to prepare defenses, fix the booze problem, and get enough beds for all the dwarves. They're pretty much all in 1 tile holes in the wall that were started when i got it.

Only things i can really think to recommend is more streamlining, make sure that back door(you'll know it when you see it) is sealed off or defended properly, and probably definitely get started on real bedrooms


234
DF Gameplay Questions / Re: Trap components not appearing at trade depot
« on: October 09, 2010, 05:50:30 pm »
Missed the human caravan due to sieges, so i turned them off to get the dwarven one, oddly the trap components reappeared, the only thing i can guess is some mandate i wasn't paying attention to had prevented it, though i really have no idea.

235
DF Gameplay Questions / Re: Normal Evil vs. Undead Evil
« on: October 09, 2010, 05:47:37 pm »
I am not certain but fairly confident that if you see glumprongs(dead looking purple trees) you will *not* see undead at all, and that terrifying gives zombies only with rare living creatures while haunted gives only skeletal undead with rare living creatures.

I have no experience with sinister aside from a 50 second embark where about 15 beak dogs spawned and steamrolled my starting 7 dwarves.

236
DF Gameplay Questions / Re: Grown attached to a spear?
« on: October 09, 2010, 05:28:22 pm »
Any time he is told ot equip a "spear" he will use that from now on.

Easiest solution is to have him unequip it, build it into a trap, then tell him to equip a spear, he'll properly ignore it after that.


I have to do it with steel weapons all the time. Now, if there were only a way to build steel shields into something...

237
DF Gameplay Questions / Re: Danger rooms?
« on: October 09, 2010, 04:25:11 pm »
Yeah.

As long as they're wearing a dress, or a robe, or a hood, mittens, and socks, they'll be totally safe.

10 will train them disturbingly fast, though it is more prone to quickly maxing out either weapon skill or avoidance skills and making the smaller one take forever to raise, however overall it's much faster still.

I stick with 6, it's plenty enough to make military dwarves somewhat disposable without making it so fast it seems silly.

238
DF Gameplay Questions / Re: Human caravans in 31.16?
« on: October 09, 2010, 04:23:10 pm »
Just got done trading with em in fact.

I swear, wood must be WORTHLESS in this world.  I traded 4 full pages of wood, likely a couple hundred tons of wood, for one glass disk.  ONE.  And it had value left over too.  Either they are idiots, or wood must be as common as dirt.

Lots of raw materials are pathetically cheap. You can(currently) buy a single steel bar for something around 300-400 dwarf$ and then make it into a masterwork serrated steel disc(in theory) and buy out the entire caravan with it. Raw material is basically nothing, quality is what matters.

239
DF Gameplay Questions / Re: Trap components not appearing at trade depot
« on: October 09, 2010, 04:17:53 pm »
It may help to search by string. Rock mechanisms don't show up in any particular list at the trade depot either.

Did you try this? [q] depot, [g] > > enter string

No, i did not, i'll try it again when the next caravan comes

240
DF Gameplay Questions / Re: Trap components not appearing at trade depot
« on: October 09, 2010, 04:01:47 pm »
They should be at the top of the All list. What is listed there?


Everything else immediately nearby, empty cages, things immediately accessable from the nearby stairwell, down a bit more and i can see the junk armor/weapon stockpile's stuff that is already past the trap components, then some ammo mixed in from the ammo stockpile next to it, more stuff downstairs, etc.

It was as it they literally did not exist. The traders are long gone now though, i'll try again when the next ones show up, which I have no idea when is since i get so many sieges(modded races) the dwarven traders only show up maybe one out of every four years years at best and the humans haven't been spotted yet.

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